-
+
diff --git a/data/archetypes.json b/data/archetypes.json
index 70edca60f8..8caa9ceade 100644
--- a/data/archetypes.json
+++ b/data/archetypes.json
@@ -117,7 +117,9 @@
{
"type": "pf2-sidebar",
"name": "Alter Egos in Golarion",
- "reference": true,
+ "reference": {
+ "auto": true
+ },
"source": "DA",
"page": 127
},
@@ -309,7 +311,7 @@
},
{
"name": "Alkenstar Agent",
- "source": "Aoa1",
+ "source": "OoA1",
"page": 78,
"entries": [
"Outwardly dashing outlaws or silent, deadly bravos, these masters of combat and culture must hone a variety of skills to serve as secret agents and informants for the leader of Alkenstar, Grand Duchess Trietta Ricia."
@@ -326,7 +328,7 @@
},
{
"name": "Clockwork Reanimator",
- "source": "Aoa3",
+ "source": "OoA3",
"page": 78,
"entries": [
"You have unlocked the secret connections between necromancy and clockwork locomotion, giving you the unholy power to reanimate corpses. These minions shuffle forth with the mindless motions of the unliving and are little more than puppets under your control.",
diff --git a/data/bestiary/creatures-av1.json b/data/bestiary/creatures-av1.json
index 6f5e035a0d..3f1bbd3f51 100644
--- a/data/bestiary/creatures-av1.json
+++ b/data/bestiary/creatures-av1.json
@@ -3545,7 +3545,7 @@
{
"hp": 85,
"abilities": [
- "fast healing 7"
+ "{@ability fast healing} 7"
]
}
],
@@ -3556,13 +3556,18 @@
],
"weaknesses": [
{
- "name": "area"
+ "amount": 7,
+ "name": "area damage"
+ },
+ {
+ "amount": 7,
+ "name": "{@trait splash} damage"
}
],
"resistances": [
{
"amount": 7,
- "name": "physical"
+ "name": "physical damage"
}
]
}
diff --git a/data/bestiary/creatures-b1.json b/data/bestiary/creatures-b1.json
index 8ead829288..24a092756f 100644
--- a/data/bestiary/creatures-b1.json
+++ b/data/bestiary/creatures-b1.json
@@ -357,19 +357,19 @@
],
"immunities": [
"bleed",
- "fire",
- "mental",
- "poison",
"death effects",
"disease",
"doomed",
"drained",
"fatigued",
+ "fire",
"healing",
"magic (see below)",
+ "mental",
"necromancy",
"nonlethal attacks",
"paralyzed",
+ "poison",
"sickened",
"unconscious"
],
diff --git a/data/bestiary/creatures-sli.json b/data/bestiary/creatures-sli.json
index 71e23bf0c0..55e140190a 100644
--- a/data/bestiary/creatures-sli.json
+++ b/data/bestiary/creatures-sli.json
@@ -1,4 +1,14 @@
{
+ "_meta": {
+ "dependencies": {
+ "creature": [
+ "B1"
+ ]
+ },
+ "internalCopies": [
+ "creature"
+ ]
+ },
"creature": [
{
"name": "Ahvothian",
@@ -202,8 +212,7 @@
},
"hp": [
{
- "hp": 160,
- "abilities": null
+ "hp": 160
}
],
"weaknesses": [
@@ -356,12 +365,67 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
+ {
+ "name": "Alchemical Golem",
+ "source": "Sli",
+ "page": 48,
+ "_copy": {
+ "name": "Alchemical Golem",
+ "source": "B1",
+ "_mod": {
+ "abilities.mid": [
+ {
+ "mode": "insertArr",
+ "items": {
+ "entries": [
+ "When the alchemical golem is reduced to 0 Hit Points, it explodes and deals damage from its alchemical rupture ability in a 10-foot emanation. If a critical hit reduced the golem to 0 Hit Points, creatures in the area treat their saving throws against the rupture effects as one degree worse."
+ ],
+ "name": "Explode"
+ }
+ }
+ ],
+ "traits": {
+ "mode": "insertArr",
+ "items": [
+ "unique"
+ ]
+ }
+ }
+ }
+ },
+ {
+ "name": "Ngira",
+ "source": "Sli",
+ "page": 37,
+ "_copy": {
+ "name": "Angazhani Cultist",
+ "source": "Sli",
+ "_mod": {
+ "abilities.mid": [
+ {
+ "mode": "insertArr",
+ "items": {
+ "entries": [
+ "Ngira has a +1 profane bonus on attack rolls, skill checks, and saving throws from Sanura's profane gift. Sanura can communicate with Ngira telepathically at any distance, and Ngira treats saves against Sanura's {@spell suggestion} spells as one degree of success worse."
+ ],
+ "name": "Profane Gift"
+ }
+ }
+ ],
+ "traits": {
+ "mode": "insertArr",
+ "items": [
+ "unique"
+ ]
+ }
+ }
+ }
+ },
{
"name": "Aspis Guard",
"isNpc": false,
@@ -411,6 +475,12 @@
"wis": 3,
"cha": 1
},
+ "items": [
+ "{@runeItem battle axe||+1 weapon potency||striking|}",
+ "{@item crossbow} (20 bolts)",
+ "{@item dagger}",
+ "{@item tower shield} (Hardness 5, HP 20, BT 10)"
+ ],
"speed": {
"abilities": [
"unburdened iron"
@@ -482,7 +552,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -490,8 +559,7 @@
},
{
"entries": [
- "When the guard rolls a success on a Will save against a {@trait fear} effect, they get a critical success instead.",
- "In addition, anytime they gain the {@condition frightened} condition, reduce its value by 1."
+ "When the guard rolls a success on a Will save against a {@trait fear} effect, they get a critical success instead. In addition, anytime they gain the {@condition frightened} condition, reduce its value by 1."
],
"name": "Bravery"
},
@@ -500,7 +568,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -539,8 +606,7 @@
},
"hp": [
{
- "hp": 80,
- "abilities": null
+ "hp": 80
}
]
}
@@ -601,6 +667,15 @@
"speed": {
"walk": 25
},
+ "items": [
+ "expanded {@item alchemist's tools}",
+ "{@item lesser bomber's eye elixir}",
+ "bronze Aspis Consortium badge",
+ "{@item moderate cheetah's elixir}",
+ "{@item hunting spider venom} (2)",
+ "{@runeItem rapier||+1 weapon potency||striking|}",
+ "{@item studded leather} armor"
+ ],
"attacks": [
{
"range": "Melee",
@@ -652,10 +727,9 @@
"top": [
{
"entries": [
- "Aspis technician carries the following infused items: 2 lesser antidotes, 2 moderate acid flasks, 2 moderate alchemist's fires, and 2 lesser elixirs of life.",
- "These items last for 24 hours or until the next time the technician makes their daily preparations."
+ "An Aspis technician carries the following infused items: 2 lesser antidotes, 2 moderate acid flasks, 2 moderate alchemist's fires, and 2 lesser elixirs of life. These items last for 24 hours or until the next time the technician makes their daily preparations."
],
- "name": "Infused Items An"
+ "name": "Infused Items"
}
],
"bot": [
@@ -706,15 +780,18 @@
"unit": "action"
},
"entries": [
- "The Aspis technician Interacts to draw a bomb, then {@action Strike||Strikes} with it."
+ "The Aspis technician {@action interact||Interacts} to draw a bomb, then {@action Strike||Strikes} with it."
],
"name": "Quick Bomber"
},
{
"entries": [
- "Aspis technician deals an extra {@damage 2d6} precision damage to {@condition flat-footed} creatures."
+ "The Aspis technician deals an extra {@damage 2d6} precision damage to {@condition flat-footed} creatures."
],
- "name": "Sneak Attack The"
+ "name": "Sneak Attack",
+ "generic": {
+ "tag": "ability"
+ }
}
]
},
@@ -735,8 +812,7 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
]
}
@@ -786,9 +862,9 @@
"cha": 2
},
"items": [
- "breastplate",
- "+1 striking greatclub",
- "javelins (3)"
+ "{@item breastplate}",
+ "{@runeItem greatclub||+1 weapon potency||striking|}",
+ "{@item javelin||javelins} (3)"
],
"speed": {
"abilities": [
@@ -916,8 +992,7 @@
},
"hp": [
{
- "hp": 85,
- "abilities": null
+ "hp": 85
}
]
}
@@ -991,7 +1066,7 @@
},
{
"entries": [
- "A {@spell stone to flesh} spell negates Cursebreaker's golem antimagic and its resistance to physical damage for 1 round. A {@spell flesh to stone} spell reverses this effect immediately."
+ "A {@spell stone to flesh} spell negates Cursebreaker's {@ability golem antimagic} and its resistance to physical damage for 1 round. A {@spell flesh to stone} spell reverses this effect immediately."
],
"name": "Vulnerable to Stone to Flesh"
}
@@ -1062,20 +1137,32 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
],
"immunities": [
"acid",
"bleed",
"death effects",
- "disease"
+ "disease",
+ "doomed",
+ "drained",
+ "fatigued",
+ "healing",
+ "magic (see below)",
+ "mental",
+ "necromancy",
+ "nonlethal attacks",
+ "paralyzed",
+ "poison",
+ "sickened",
+ "unconscious"
],
"resistances": [
{
"amount": 10,
- "name": "physical"
+ "name": "physical",
+ "note": " (except {@item adamantine (generic)||adamantine})"
}
]
}
@@ -1226,8 +1313,7 @@
},
"hp": [
{
- "hp": 160,
- "abilities": null
+ "hp": 160
}
],
"immunities": [
@@ -1297,9 +1383,10 @@
"cha": 3
},
"items": [
- "gluttonous spear (page 60)",
+ "{@item gluttonous spear|Sli}",
"hide armor",
- "key to"
+ "key to {@creature cursebreaker|sli|Cursebreaker's} lock",
+ "{@item religious symbol (generic)||religious symbol} of {@deity Angazhan|LOGM}"
],
"speed": {
"walk": 25
@@ -1339,11 +1426,101 @@
"DC": 24,
"rituals": [
{
- "name": "Abyssal pact"
+ "name": "Abyssal pact",
+ "source": "B1"
}
]
}
],
+ "spellcasting": [
+ {
+ "tradition": "divine",
+ "DC": 24,
+ "attack": 16,
+ "type": "Prepared",
+ "entry": {
+ "0": {
+ "level": 3,
+ "spells": [
+ {
+ "name": "daze"
+ },
+ {
+ "name": "forbidding ward"
+ },
+ {
+ "name": "light"
+ },
+ {
+ "name": "stabilize"
+ }
+ ]
+ },
+ "1": {
+ "spells": [
+ {
+ "name": "bane"
+ },
+ {
+ "name": "bless"
+ },
+ {
+ "name": "command"
+ },
+ {
+ "name": "ray of enfeeblement"
+ }
+ ]
+ },
+ "2": {
+ "spells": [
+ {
+ "name": "death knell"
+ },
+ {
+ "name": "heal"
+ },
+ {
+ "name": "see invisibility"
+ },
+ {
+ "name": "spiritual weapon"
+ }
+ ]
+ },
+ "3": {
+ "spells": [
+ {
+ "name": "chilling darkness"
+ },
+ {
+ "name": "fear"
+ },
+ {
+ "name": "harm"
+ }
+ ]
+ }
+ }
+ },
+ {
+ "name": "Cleric Domain Spells",
+ "tradition": "divine",
+ "DC": 24,
+ "fp": 2,
+ "type": "Focus",
+ "entry": {
+ "3": {
+ "spells": [
+ {
+ "name": "touch of obedience",
+ "note": "with a range of 30 feet"
+ }
+ ]
+ }
+ }
+ }
+ ],
"abilities": {
"mid": [
{
@@ -1396,8 +1573,7 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
]
}
@@ -1456,6 +1632,9 @@
"society": {
"std": 18
},
+ "stealth": {
+ "std": 21
+ },
"thievery": {
"std": 19
}
@@ -1469,9 +1648,9 @@
"cha": 5
},
"items": [
- "daggers (3)",
- "slime whip",
- "+1 studded leather"
+ "{@item dagger||daggers} (3)",
+ "{@item slime whip|Sli}",
+ "{@runeItem studded leather||+1 armor potency|}"
],
"speed": {
"walk": 25
@@ -1649,21 +1828,9 @@
"top": [
{
"entries": [
- "+20, {@skill Occultism} +16, {@skill Society} +18, {@skill Stealth} +21, {@skill Thievery} +19 Str +0, Dex +4, Con +1, Int +1, Wis +3, Cha +5 Items daggers (3), slime whip, +1 studded leather."
- ],
- "name": "Intimidation"
- },
- {
- "entries": [
- "Paga gains a +2 circumstance bonus when using."
+ "Paga gains a +2 circumstance bonus when using the {@action Seek} action to find {@condition hidden} or {@condition undetected} creatures within 30 feet of her. When she targets an opponent that is {@condition concealed} from her or {@condition hidden}, she reduces the DC of the flat check to 3 for a {@condition concealed} target or 9 for a {@condition hidden} one."
],
"name": "Keen Eyes"
- },
- {
- "entries": [
- "{@action Seek} action to find {@condition hidden} or {@condition undetected} creatures within 30 feet of her. When she targets an opponent that is {@condition concealed} from her or {@condition hidden}, she reduces the DC of the flat check to 3 for a {@condition concealed} target or 9 for a {@condition hidden} one."
- ],
- "name": "the"
}
],
"mid": [
@@ -1734,8 +1901,7 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
]
}
diff --git a/data/book/book-crb.json b/data/book/book-crb.json
index 848cf84e49..6edbbccfc6 100644
--- a/data/book/book-crb.json
+++ b/data/book/book-crb.json
@@ -6968,7 +6968,7 @@
"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 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 weapon 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."
]
diff --git a/data/changelog.json b/data/changelog.json
index 17ea27cb70..bac8174d1e 100644
--- a/data/changelog.json
+++ b/data/changelog.json
@@ -242,6 +242,11 @@
"ver": "0.7.6",
"date": "2022-12-15",
"txt": "- (Typos/Tags)"
+ },
+ {
+ "ver": "0.7.7",
+ "date": "2022-12-29",
+ "txt": "(Thanks to @Spappz for these!)\n- Finished adding The Slithering\n- Added filter and quick rules for Tempted Curse afflictions\n- Improved rendering of compact abilities\n- Fixed rendering bugs for creature spellcasting and known rituals text\n- (Typos/Tags)"
}
]
}
diff --git a/data/class/class-thaumaturge.json b/data/class/class-thaumaturge.json
index 3f0f058830..119ba609a9 100644
--- a/data/class/class-thaumaturge.json
+++ b/data/class/class-thaumaturge.json
@@ -19,7 +19,8 @@
"Nature",
"Occultism",
"Religion"
- ]
+ ],
+ "type": "and"
}
],
"add": 3
diff --git a/data/deities.json b/data/deities.json
index acf4339471..76e2eb2566 100644
--- a/data/deities.json
+++ b/data/deities.json
@@ -18451,111 +18451,6 @@
]
}
},
- {
- "name": "Tlehar",
- "alias": [
- "The Rising Sun"
- ],
- "source": "LOME",
- "hasLore": true,
- "page": 141,
- "alignment": {
- "alignment": [
- "ng"
- ],
- "followerAlignment": [
- "lg",
- "ng",
- "cg"
- ]
- },
- "category": "Mwangi Gods",
- "edicts": [
- "give yourself fully to everything you attempt",
- "always maintain hope that tomorrow will be a better day",
- "treasure every gift you are given by those who matter to you"
- ],
- "anathema": [
- "lose your motivation to your regrets",
- "spread despair",
- "treat a loved one poorly"
- ],
- "font": [
- "heal"
- ],
- "divineAbility": {
- "entry": "Intelligence or Charisma",
- "abilities": [
- "charisma",
- "intelligence"
- ]
- },
- "domains": [
- "cities",
- "healing",
- "passion",
- "sun"
- ],
- "alternateDomains": [
- "change",
- "creation",
- "vigil",
- "zeal"
- ],
- "spells": {
- "1": [
- "soothe"
- ],
- "3": [
- "enthrall"
- ],
- "5": [
- "dreaming potential"
- ]
- },
- "avatar": {
- "preface": "When casting the {@spell avatar} spell, a worshipper of Tlehar gains the following additional abilities.",
- "speed": {
- "walk": 50,
- "fly": 70
- },
- "immune": [
- "immobilized"
- ],
- "melee": [
- {
- "name": "morningstar",
- "traits": [
- "versatile
",
- "reach <15 feet>"
- ],
- "damage": "6d6+6",
- "damageType": "bludgeoning"
- }
- ],
- "ranged": [
- {
- "name": "morning light",
- "range": 120,
- "rangedIncrement": true,
- "damage": "3d6+3",
- "damageType": "fire",
- "damage2": "3d6+3",
- "damageType2": "positive"
- }
- ]
- },
- "divineSkill": {
- "skills": [
- "crafting"
- ]
- },
- "favoredWeapon": {
- "weapons": [
- "morningstar"
- ]
- }
- },
{
"name": "Orcus",
"source": "BotD",
diff --git a/data/fluff-deities.json b/data/fluff-deities.json
index 5d9cafd689..6f3ebe8d21 100644
--- a/data/fluff-deities.json
+++ b/data/fluff-deities.json
@@ -6468,19 +6468,20 @@
{
"type": "pf2-h1",
"name": "Tlehar",
+ "source": "LOME",
"page": 141,
"entries": [
{
"type": "pf2-h3",
"name": "The Rising Sun",
"entries": [
- "The old gods of the threefold sun were all but forgotten under the rule of Walkena, the child god. But Tlehar never despaired, for the dawn must forever represent hope to all good people who gaze upon it. She holds the Bright Lions of Mzali especially dear in her heart, since they were a ray of hope to her people even when she couldn't be. Thanks to them, citizens of Mzali and beyond have been reminded of her loving embrace, and once again awaken with resolve in their hearts."
- ]
+ "The old gods of the threefold sun were all but forgotten under the rule of {@deity Walkena|LOGM}, the child god. But Tlehar never despaired, for the dawn must forever represent hope to all good people who gaze upon it. She holds the Bright Lions of Mzali especially dear in her heart, since they were a ray of hope to her people even when she couldn't be. Thanks to them, citizens of Mzali and beyond have been reminded of her loving embrace, and once again awaken with resolve in their hearts."
+ ],
+ "reference": {
+ "auto": true
+ }
}
- ],
- "reference": {
- "auto": true
- }
+ ]
}
]
}
diff --git a/data/generated/bookref-gmscreen.json b/data/generated/bookref-gmscreen.json
index 196cb9afb0..b65accb036 100644
--- a/data/generated/bookref-gmscreen.json
+++ b/data/generated/bookref-gmscreen.json
@@ -1 +1 @@
-{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Animal Companions","Archetypes","Character Creation","Characters With Disabilities","Familiars","Leveling Up"]},{"name":"Items & Equipment","headers":["Activating Items","Animals","Armor","Carrying and Using Items","Coins and Currency","Constant Abilities","Creating a Personal Staff","Formulas","Investing Magic Items","Item Damage","Item Level","Items and Sizes","Price","Runes","Scrolls","Services","Shields","Shoddy Items","Staves","Wands","Weapons","Wearing Tools"]},{"name":"Spells","headers":["Cantrips","Casting Spells","Disbelieving Illusions","Durations","Focus Spells","Hostile Actions","Identifying Spells","Innate Spells","Ranges, Areas, and Targets","Reading Spells","Rituals","Saving Throws","Setting Triggers","Spell Attacks","Spell Slots","Walls"]},{"name":"Playing the Game","headers":["Actions","Afflictions","Checks","Concealment and Invisibility","Condition Values","Conditions","Counteracting","Cover","Damage","Downtime Mode","Effects","Encounter Mode","Exploration Mode","Flanking","Game Conventions","Hero Points","Hit Points, Healing, and Dying","Making Choices","Movement","Overriding Conditions","Perception","Special Checks","Specific Checks"]},{"name":"Game Mastering","headers":["Difficulty Classes","Drugs","Environment","Hazards","Planning a Campaign","Preparing an Adventure","Rewards","Running Modes of Play","Running a Game Session","Starting at a Higher Level"]}]},"bookref-gmscreen":{"name":"GM Reference","id":"bookref-gmscreen","contents":[]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","page":214,"name":"Animal Companions","entries":["An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Your animal companion has the {@trait animal} and {@trait minion} traits, and it gains 2 actions during your turn if you use the {@action Command an Animal} action to command it; this is in place of the usual effects of {@action Command an Animal}. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.",{"type":"pf2-h3","page":214,"name":"Riding Animal Companions","entries":["You or an ally can ride your animal companion as long as it is at least one size larger than the rider. If it is carrying a rider, the animal companion can use only its land Speed, and it can't move and Support you on the same turn. However, if your companion has the mount special ability, it's especially suited for riding and ignores both of these restrictions."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Young Animal Companions","entries":["The following are the base statistics for a young animal companion, the first animal companion most characters get. You make adjustments to these statistics depending on the type of animal you choose. As you gain levels, you might make further adjustments as your companion becomes more powerful. An animal companion has the same level you do. Animal companions calculate their modifiers and DCs just as you do with one difference: the only item bonuses they can benefit from are to speed and AC (their maximum item bonus to AC is +2)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Proficiencies","entries":["Your animal companion uses your level to determine its proficiency bonuses. It's trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, {@skill Acrobatics}, and {@skill Athletics}. Animal companions can't use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Ability Modifiers","entries":["An animal companion begins with base ability modifiers of {@b Str} +2, {@b Dex} +2, {@b Con} +1, {@b Int}–4, {@b Wis} +1, {@b Cha} +0. Each type has its own strengths and increases two of these modifiers by 1 each. These increases are already calculated into the stat blocks in Companion Types below."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Hit Points","entries":["Your animal companion has ancestry Hit Points from its type, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Mature Animal Companions","entries":["To advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in {@skill Intimidation}, {@skill Stealth}, and {@skill Survival} to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your companion is Medium or smaller, it grows by one size."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Nimble Animal Companions","entries":["To advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in {@skill Acrobatics} to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Savage Animal Companions","entries":["To advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in {@skill Athletics} to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Companion Types","entries":["The species of animal you choose is called your {@filter companion's type|companionsfamiliars||Type=Companion}. Each {@filter companion type|companionsfamiliars||Type=Companion} has its own statistics. The Size entry indicates your companion's starting size as a young animal companion. Following the size entry are the companion's unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companion's ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companion's special senses. The Speed entry gives your companion's Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion.","The Support Benefit entry indicates a special benefit you gain by {@action Command an Animal||Commanding the Animal} to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Specialized Animal Companions","entries":["Specialized animal companions are more intelligent and engage in more complex behaviors. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Its proficiency ranks for saving throws and Perception increase to master.","Increase its Dexterity modifier by 1 and its Intelligence modifier by 2. Its unarmed attack damage increases from two dice to three dice, and it increases its additional damage with unarmed attacks from 2 to 4 or from 3 to 6.","Each specialization grants additional benefits. Most animal companions can have only one specialization.",{"type":"pf2-h4","page":217,"name":"Ambusher","entries":["In your companion's natural environment, it can use a {@action Sneak} action even if it's currently observed. Its proficiency rank in {@skill Stealth} increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Bully","entries":["Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for {@skill Athletics} and {@skill Intimidation} increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 3."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Daredevil","entries":["Your companion joins the fray with graceful leaps and dives.","It gains the {@classFeature deny advantage|barbarian||3} ability, so it isn't {@condition flat-footed} to hidden, undetected, or flanking creatures unless such a creature's level is greater than yours. Its proficiency rank in {@skill Acrobatics} increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Racer","entries":["Your companion races. It gains a +10-foot status bonus to its Speed, swim Speed, or fly Speed (your choice). Its proficiency in Fortitude saves increases to legendary, and its Constitution modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Tracker","entries":["Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in {@skill Survival} increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Wrecker","entries":["Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its {@skill Athletics} proficiency increases to master, and its Strength modifier increases by 1."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":219,"name":"Archetypes","entries":["Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.","Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).","Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.","Sometimes an archetype feat lets you gain another feat, such as the alchemist's basic concoction. You must always meet the prerequisites of the feat you gain in this way.","Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a fighter can't select the Fighter Dedication feat)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["Archetypes with the class trait represent a fundamental divergence from your class's specialties, but one that exists within the context of your class. You can select a class archetype only if you are a member of the class of the same name. Class archetypes always alter or replace some of a class's static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features.","In that case, you must take that archetype's dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","alias":["Spellcasting Benefits"],"entries":["Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren't multiclass archetypes.","A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.","Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called Master Wizard Spellcasting.","All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.","{@b Basic Spellcasting Feat:} Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the \"basic spellcasting benefits.\"","{@b Expert Spellcasting Feat:} Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the \"expert spellcasting benefits.\"","{@b Master Spellcasting Feat:} Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the \"master spellcasting benefits.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["Unless you're the GM, the first thing you need to do when playing Pathfinder is create your character. It's up to you to imagine your character's past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. You'll use the game's mechanics to determine your character's ability to perform various tasks and use special abilities during the game.","This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer.","Many of the steps on pages 21 –28 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 24 –25; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when you're actually playing the game—but creating a character happens in a different order, so you'll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank.","All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 24 –25, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which aren't shown, the text will tell you.","If you're creating a higher-level character, it's a good idea to begin with the instructions here, then turn to page 29 for instructions on leveling up characters.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["One of the most important aspects of your character is their ability scores. These scores represent your character's raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation.","Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your character's physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your character's learned prowess, awareness, and force of personality.","Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["Strength measures your character's physical power.","Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["Dexterity measures your character's agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character's AC and Reflex saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["Constitution measures your character's overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat.","Your Constitution modifier is added to your Hit Points and Fortitude saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["Each ability score starts at 10, representing human average, but as you make character choices, you'll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions.","{@b Ancestry:} Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["An ability boost normally increases an ability score's value by 2. However, if the ability score to which you're applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score that's higher than 18.","When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a \"free\" ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["Ability flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["The standard method of generating ability scores that's described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume.","If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"Roll four 6-sided dice (4d6) and discard the lowest die result.","Add the three remaining results together and record the sum.","(For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until you've generated six such values. Decide which value you want for each of your ability scores.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character's ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the character's background (you do not get the other free ability boost).","These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to {@table ABILITY MODIFIERS||Table 1–1}. When your character receives additional ability boosts at higher levels, you assign them as any character would."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Modifiers","entries":["Once you've finalized your ability scores, you can use them to determine your ability modifiers, which are used in most other statistics in the game. Find the score in {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers} to determine its ability modifier.",{"type":"data","tag":"table","name":"Ability Modifiers","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":21,"name":"Create a Concept","entries":["What sort of hero do you want to play? The answer to this question might be as simple as \"a brave warrior,\" or as complicated as \"the child of elven wanderers, but raised in a city dominated by humans and devoted to Sarenrae, goddess of the sun.\" Consider your character's personality, sketch out a few details about their past, and think about how and why they adventure. You'll want to peruse Pathfinder's available ancestries, backgrounds, and classes. The summaries on pages 22 –23 might help you match your concept with some of these basic rule elements. Before a game begins, it's also a good idea for the players to discuss how their characters might know each other and how they'll work together throughout the course of their adventures.","There are many ways to approach your character concept.","Once you have a good idea of the character you'd like to play, move on to Step 2 to start building your character.",{"type":"pf2-h3","page":21,"name":"Ancestry, Background, Class, or Details","entries":["If one of Pathfinder's character ancestries, backgrounds, or classes particularly intrigues you, it's easy to build a character concept around these options. The summaries of ancestries and classes on pages 22 –23 give a brief overview of these options (full details appear in Chapters 2 and 3, respectively). Each ancestry also has several heritages that might refine your concept further, such as a human with an elf or orc parent, or an arctic or woodland elf. Additionally, the game has many backgrounds to choose from, representing your character's upbringing, their family's livelihood, or their earliest profession. Backgrounds are detailed later in Chapter 2, beginning on page 60.","Building a character around a specific ancestry, background, or class can be a fun way to interact with the world's lore. Would you like to build a typical member of your character's ancestry or class, as described in the relevant entry, or would you prefer to play a character who defies commonly held notions about their people?","For example, you could play a dwarf with a wide-eyed sense of wonder and a zest for change, or a performing rogue capable of amazing acrobatic feats but with little interest in sneaking about.","You can draw your concept from any aspect of a character's details. You can use roleplaying to challenge not only the norms of Pathfinder's fictional world, but even real-life societal norms. Your character might challenge gender notions, explore cultural identity, have a disability, or any combination of these suggestions. Your character can live any life you see fit."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Faith","entries":["Perhaps you'd like to play a character who is a devout follower of a specific deity. Pathfinder is a rich world with myriad faiths and philosophies spanning a wide range, from Cayden Cailean, the Drunken Hero of good-hearted adventuring; to Desna, the Song of Spheres and goddess of dreaming and the stars; to Iomedae, the Inheritor, goddess of honor, justice, and rulership. Pathfinder's major deities appear on pages 437–440. Your character might be so drawn to a particular faith that you decide they should be a champion or cleric of that deity; they might instead be a lay worshipper who applies their faith's teachings to daily life, or simply the child of devout parents."],"source":"CRB"},{"type":"pf2-brown-box","page":21,"name":"ANCESTRIES AND CLASSES","entries":["Each player takes a different approach to creating a character. Some want a character who will fit well into the story, while others look for a combination of abilities that complement each other mechanically. You might combine these two approaches. There is no wrong way!","When you turn the page, you'll see a graphical representation of ancestries and classes that provide at-aglance information for players looking to make the most of their starting ability scores. In the ancestries overview on page 22, each entry lists which ability scores it boosts, and also indicates any ability flaws the ancestry might have.","You can find more about ability boosts and ability flaws in Ability Scores on page 20.","The summaries of the classes on pages 22 –23 list each class's key ability score—the ability score used to calculate the potency of many of their class abilities. Characters receive an ability boost in that ability score when you choose their class. This summary also lists one or more secondary ability scores important to members of that class.","Keep in mind a character's background also affects their ability scores, though there's more flexibility in the ability boosts from backgrounds than in those from classes. For descriptions of the available backgrounds, see pages 60–64."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Your Allies","entries":["You might want to coordinate with other players when forming your character concept. Your characters could have something in common already; perhaps they are relatives, or travelers from the same village. You might discuss mechanical aspects with the other players, creating characters whose combat abilities complement each other. In the latter case, it can be helpful for a party to include characters who deal damage, characters who can absorb damage, and characters who can provide healing.","However, Pathfinder's classes include a lot of choices, and there are many options for building each type of character, so don't let these broad categories restrict your decisions."],"source":"CRB"},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Once you've developed your character's concept, jot down a few sentences summarizing your ideas under the Notes section on the third page of your character sheet. Record any of the details you've already decided, such as your character's name, on the appropriate lines on the first page."],"source":"CRB"}],"step":"1","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Start Building Ability Scores","entries":["At this point, you need to start building your character's ability scores. See the overview of ability scores on pages 19 –20 for more information about these important aspects of your character and an overview of the process.","Your character's ability scores each start at 10, and as you select your ancestry, background, and class, you'll apply ability boosts, which increase a score by 2, and ability flaws, which decrease a score by 2. At this point, just note a 10 in each ability score and familiarize yourself with the rules for ability boosts and flaws on page 20. This is also a good time to identify which ability scores will be most important to your character. See The Six Ability Scores on page 19 and the class summaries on pages 22 –23 for more information."],"step":"2","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Select an Ancestry","entries":["Select an ancestry for your character. The ancestry summaries on page 22 provide an overview of Pathfinder's core ancestry options, and each is fully detailed in Chapter 2. Ancestry determines your character's size, Speed, and languages, and contributes to their Hit Points.","Each also grants ability boosts and ability flaws to represent the ancestry's basic capabilities.","You'll make four decisions when you select your character's ancestry:",{"type":"list","items":["Pick the ancestry itself.","Assign any free ability boosts and decide if you are taking any voluntary flaws.","Select a heritage from those available within that ancestry, further defining the traits your character was born with.","Choose an ancestry feat, representing an ability your hero learned at an early age."]},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's ancestry and heritage in the appropriate space at the top of your character sheet's first page. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your ancestry, and subtracting 2 from an ability score if you gained an ability flaw from your ancestry. Note the number of Hit Points your character gains from their ancestry—you'll add more to this number later. Finally, in the appropriate spaces, record your character's size, Speed, and languages. If your character's ancestry provides them with special abilities, write them in the appropriate spaces, such as {@ability darkvision} in the Senses"],"source":"CRB"}],"step":"3","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Pick a Background","entries":["Your character's background might represent their upbringing, an aptitude they've been honing since their youth, or another aspect of their life before they became an adventurer. Character backgrounds appear in Chapter 2, starting on page 60. They typically provide two ability boosts (one that can be applied to either of two specific ability scores, and one that is free), training in a specific skill, training in a Lore skill, and a specific skill feat.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Record your character's background in the space at the top of the first page of your character sheet. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your background. Record the skill feat the background provides in the Skill Feat section of your character sheet's second page. On the first page, check the \"T\" box next to the name of the specific skill and for one Lore skill to indicate your character is trained, then write the name of the Lore skill granted by your background."],"source":"CRB"}],"step":"4","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Choose a Class","entries":["At this point, you need to decide your character's class.","A class gives your character access to a suite of heroic abilities, determines how effectively they fight, and governs how easily they can shake off or avoid certain harmful effects. Each class is fully detailed in Chapter 3, but the summaries on pages 22 –23 provide an overview of each and tells you which ability scores are important when playing that class.","You don't need to write down all of your character's class features yet. You simply need to know which class you want to play, which determines the ability scores that will be most important for your character.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's class in the space at the top of the first page of your character sheet, then write \"1\" in the Level box to indicate that your character is 1st level. Next to the ability scores, note the class's key ability score, and add 2 to that ability score from the ability boost the class provides. Don't worry about recording the rest of your character's class features and abilities yet—you'll handle that in Step 7."],"source":"CRB"}],"step":"5","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Determine Ability Scores","entries":[{"type":"pf2-sidebar","page":26,"name":"OPTIONAL: VOLUNTARY FLAWS","entries":["Sometimes, it's fun to play a character with a major flaw even if you're not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can't apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma.","You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves' ability flaw during this step."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["First, make sure you've applied all the ability boosts and ability flaws you've noted in previous steps (from your ancestry, background, and class).","Then, apply four more ability boosts to your character's ability scores, choosing a different ability score for each and increasing that ability score by 2.","Finally, record your starting ability scores and ability modifiers, as determined using {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers}."]},"Remember that each ability boost adds 2 to the base score of 10, and each ability flaw subtracts 2. You should have no ability score lower than 8 or higher than 18.",{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's starting ability scores in the box provided for each. Record the ability modifier for each ability score in the box to the left of the ability's name."],"source":"CRB"}],"step":"6","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Record Class Details","entries":["Now, record all the benefits and class features that your character receives from the class you've chosen. While you've already noted your key ability score, you'll want to be sure to record the following class features.",{"type":"pf2-sidebar","page":27,"name":"SPELLS AND SPELLCASTING","entries":["Most classes can learn to cast a few focus spells, but the bard, cleric, druid, sorcerer, and wizard all gain spellcasting—the ability to cast a wide variety of spells.","If your character's class grants spells, you should take time during Step 7 to learn about the spells they know and how to cast them. The fourth page of the character sheet provides space to note your character's magic tradition and their proficiency rank for spell attack rolls and spell DCs. It also gives ample space to record the spells in your character's repertoire or spellbook, or that you prepare frequently. Each class determines which spells a character can cast, how they are cast, and how many they can cast in a day, but the spells themselves and detailed rules for spellcasting are located in Chapter 7."],"source":"CRB"},{"type":"list","items":["To determine your character's total starting Hit Points, add together the number of Hit Points your character gains from their ancestry (chosen in Step 2) and the number of Hit Points they gain from their class.","The Initial Proficiencies section of your class entry indicates your character's starting proficiency ranks in a number of areas. Choose which skills your character is trained in and record those, along with the ones set by your class. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in.","See the class advancement table in your class entry to learn the class features your character gains at 1st level—but remember, you already chose an ancestry and background. Some class features require you to make additional choices, such as selecting spells."]},{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's total Hit Points on the first page of your character sheet. Use the proficiency fields (the boxes marked \"T,\" \"E,\" \"M,\" and \"L\") on your character sheet to record your character's initial proficiencies in Perception, saving throws, and the skills granted by their class; mark \"T\" if your character is trained, or \"E\" if your character is expert. Indicate which additional skills you chose for your character to be trained in by marking the \"T\" proficiency box for each skill you selected. Likewise, record your character's their armor proficiencies in the Armor Class section at the top of the first page and their weapon proficiencies at the bottom of the first page. Record all other class feats and abilities on the second page. Don't worry yet about finalizing any values for your character's statistics—you'll handle that in Step 9."],"source":"CRB"}],"step":"7","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Buy Equipment","entries":["At 1st level, your character has 15 gold pieces (150 silver pieces) to spend on armor, weapons, and other basic equipment. Your character's class lists the types of weapons and armor with which they are trained (or better!). Their weapons determine how much damage they deal in combat, and their armor influences their Armor Class; these calculations are covered in more detail in Step 10. Don't forget essentials such as food and traveling gear! For more on the available equipment and how much it costs, see Chapter 6.",{"type":"pf2-tips-box","page":27,"name":"CHARACTER SHEET","entries":["Once you've spent your character's starting wealth, calculate any remaining gp, sp, and cp they might still have and write those amounts in Inventory on the second page. Record your character's weapons in the Melee {@action Strike||Strikes} and Ranged {@action Strike||Strikes} sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["With most of the big decisions for your character made, it's time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["Your character's Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["For each kind of saving throw, add your character's Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your character's Constitution modifier. For Reflex saving throws, use your character's Dexterity modifier. For Will saving throws, use your character's Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee {@action Strike||Strikes} and Dexterity for ranged {@action Strike||Strikes}).","You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon's Strike deals.","Melee weapons usually add your character's Strength modifier to damage rolls, while ranged weapons might add some or all of your character's Strength modifier, depending on the weapon's traits. See the weapon entries in Chapter 6 for more information."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["In the second box to the right of each skill name on your character sheet, there's an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability's modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space.","Record the proficiency bonuses, ability modifiers, and total modifiers for your melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left.","If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["Your character's alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 1 –2: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character.","Your character's alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isn't committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your character's alignment.","If you play a champion, your character's alignment must be one allowed for their deity and cause (pages 437–440 and 106–107), and if you play a cleric, your character's alignment must be one allowed for their deity (pages 437–440).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["Your character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who aren't friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if they're willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, they're likely neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["Your character has a lawful alignment if they value consistency, stability, and predictability over flexibility.","Lawful characters have a set system in life, whether it's meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesn't mean they make decisions by choosing randomly.","Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty.","Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["Alignment can change during play as a character's beliefs change, or as you realize that your character's actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your character's alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["Write down the deity your character worships, if any.","Champions and clerics must worship a deity. See pages 437–440 for more about Pathfinder's deities."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["Decide your character's age and note it on the third page of the character sheet. The description for your character's ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There aren't any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the game's threats, so it's recommended that characters are at least young adults."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["Characters of all genders are equally likely to become adventurers. Record your character's gender, if applicable, and their pronouns on the third page of the character sheet."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["A class DC sets the difficulty for certain abilities granted by your character's class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the class's key ability score."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["Your character's Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character's Dexterity modifier (up to their armor's Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armor's item bonus to AC and any other permanent bonuses and penalties."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["Your character's maximum Bulk determines how much weight they can comfortably carry. If they're carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character can't carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":487,"name":"Characters With Disabilities","entries":["A player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened aren't a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities.",{"type":"pf2-h3","name":"Blindness or Impaired Vision"},"A blind character can't detect anything using vision, critically fails {@skill Perception} checks requiring sight, is immune to {@trait visual} effects, and can't be {@condition blinded} or {@condition dazzled}. You might give this character the {@feat Blind-Fight (Fighter)||Blind-Fight} feat for free.","A character with impaired vision might take a –2 to –4 penalty to vision-based {@skill Perception} checks. {@item Basic Corrective Lenses|LOTGB|Spectacles} or {@filter other corrective devices|items||source=|type=|Subcategory=Vision} might reduce or remove this.",{"type":"pf2-h3","name":"Deafness or Being Hard of Hearing"},"A deaf character can't detect anything using hearing, critically fails {@skill Perception} checks that require hearing, and is immune to {@trait auditory} effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action they're not accustomed to that involves auditory elements, they must succeed at a DC {@flatDC 5} flat check or the action is lost. It's best to give them the {@feat Sign Language} feat for free, and you might give them {@feat Read Lips} as well. You might give one or more other characters in the group {@feat Sign Language} for free as well.","A hard-of-hearing character might take a –2 to –4 penalty to {@skill Perception} checks that are hearing-based. {@filter Corrective devices for hearing|items||Subcategory=Hearing} are less common than spectacles are in a typical Pathfinder world.",{"type":"pf2-h3","name":"Missing Limb"},"Some magic items require certain limbs or other body parts. It's fine to allow an alternative form of the item, turning boots into bracers for a character without legs, for example.","A character with a missing hand or arm might need to spend 2 actions to {@action Interact} with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a {@filter prosthetic hand or arm|items||source=|type=|subcategory=prosthesis} to compensate.","Someone missing a foot or leg might take a small penalty to Speed, but can typically acquire a prosthetic to compensate. If they have no legs, they might use a {@filter wheelchair|items||source=|type=|subcategory=wheelchair}, a dependable mount, or levitation or flight magic.",{"type":"pf2-h3","name":"Mental Illness and Chronic Illness"},"Some disabilities, such as mental illness and chronic illnesses, are best left to the player to roleplay. Mental illness is an especially fraught topic, with a history of insensitive portrayal. Be careful about the intentions of the player and the impact the presentation might have on other players."],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":217,"name":"Familiars","entries":["Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid's leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit.","Familiars have the minion trait (page 634), so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost.","You can have only one familiar at a time.",{"type":"pf2-h3","page":217,"name":"Modifiers and AC","entries":["Your familiar's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, {@skill Acrobatics}, and {@skill Stealth} modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don't have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn't have or use its own ability modifiers and can never benefit from item bonuses."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Hit Points","entries":["Your familiar has 5 Hit Points for each of your levels."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Size","entries":["Your familiar is Tiny."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Senses","entries":["Your familiar has {@ability low-light vision} and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it's within 1 mile of you, sharing emotions. It doesn't understand or speak languages normally, but it can gain speech from a familiar ability."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Movement","entries":["Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar).","It can gain other movement types from familiar abilities."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Familiar and Master Abilities","entries":["Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar can't be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.",{"type":"pf2-h4","page":218,"name":"Familiar Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Amphibious","entries":["It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed)."]},{"name":"Burrower","entries":["It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes."]},{"name":"Climber","entries":["It gains a climb Speed of 25 feet."]},{"name":"Damage Avoidance","entries":["Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn't prevent effects other than damage."]},{"name":"Darkvision","entries":["It gains {@ability darkvision}."]},{"name":"Fast Movement","entries":["Increase one of the familiar's Speeds from 25 feet to 40 feet."]},{"name":"Flier","entries":["It gains a fly Speed of 25 feet."]},{"name":"Kinspeech","entries":["It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level."]},{"name":"Lab Assistant","entries":["It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this."]},{"name":"Manual Dexterity","entries":["It can use up to two of its limbs as if they were hands to use manipulate actions."]},{"name":"Scent","entries":["It gains {@ability scent} (imprecise, 30 feet)."]},{"name":"Speech","entries":["It understands and speaks a language you know."]}]}],"source":"CRB"},{"type":"pf2-h4","page":218,"name":"Master Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Cantrip Connection","entries":["You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can't otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this."]},{"name":"Extra Reagents","entries":["Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability."]},{"name":"Familiar Focus","entries":["Once per day, your familiar can use 2 actions with the {@trait concentrate} to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this."]},{"name":"Lifelink","entries":["If your familiar would be reduced to 0 HP by damage, as a reaction with the {@trait concentrate}, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar."]},{"name":"Spell Battery","entries":["You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability."]},{"name":"Spell Delivery","entries":["If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn't reach the target to touch it this turn, the spell has no effect."]}]}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":31,"name":"Leveling Up","entries":["The world of Pathfinder is a dangerous place, and your character will face terrifying beasts and deadly traps on their journey into legend. With each challenge resolved, a character earns Experience Points (XP) that allow them to increase in level. Each level grants greater skill, increased resiliency, and new capabilities, allowing your character to face even greater challenges and go on to earn even more impressive rewards.","Each time your character reaches 1,000 Experience Points, their level increases by 1. On your character sheet, indicate your character's new level beside the name of their class, and deduct 1,000 XP from their XP total. If you have any Experience Points left after this, record them—they count toward your next level, so your character is already on their way to advancing yet again!","Next, return to your character's class entry. Increase your character's total Hit Points by the number indicated for your class. Then, take a look at the class advancement table and find the row for your character's new level.","Your character gains all the abilities listed for that level, including new abilities specific to your class and additional benefits all characters gain as they level up.","For example, all characters gain four ability boosts at 5th level and every 5 levels thereafter.","You can find all the new abilities specific to your class, including class feats, right in your class entry, though you can also use class feats to take an archetype (page 219).","Your character's class entry also explains how to apply any ability boosts and skill increases your character gains.","If they gain an ancestry feat, head back to the entry for your character's ancestry in Chapter 2 and select another ancestry feat from the list of options. If they gain a skill increase, refer to Chapter 4 when deciding which skill to apply it to. If they gain a general feat or a skill feat, you can choose from the feats listed in Chapter 5. If they can cast spells, see the class entry for details on adding spell slots and spells. It's also a good idea to review your character's spells in Chapter 7 and see if there are heightened versions they can now cast.","Once you've made all your choices for your character's new level, be sure to go over your character sheet and adjust any values that have changed. At a bare minimum, your proficiency bonuses all increase by 1 because you've gained a level, so your AC, attack rolls, Perception, saving throws, skill modifiers, spell attack rolls, and class DC all increase by at least 1. You might need to change other values because of skill increases, ability boosts, or class features that either increase your proficiency rank or increase other statistics at certain levels. If an ability boost increases your character's Constitution modifier, recalculate their maximum Hit Points using their new Constitution modifier (typically this adds 1 Hit Point per level). If an ability boost increases your character's Intelligence modifier, they become trained in an additional skill and language.","Some feats grant a benefit based on your level, such as Toughness, and these benefits are adjusted whenever you gain a level as well.","You can perform the steps in the leveling-up process in whichever order you want. For example, if you wanted to take the skill feat Intimidating Prowess as your skill feat at 10th level, but your character's Strength score was only 14, you could first increase their Strength score to 16 using the ability boosts gained at 10th level, and then take Intimidating Prowess as a skill feat at the same level.",{"type":"pf2-h3","page":31,"name":"Leveling-Up Checklist","entries":["Every time you gain a level, make sure you do each of the following:",{"type":"list","items":["Increase your level by 1 and subtract 1,000 XP from your XP total.","Increase your maximum Hit Points by the amount listed in your class entry in Chapter 3.","Add class features from your class advancement table, including ability boosts and skill increases.","Select feats as indicated on your class advancement table. For ancestry feats, see Chapter 2. For class feats, see your class entry in Chapter 3. For general feats and skill feats, see Chapter 5.","Add spells and spell slots if your class grants spellcasting. See Chapter 7 for spells.","Increase all of your proficiency bonuses by 1 from your new level, and make other increases to your proficiency bonuses as necessary from skill increases or other class features. Increase any other statistics that changed as a result of ability boosts or other abilities.","Adjust bonuses from feats and other abilities that are based on your level."]}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":532,"name":"Activating Items","entries":["Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. {@action Activate an Item||Activating an Item} works much like {@action Cast a Spell||Casting a Spell}, in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item's Activate entry.","If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description. Activations are not necessarily magical—for instance, drinking an alchemical elixir isn't usually a magical effect.",{"type":"data","tag":"action","name":"Activate an Item","source":"CRB"},{"type":"pf2-brown-box","page":532,"name":"DISRUPTING ACTIVATIONS","entries":["Some abilities and effects can disrupt the process of {@action Activate an Item||Activating an Item}. If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends."],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Activation Components","entries":["An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":533,"name":"Command","entries":["This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and {@trait concentrate}s. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Envision","entries":["This component is a specific image or phenomenon you need to imagine. Activate an Item gains the {@trait concentrate}."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Interact","entries":["This component works like the Interact basic action.","Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Cast a Spell","entries":["If an item lists \"{@action Cast a Spell}\" after \"Activate,\" the activation requires you to use the {@action Cast a Spell} activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component.","If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it.","In this case, Activate an Item gains all the traits from the relevant components of the {@action Cast a Spell} activity."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Limited Activations","entries":["Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesn't refresh if another creature later invests or tries to activate the item."],"source":"CRB"},{"type":"pf2-brown-box","page":533,"name":"ITEM CATEGORIES","entries":["Items are grouped into the following categories, shown here with the page number where those items appear and a brief description of the category.",{"type":"list","items":["{@b {@filter Alchemical Items|items||source=CRB|category=Bomb;Poison;Elixir}} are powered by the reactions of alchemical reagents. Almost all alchemical items are consumable items that are used up when you activate them. This category includes bombs, elixirs (including mutagens), poisons, and alchemical tools.","{@b {@filter Ammunition|items||source=CRB|category=Ammunition}}, in Consumables, includes different types of magical arrows, crossbow bolts, and other types of ammunition.","{@b {@filter Apex Items|items||source=CRB|category=Apex}} are a subcategory of worn items of a high level that increase an ability score.","{@b {@filter Armor|items||source=CRB|category=armor}} includes the rules for basic magical armor as well as special suits of armor.","{@b {@filter Companion Items|items||source=CRB|category=companion}} are a category of worn items meant for animal companions and mounts.","{@b {@filter Consumables|items||source=CRB|category=consumable}} are used up when you activate them, and include ammunition, oils, potions, scrolls, and talismans, among others. Categories of items that are consumables but have specific rules, such as alchemical items, are presented separately.","{@b {@filter Held Items|items||source=CRB|category=held}} include a wide variety of items you use with your hands. This doesn't include more narrow categories of held items, such as weapons.","{@b {@filter Materials|items||source=CRB|category=material}} can be used to make items with unique properties and other advantages.","{@b {@filter Oils|items||source=CRB|category=oil}} are consumables applied to the surface of an object or person.","{@b {@filter Potions|items||source=CRB|category=potion}} are consumable magical liquids you drink to activate.","{@b {@filter Runes|items||source=CRB|category=rune}} modify armor and weapons when etched onto them. This section includes fundamental runes for weapons ({@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking}) and armor ({@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient}).","{@b {@filter Scrolls|items||source=CRB|category=scroll}} are consumables that allow spellcasters to cast more spells.","{@b {@filter Shields|items||source=CRB|category=shield}} include more durable shields and ones with special magical powers.","{@b {@filter Snares|items||source=CRB|category=snare}} are single-use traps typically made by rangers.","{@b {@filter Staves|items||source=CRB|category=staff}} provide flexible spellcasting options.","{@b {@filter Structures|items||source=CRB|category=structure}} include buildings, tents, and other larger items.","{@b {@filter Talismans|items||source=CRB|category=talisman}} are consumables that are affixed to items and then activated for a one-time combat or physical benefit.","{@b {@filter Wands|items||source=CRB|category=wand}} hold a spell of the crafter's choice, and can be used to repeatedly cast that spell.","{@b {@filter Weapons|items||source=CRB|category=weapon}} include the rules for basic magical weapons, weapons made from precious materials, and specific magic weapons.","{@b {@filter Worn Items|items||source=CRB|category=worn}} consist of a vast collection of clothing and other items you wear on your body."]}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Sustaining Activations","entries":["Some items, once activated, have effects that can be sustained if you concentrate on them. This works much like the Sustain a Spell action (found on page 304). If an item's description states that you can sustain the effect, that effect lasts until the end of your turn in the round after you Activated the Item. You can use a Sustain an Activation action on that turn to extend the duration.",{"type":"data","tag":"action","name":"Sustain an Activation","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":534,"name":"Dismissing Activations","entries":["Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Animals","entries":["The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become {@condition frightened||frightened 4} and {@condition fleeing} as long as they're {@condition frightened}. If you successfully {@action Command your Animal} using {@skill Nature}, you can keep it from fleeing, though this doesn't remove its frightened condition. If the animal is attacked or damaged, it returns to {@condition frightened||frightened 4} and {@condition fleeing}, with the same exceptions.","Warhorses and warponies are combat trained. They don't become {@condition frightened} or {@condition fleeing} during encounters in this way.",{"type":"data","tag":"table","name":"Animals","source":"CRB"},{"type":"pf2-h3","page":295,"name":"Barding","entries":["You can purchase special armor for animals, called barding (shown on {@table Barding||Table 6–18}). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available.",{"type":"data","tag":"table","name":"Barding","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see below), you reduce the penalty by 5 feet."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["This entry indicates the Strength score at which you are strong enough to overcome some of the armor's penalties. If your Strength is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried or worn usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b {@trait Bulwark}:} The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a {@spell fireball}, you add a +3 modifier instead of your Dexterity modifier.","{@b {@trait Comfort}:} The armor is so comfortable that you can rest normally while wearing it.","{@b {@trait Flexible}:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to {@skill Acrobatics} or {@skill Athletics} checks.","{@b {@trait Noisy}:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity."],"source":"CRB"},{"type":"pf2-h3","page":275,"name":"Armor Specialization Effects","entries":["Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.","{@b {@group Chain}:} The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor's potency rune for medium armor, or 6 + the value of the armor's potency rune for heavy armor. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit.","{@b {@group Composite}:} The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Leather}:} The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Plate}:} The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmored Defense","source":"CRB"},{"type":"data","tag":"table","name":"Armor","source":"CRB"},{"type":"pf2-brown-box","page":275,"name":"MATERIALS","entries":["Most suits of armor and weapons are made from ordinary, commonly available materials like iron, leather, steel, and wood. If you're not sure what a suit of armor is made of, the GM determines the details.","Some armor, shields, and weapons are instead made of precious materials. These often have inherent supernatural properties. Cold iron, for example, which harms fey, and silver can damage werecreatures. These materials are detailed beginning on page 577."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":275,"name":"Armor Descriptions","entries":["Each type of armor is described in more detail below.","{@b {@item Breastplate}:} Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (page 276) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.","{@b {@item Chain Mail}:} A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body.","{@b {@item Chain Shirt}:} Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.","{@b {@item Explorer's Clothing}:} Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes (as described on page 581).","{@b {@item Full Plate}:} Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Half Plate}:} Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Hide}:} A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility.","{@b {@item Leather}:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b {@item Padded Armor}:} This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it's so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat.","{@b {@item Scale Mail}:} Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.","{@b {@item Splint Mail}:} This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor (see above) and a pair of gauntlets (page 285).","{@b {@item Studded Leather}:} This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.",{"type":"data","tag":"table","name":"Damaging Armor","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Carrying and Using Items","entries":["A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access.","Drawing a worn item or changing how you're carrying an item usually requires you to use an {@action Interact} action (though to drop an item, you use the {@action Release} action instead). {@table Changing Equipment||Table 6–2: Changing Equipment} lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so.","Many ways of using items require you to spend multiple actions. For example, drinking a potion stowed in your belt pouch requires using an {@action Interact} action to draw it and then using a second action to drink it as described in its {@action Activate an Item||Activate} entry.",{"type":"pf2-h3","page":271,"name":"Bulk","entries":["Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength score, you usually don't need to worry about Bulk unless you're carrying numerous substantial items.",{"type":"pf2-h4","page":272,"name":"Bulk Limits","entries":["You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can't hold or carry more Bulk than 10 plus your Strength modifier.",{"type":"pf2-beige-box","page":272,"name":"Encumbered","entries":["You are carrying more weight than you can manage. While you're {@condition encumbered}, you're {@condition clumsy 1} and take a –10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk Values","entries":["Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a—) for the purpose of determining Bulk. For instance, {@item full plate} armor is 4 Bulk, a {@item longsword} is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk don't count toward Bulk unless you try to carry vast numbers of them, as determined by the GM."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Estimating an Item's Bulk","entries":["As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn't heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk, as described on page 295."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Coins","entries":["Coins are a popular means of exchange due to their portability, but they can still add up. A thousand coins of any denomination or combination of denominations count as 1 Bulk. It's not usually necessary to determine the Bulk of coins in fractions of 1,000; simply round down fractions of 1,000. In other words, 100 coins don't count as a light item, and 1,999 coins are 1 Bulk, not 2."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Creatures","entries":["You might need to know the Bulk of a creature, especially if you need to carry someone off the battlefield. The table that follows lists the typical Bulk of a creature based on its size, but the GM might adjust this number.",{"type":"table","page":272,"colStyles":["text-center","text-center"],"rows":[["Size of Creature","Bulk"],["{@trait Tiny}","1"],["{@trait Small}","3"],["{@trait Medium}","6"],["{@trait Large}","12"],["{@trait Huge}","24"],["{@trait Gargantuan}","48"]],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Dragging","entries":["In some situations, you might drag an object or creature rather than carry it. If you're dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute unless you have some means to speed it up. Use the total Bulk of what you're dragging, so if you have a sack laden with goods, use the sum of all the Bulk it carries instead of an individual item within."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":272,"name":"Wielding Items","entries":["Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around—you're ready to use it. Other abilities might require you to merely carry or have an item. These apply as long as you have the item on your person; you don't have to wield it."],"source":"CRB"},{"type":"data","tag":"table","name":"Changing Equipment","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Coins and Currency","entries":["Though you might be able to barter valuable items in some areas, currency is the most versatile way to make transactions when you head to market. The most common currency is coins. For most commoners and beginning adventurers, the standard unit is the {@b silver piece} ({@b sp}). Each silver piece is a standard weight of silver and is typically accepted by any merchant or kingdom no matter where it was minted. There are three other common types of coins, each likewise standardized in weight and value. The first is the {@b copper piece} ({@b cp}). Each copper piece is worth one-tenth of a silver piece. The {@b gold piece} ({@b gp}) is often used for purchasing magic items and other expensive items, as 1 gold piece is worth 10 silver pieces or 100 copper pieces. The {@b platinum piece} ({@b pp}) is used by nobles to demonstrate their wealth, for the purchase of very expensive items, or simply as a way to easily transport large sums of currency. A platinum piece is worth 10 gold pieces, 100 silver pieces, or 1,000 copper pieces. See {@table Coin Values||Table 6–1: Coin Values} for the exchange rates of common types of coins.",{"type":"pf2-h3","page":271,"name":"Other Currency","entries":["Art objects, gems, and raw materials (such as those used for the {@action Craft} activity) can be used much like currency: you can sell them for the same Price you can buy them."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Constant Abilities","entries":["Some magic items have abilities that always function. You don't have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work. For example, an {@item everburning torch} always sheds light, and a {@item flaming} weapon deals fire damage every time it deals damage."],"data":{"quickref":2},"source":"CRB"},{"type":"section","name":"Creating a Personal Staff","source":"SoM","page":166,"entries":["Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list.",{"type":"pf2-h3","name":"Determining Level And Price","source":"SoM","page":166,"entries":["Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below.",{"type":"data","name":"Personal Staves","tag":"table","source":"SoM"}]},{"type":"pf2-h3","name":"Picking Your Spells","source":"SoM","page":166,"entries":["Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your {@class sorcerer|crb|undine|undine} {@class sorcerer} might create a {@i deep sea staff} themed around the {@trait water} trait, inscribing it with spells such as {@spell create water} and {@spell hydraulic push}.","You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using {@feat Trick Magic Item}; however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters."]},{"type":"pf2-h4","name":"Example","source":"SoM","page":166,"entries":["Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells:",{"type":"list","style":"list-hang","items":["Cantrip: {@spell tanglefoot}","1st: {@spell protector tree}, {@spell shillelagh}","2nd: {@spell entangle}, {@spell shape wood}","3rd: {@spell tree shape}, {@spell wall of thorns}","4th: {@spell barkskin}, {@spell speak with plants}","5th: {@spell plant form}, {@spell wall of thorns}","6th: {@spell nature's reprisal}, {@spell plant form}"]},"Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot."]},{"type":"pf2-h3","name":"Crafting the Staff","source":"SoM","page":166,"entries":[{"type":"pf2-sidebar","name":"Staff of Nature's Cunning","source":"SoM","page":167,"entries":["You might want to take a version of the {@item Lini's Leafstick} for your own character or to give out as treasure in a campaign. To make that easier, here's a non-unique version with multiple types for different levels.","{@item Staff of Nature's Cunning|SoM}"]},"Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items.","As with normal staves, one casting of all listed levels of all spells in the staff must be provided during {@action Craft||Crafting}.","Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the {@trait magical} trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list.","You still need to {@action Craft} the staff. If you're not good at {@skill Crafting}, you can have somebody use the {@skill Craft} activity for you, but you must be present the whole time. Since the creation of a custom staff is {@trait rare}, you and the GM might decide to have a special quest for esoteric ingredients and methods as part of the story.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini selected mostly transmutation spells for her staff, so she chooses the {@trait transmutation} trait. She could give it the primal trait, but choses to keep it open with the {@trait magical} trait, much like the {@item verdant staff} in the Core Rulebook.","To Craft the staff, Lini follows the normal rules. She provides 3,250 gp in raw materials, spends 4 days at work, and attempts a {@skill Crafting} check. Each day she works on it, she prepares the spells she needs to put into the staff given its Craft Requirements."]}]},{"type":"pf2-h3","name":"Naming The Staff","source":"SoM","page":167,"entries":["When your staff is complete, give it a name—though skeptics might sneer, spellcasters believe that naming a staff upon creation will help it attune to its new master.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini christens her new creation {@i Lini's Leafstick}!",{"type":"data","tag":"item","name":"Lini's Leafstick","source":"SoM"}]}]}],"data":{"quickref":2}},{"type":"section","page":293,"name":"Formulas","entries":["Formulas are instructions for making items with the {@action Craft} activity. You can usually read a formula as long as you can read the language it's written in, though you might lack the skill to {@action Craft} the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals.","You can buy common formulas at the Price listed on {@table formulas||Table 6–13}, or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else's formula book. If you have a formula, you can {@action Craft} a copy of it using the {@skill Crafting} skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all!","If you have an item, you can try to reverse-engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a {@skill Crafting} check against the same DC it would take to {@action Craft} the item. If you succeed, you {@action Craft} the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, you're left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you'd normally be able to salvage.","The item's disassembled parts are worth half its Price in raw materials and can't be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like {@action Craft||Crafting} it from scratch; you use the disassembled parts as the necessary raw materials.",{"type":"data","tag":"table","name":"Formulas","source":"CRB"},{"type":"pf2-h3","page":293,"name":"Items with Multiple Types","entries":["If an item has multiple types of different levels, each type has its own formula, and you need the formula for the specific type of item you want to Craft. For example, {@i if you have a formula for a type I bag of holding but not for a type II bag of holding, you must acquire a separate formula to Craft a type II bag of holding.}"],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Investing Magic Items","entries":["Certain magic items convey their magical benefits only when worn and invested using the Invest an Item activity, tying them to your inner potential. These items have the invested trait. Many invested items have constant abilities that function all the time or that always trigger when you use the item—but only when they're invested. If you don't have an item invested, these abilities don't work. If an invested item can be activated, you must have invested the item to activate it.","You can benefit from no more than 10 invested magic items each day. Because this limit is fairly high, and because it matters only for worn items, you probably won't need to worry about reaching the limit until higher levels, when you've acquired many useful magic items to wear.","You can still gain the mundane benefits of an item if you don't invest it. A suit of {@i +1 resilient armor} still gives you its item bonus to AC when not invested, but it doesn't give its magical bonus to saving throws, and {@item winged boots} still protect your feet even though you can't activate them to fly. Entirely non-magical items don't need to be invested.",{"type":"data","tag":"action","name":"Invest an Item","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":272,"name":"Item Damage","entries":["An item can be broken or destroyed if it takes enough damage. Every item has a {@b Hardness} value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the item's Hit Points. Normally an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesn't normally damage your armor or other gear, even if it hits you. However, the {@feat Shield Block} reaction can cause your shield to take damage as you use it to prevent damage to yourself, and some monsters have exceptional abilities that can damage your items.","An item that takes damage can become and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its {@b Broken Threshold} ({@b BT}); once its Hit Points are reduced to 0, it is {@b destroyed}. A broken item has the broken condition until Repaired above its Broken Threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no {@condition Broken} Threshold, then it has no relevant changes to its function due to being broken, but it's still destroyed at 0 Hit Points. (See the broken condition definition on page 273 for more information.) A destroyed item can't be Repaired.","An item's Hardness, Hit Points, and {@condition Broken} Threshold usually depend on the material the item is made of. This information appears in the {@book Materials|CRB|11|Materials} section of {@book Chapter 11: Crafting & Treasure|CRB|11|Chapter 11: Crafting & Treasure}.",{"type":"pf2-beige-box","page":273,"name":"Broken","entries":["Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses— with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.","A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.","If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold."],"source":"CRB"},{"type":"pf2-h3","page":273,"name":"Object Immunities","entries":["Inanimate objects and hazards are immune to bleed, death effects, disease, healing, mental effects, necromancy, nonlethal attacks, and poison, as well as the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions. An item that has a mind is not immune to mental effects. Many objects are immune to other conditions, at the GM's discretion. For instance, a sword has no Speed, so it can't take a penalty to its Speed, but an effect that causes a Speed penalty might work on a moving blade trap."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Item Level","entries":["Each item has an item level, which represents the item's complexity and any magic used in its construction. Simpler items with a lower level are easier to construct, and you can't Craft items that have a higher level than your own (page 243). If an item's level isn't listed, its level is 0. While characters can use items of any level, GMs should keep in mind that allowing characters access to items far above their current level may have a negative impact on the game."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":295,"name":"Items and Sizes","entries":["The Bulk rules in this chapter are for {@trait Small} and {@trait Medium} creatures, as the items are made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on {@table Bulk Conversions||Table 6–19}.","These rules for Bulk limits come up most often when a group tries to load up a mount or animal companion. The rules for items of different sizes tend to come into play when the characters defeat a big creature that has gear, since in most cases, the only creatures of other sizes are creatures under the GM's control. In most cases, Small or Medium creatures can wield a Large weapon, though it's unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures.",{"type":"pf2-h3","page":295,"name":"Bulk Conversions for Different Sizes","entries":["As shown in {@table Bulk Conversions||Table 6–19}, {@trait Large} or larger creatures are less encumbered by bulky items than {@trait Small} or {@trait Medium} creatures, while {@trait Tiny} creatures become overburdened more quickly. A {@trait Large} creature treats 10 items of 1 Bulk as 1 Bulk, a {@trait Huge} creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A {@trait Tiny} creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a {@trait Huge} creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A {@trait Tiny} creature doesn't treat any items as having negligible Bulk.",{"type":"data","tag":"table","name":"Bulk conversions","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":295,"name":"Items of Different Sizes","entries":["Creatures of sizes other than {@trait Small} or {@trait Medium} need items appropriate to their size. These items have different Bulk and possibly a different Price. {@table Differently Sized Items||Table 6 –20} provides the Price and Bulk conversion for such items.",{"type":"data","tag":"table","name":"Differently Sized Items","source":"CRB"},"For example, a {@item morningstar} sized for a {@trait Medium} creature has a Price of 1 gp and 1 Bulk, so one made for a {@trait Huge} creature has a Price of 4 gp and 4 Bulk. One made for a {@trait Tiny} creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk.","Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, {@trait Tiny} or {@trait Large} (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a {@trait Medium} creature.","Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on {@table Differently Sized Items||Table 6 –20}, then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Price","entries":["Most items in the following tables have a Price, which is the amount of currency it typically takes to purchase that item. An item with a Price of \"—\" can't be purchased. An item with a Price of 0 is normally free, but its value could be higher based on the materials used to create it. Most items can be sold for half their Price, but coins, gems, art objects, and raw materials (such as components for the Craft activity) can be exchanged for their full Price.",{"type":"pf2-key-box","page":271,"name":"STARTING MONEY","entries":[{"type":"pf2-title","name":"15 GP (150 SP)"}],"source":"CRB"},{"type":"data","tag":"table","name":"Coin Values","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":580,"name":"Runes","entries":["Most magic weapons and armor gain their enhancements from potent eldritch runes etched into them. These runes allow for in-depth customization of items.","Runes must be physically engraved on items through a special process to convey their effects. They take two forms:","fundamental runes and property runes. Fundamental runes offer the most basic and essential benefits: a {@item weapon potency (generic)||weapon potency} rune adds a bonus to a weapon's attack rolls, and the {@item striking (generic)||striking} rune adds extra weapon damage dice. An {@item armor potency (generic)||armor potency} rune increases the armor's item bonus to AC, and the {@item resilient (generic)||resilient} rune grants a bonus to the wearer's saving throws. Property runes, by contrast, grant more varied effects—typically powers that are constant while the armor is worn or that take effect each time the weapon is used, such as a rune that grants energy resistance or one that adds fire damage to a weapon's attacks.","The number of property runes a weapon or armor can have is equal to the value of its potency rune. A +1 weapon can have one property rune, but it could hold another if the {@item +1 weapon potency} rune were upgraded to a {@item +2 weapon potency} rune. Since the {@item striking (generic)||striking} and {@item resilient (generic)||resilient} runes are fundamental runes, they don't count against this limit.","An item with runes is typically referred to by the value of its potency rune, followed by any other fundamental runes, then the names of any property runes, and ends with the name of the base item. For example, you might have a {@runeItem longsword||+1 weapon potency|} or {@runeItem chain mail||+2 armor potency||greater resilient||fire-resistant|}.","Rune-etched armor and weapons have the same Bulk and general characteristics as the non-magical version unless noted otherwise. The level of an item with runes etched onto it is equal to the highest level among the base item and all runes etched on it; therefore, a {@runeItem mace||+1 weapon potency||striking|} (a 4th-level item) with a {@item disrupting} rune (a 5th-level rune) would be a 5th-level item.","Each rune can be etched into a specific type of armor or weapon, as indicated in the Usage entry of the rune's stat block. Explorer's clothing can have armor runes etched on it even though it's not armor, but because it's not in the light, medium, or heavy armor category, it can't have runes requiring any of those categories.",{"type":"pf2-h3","page":580,"name":"Investiture","entries":["If a suit of armor has any runes, it has the {@trait invested} trait, requiring you to invest it to get its magical benefits."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Rune Formulas","entries":["The Price of a rune's formula is the same as the Price of a formula for an item of the same level; it can be acquired in the same way as an {@quickref item formula||1|formulas}."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"The Etching Process","entries":["Etching a rune on an item follows the same process as using the {@action Craft} activity to make an item. You must have the formula for the rune, the item you're adding the rune to must be in your possession throughout the etching process, and you must meet any special Craft Requirements of the rune. The rune has no effect until you complete the {@action Craft} activity. You can etch only one rune at a time.",{"type":"pf2-h4","page":580,"name":"Transferring Runes","entries":["You can transfer runes between one item and another, including a {@item runestone}. This also uses the {@action Craft} activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property).","If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can't accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your {@action craft||Crafting} check. If you transfer a potency rune, you might end up with property runes on an item that can't benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.","The DC of the {@skill Crafting} check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune's Price, unless transferring from a {@item runestone}, which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft."],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Fundamental Runes","entries":["Four fundamental runes produce the most essential magic of protection and destruction: {@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient} runes for armor, and {@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking} runes for weapons. A potency rune is what makes a weapon a magic weapon (page 599) or armor magic armor (page 556).","An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each rune's entry). As you level up, you typically alternate between increasing an item's potency rune and its {@item striking (generic)||striking} or {@item resilient (generic)||resilient} rune when you can afford to.",{"type":"data","tag":"table","name":"Fundamental Runes","source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"SPECIFIC ARMOR AND WEAPONS","entries":["Unlike armor and weapons enhanced with runes, specific armor and weapons (such as {@item ghoul hide} or a {@item holy avenger}) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes."],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"RUNE TRANSFER EXAMPLES","entries":["You could transfer a {@item flaming} rune from a {@runeItem greatsword||+1 weapon potency||striking||flaming|} to a {@runeItem longsword||+2 weapon potency||striking|}, resulting in a {@runeItem longsword||+2 weapon potency||striking||flaming|} and a {@runeItem greatsword||+1 weapon potency||striking|}. You could swap the weapon potency runes from a {@runeItem longsword||+1 weapon potency} and a {@runeItem greatsword||+2 weapon potency}, resulting in a {@runeItem longsword||+2 weapon potency} and a {@runeItem greatsword||+1 weapon potency}. However, you couldn't swap a {@item +1 weapon potency} rune from one weapon with a {@item flaming} property rune from another weapon, as the two runes don't have the same form.","When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items.","For example, a +2 weapon can hold two property runes. If you transferred a {@item flaming} rune from a {@runeItem rapier||+1 weapon potency||striking||flaming|} to a {@runeItem warhammer||+2 weapon potency||striking||frost|}, you would decide whether you wanted to end up with a {@runeItem rapier||+1 weapon potency||striking|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming||frost|} or a {@runeItem rapier||+1 weapon potency||striking||frost|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming|}."],"source":"CRB"},{"type":"pf2-brown-box","page":582,"name":"UPGRADING ARMOR AND WEAPON RUNES","entries":["You'll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item's level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don't include progressions that aren't as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon.",{"type":"data","tag":"table","name":"Armor Upgrade Prices","source":"CRB"},{"type":"data","tag":"table","name":"Weapon Upgrade Price","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":582,"name":"Property Runes","entries":["Property runes add special abilities to armor or a weapon in addition to the item's fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune.","Rune abilities that must be activated follow the rules for activating magic items on page 532."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":564,"name":"Scrolls","entries":["A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of {@spell magic missile} (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.","If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single {@action Recall Knowledge} action and automatically succeed at identifying the scroll's spell. If it's not, you must use {@action Identify Magic} to learn what spell the scroll holds.",{"type":"pf2-h4","page":564,"name":"Casting a Spell from a Scroll","entries":["{@action Cast a Spell||Casting a Spell} from a scroll requires holding the scroll in one hand and activating it with a {@action Cast a Spell} activity using the normal number of actions for that spell.","To {@action Cast a Spell} from a scroll, the spell must appear on your spell list. Because you're the one {@action Cast a Spell||Casting the Spell}, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).","Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when {@action Cast a Spell||Casting a Spell} from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to {@action Cast a Spell||Cast the Spell} from a scroll."],"source":"CRB"},{"type":"pf2-h4","page":564,"name":"Scroll Statistics","entries":["All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated."],"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Varying Statistics","entries":["Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to {@action Cast a Spell||Cast the Spell} are added to the scroll's Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll's rarity matches the spell's rarity.","The traits for a scroll vary based on the spell it contains.","A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it."],"source":"CRB"},{"type":"data","tag":"table","name":"Scroll Statistics","source":"CRB"},{"type":"pf2-h4","page":565,"name":"Crafting a Scroll","entries":["The process to {@action Craft} a scroll is much like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either {@action Cast a Spell||Cast that Spell} during the crafting process, or someone else must do so in your presence. {@action Cast a Spell||Casting that Spell} doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot.","You can't {@action Craft} a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to {@spell Craft} scrolls.","Like other {@trait consumable||consumables}, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Sample Scrolls","entries":["A wide variety of spells can appear on scrolls. The following specific scrolls are just examples.",{"type":"data","tag":"item","data":{"name":"Scroll of Illusory Disguise","source":"CRB","page":565,"type":"Item","level":1,"traits":["consumable","illusion","magical","scroll"],"price":{"coin":"gp","amount":3},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can cast {@spell illusory disguise} as a 1st-level spell."],"craftReq":["Supply one casting of illusory disguise."]}},{"type":"data","tag":"item","data":{"name":"Scroll of Glitterdust","source":"CRB","page":565,"type":"Item","level":3,"traits":["consumable","evocation","magical","scroll"],"price":{"coin":"gp","amount":12},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can be used to cast {@spell glitterdust} as a 2nd-level spell."],"craftReq":["Supply one casting of glitterdust."]}}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Services","entries":["The services listed on {@table Basic Services and Consumables||Table 6–14} describe expenditures for common services and consumables.",{"type":"data","tag":"table","name":"Basic Services and Consumables","source":"CRB"},{"type":"pf2-h3","page":294,"name":"Hirelings","entries":["Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings' rates double if they're going adventuring with you."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Transportation","entries":["The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Spellcasting","entries":["Spellcasting services, listed on {@table Spellcasting Services||Table 6–15}, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It's hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.",{"type":"data","tag":"table","name":"Spellcasting Services","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":["{@action Raise a Shield} is the action most commonly used with shields. Most shields must be held in one hand, so you can't hold anything with that hand and {@action Raise a Shield}. A {@item buckler}, however, doesn't take up your hand, so you can {@action Raise a Shield} with a {@item buckler} if the hand is free (or, at the GM's discretion, if it's holding a simple, lightweight object that's not a weapon). You lose the benefits of {@action Raise a Shield} if that hand is no longer free.","When you have a {@item tower shield} raised, you can use the {@action Take Cover} action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide {@quickref lesser cover||3|cover} against an attack, having your tower shield raised provides {@quickref standard cover||3|cover} against it (and other creatures can {@action Take Cover} as normal using the cover from your shield).","If you have access to the {@feat Shield Block} reaction (from your class or from a feat), you can use it while {@action Raise a Shield||Raising your Shield} to reduce the damage you take by an amount equal to the shield's Hardness. Both you and the shield then take any remaining damage.",{"type":"pf2-h2","page":277,"name":"Shield Statistics","entries":["Shields have statistics that follow the same rules as armor:","Price, Speed Penalty, and Bulk. See page 274 for the rules for those statistics. Their other statistics are described here.",{"type":"pf2-h3","page":277,"name":"AC Bonus","entries":["A shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the Raise a Shield action, found on page 472."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"Hardness","entries":["Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the {@feat Shield Block} feat (page 266). The rules for Hardness appear on page 272."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"HP (BT)","entries":["This column lists the shield's Hit Points (HP) and Broken Threshold (BT). These measure how much damage the shield can take before it's destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the {@feat Shield Block} reaction."],"source":"CRB"},{"type":"data","tag":"table","name":"Shields","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Attacking with a Shield","entries":["A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on {@table Melee Weapons||Table 6–7: Melee Weapons}. The shield bash is an option only for shields that weren't designed to be used as weapons. A shield can't have runes added to it. You can also buy and attach a {@item shield boss} or {@item shield spikes} to a shield to make it a more practical weapon. These can be found on {@table Melee Weapons||Table 6–7}. These work like other weapons and can even be etched with runes."],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Shield Descriptions","entries":["Each type of shield is described in more detail below.","{@b {@item Buckler}:} This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand.","{@b {@item Wooden Shield}:} Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily.","{@b {@item Steel Shield}:} Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.","{@b {@item Tower Shield}:} These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":273,"name":"Shoddy Items","entries":["Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case. Attacks and checks involving a shoddy item take a –2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor). A shoddy suit of armor also worsens the armor's check penalty by 2. A shoddy item's Hit Points and Broken Threshold are each half that of a normal item of its type."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":592,"name":"Staves","entries":["A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait.",{"type":"pf2-h3","page":592,"name":"Casting Spells from a Staff","entries":["A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can {@action Cast a Spell} from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell's level. {@action Cast a Spell||Casting a Spell} from a staff requires holding the staff (typically in one hand) and {@action Activate an Item||Activating} the staff by {@action Cast a Spell||Casting the Spell}, which takes the spell's normal number of actions.","Use your spell attack roll and spell DC when {@action Cast a Spell||Casting a Spell} from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.","Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below).",{"type":"pf2-h4","page":592,"name":"Casting Cantrips from a Staff","entries":["If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrip's level is heightened to the same level as cantrips you cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Preparing a Staff","entries":["During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren't used within 24 hours, they're lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff's spells on your spell list.",{"type":"pf2-h4","page":592,"name":"Prepared Spellcasters","entries":["A prepared spellcaster—such as a cleric, druid, or wizard— can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They can't expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell."],"source":"CRB"},{"type":"pf2-h4","page":592,"name":"Spontaneous Spellcasters","entries":["A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesn't change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Attacking with a Staff","entries":["Staves are also {@item staff} weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":597,"name":"Wands","entries":["Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals can't be placed in wands.","If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single {@action Recall Knowledge} action and automatically succeed.","If it's not, you must {@action Identify Magic}.",{"type":"pf2-h3","page":597,"name":"Casting Spells from a Wand","entries":["A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a {@action Cast a Spell} activity using the normal number of actions for the spell.","To cast a spell from a wand, it must be on your spell list. Because you're the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition.","A spell cast from a wand doesn't require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand.",{"type":"pf2-h4","page":597,"name":"Overcharging a Wand","entries":["After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. {@action Cast a Spell||Cast the Spell} again, then roll a DC {@flatDC 10} flat check. On a success, the wand is broken.","On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Wand Statistics","entries":["A wand's base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell. When you activate a wand, you can only cast the spell at the specified level, but you can craft a wand with a heightened version of a spell.",{"type":"pf2-h4","page":597,"name":"Varying Statistics","entries":["Each type of wand has a Level and Price determined by the spell's level. The wand's rarity matches the spell's rarity. The item's traits also vary, based on the spell. A wand has any traits listed in its stat block (usually just magical and wand), plus any traits of the spell stored on it. A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."],"source":"CRB"},{"type":"pf2-brown-box","page":597,"name":"EXAMPLE WAND","entries":["This example {@item magic wand (generic)} has the {@spell heal} spell.",{"type":"data","tag":"item","data":{"name":"Wand of Heal","source":"CRB","page":597,"type":"Item","level":"3+","traits":["magical","necromancy","positive","wand"],"usage":"held in 1 hand","bulk":"L","category":"Wand","entries":["The golden end caps on this white wooden wand are adorned with ruby cabochons.",{"type":"ability","style":"compact","components":["{@action Cast a Spell}"],"frequency":{"freq":1,"unit":"day","overcharge":true,"number":"once "},"entries":["You cast a {@spell heal} spell at the indicated level."]}],"craftReq":["Supply a listed-level casting of heal."],"generic":"G","variants":[{"type":"1st-level spell","level":3,"price":{"coin":"gp","amount":60},"entries":[]},{"type":"2nd-level spell","level":5,"price":{"coin":"gp","amount":160},"entries":[]},{"type":"3rd-level spell","level":7,"price":{"coin":"gp","amount":360},"entries":[]},{"type":"4th-level spell","level":9,"price":{"coin":"gp","amount":700},"entries":[]},{"type":"5th-level spell","level":11,"price":{"coin":"gp","amount":1500},"entries":[]},{"type":"6th-level spell","level":13,"price":{"coin":"gp","amount":3000},"entries":[]},{"type":"7th-level spell","level":15,"price":{"coin":"gp","amount":6500},"entries":[]},{"type":"8th-level spell","level":17,"price":{"coin":"gp","amount":15000},"entries":[]},{"type":"9th-level spell","level":19,"price":{"coin":"gp","amount":40000},"entries":[]}]}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Crafting a Wand","entries":["For the most part, the process to {@action Craft} a wand is like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured inside the wand. The caster doesn't need to pay any cost of the spell.","The casting must come from a spellcaster expending a spell slot. You can't make a wand from a spell that comes from another magic item, for example."],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Magic Wand","entries":["The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the {@trait magical} and {@trait wand} traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply \"wand of,\" followed by the spell's name. You only need to learn one 1st-level formula to {@action Craft} a {@i magic wand}."],"source":"CRB"},{"type":"pf2-h3","page":598,"name":"Specialty Wands","entries":["Specialty wands can contain only certain kinds of spells, as noted in the stat block, and either alter the spell's effects or affect how it can be cast. The Craft Requirements entry lists what kinds of spells the wand can hold."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":278,"name":"Weapons","entries":[{"type":"pf2-h2","page":278,"name":"Attack Rolls","entries":["When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a {@trait finesse} weapon)} + proficiency bonus + other bonuses + penalties"],"source":"CRB"},"Bonuses, and penalties apply to these rolls just like with other types of checks. Weapons with potency runes (page 581) add an item bonus to your attack rolls.",{"type":"pf2-h3","page":278,"name":"Multiple Attack Penalty","entries":["If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty.","The multiple attack penalty doesn't apply to attacks you make when it isn't your turn (such as attacks made as part of a reaction). You can use a weapon with the {@trait agile} trait to reduce your multiple attack penalty."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Damage Rolls","entries":["When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target's AC, you hit your target! Roll the weapon or unarmed attack's damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows.",{"type":"pf2-inset","page":278,"entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"],"source":"CRB"},"Ranged weapons don't normally add an ability modifier to the damage roll, though weapons with the propulsive trait (page 283) add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier.","Magic weapons with {@item striking}, {@item greater striking}, or {@item major striking} runes (page 581) add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At higher levels, most characters also gain extra damage from weapon specialization."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Critical Hits","entries":["When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target's AC by 10, you achieve a critical success (also known as a critical hit).","If you critically succeed at a {@action Strike}, your attack deals {@book double damage|CRB|9|Doubling and Halving Damage}. Other attacks, such as spell attack rolls and some uses of the {@skill Athletics} skill, describe the specific effects that occur when their outcomes are critical successes."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Unarmed Attacks","entries":["Almost all characters start out trained in unarmed attacks. You can {@action Strike} with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group (page 280), and they might have weapon traits (page 282). However, unarmed attacks aren't weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so.","{@table Unarmed Attacks||Table 6–6: Unarmed Attacks} lists the statistics for an unarmed attack with a fist, though you'll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. Details for those unarmed attacks are provided in the abilities that grant them."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Improvised Weapons","entries":["If you attack with something that wasn't built to be a weapon, such as a chair or a vase, you're making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have."],"source":"CRB"},{"type":"pf2-h2","page":279,"name":"Weapon Statistics","entries":["The tables on pages 280 –282 list the statistics for various melee and ranged weapons that you can purchase, as well as the statistics for striking with a fist (or another basic unarmed attack). The tables present the following statistics. All weapons listed in this chapter have an item level of 0.",{"type":"pf2-h3","page":279,"name":"Damage","entries":["This entry lists the weapon's damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing.",{"type":"pf2-beige-box","page":279,"name":"Damage Dice","entries":["Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical {@item striking (generic)||striking} rune can increase the number of dice rolled, as can some special actions and spells. These additional dice use the same die size as the weapon or unarmed attack's normal damage die.",{"type":"pf2-title","name":"Counting Damage Dice"},"Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a {@item striking (generic)||striking} rune. They don't count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.",{"type":"pf2-title","name":"Increasing Die Size"},"When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, you'd use a d6, and so on). If you are already using a d12, the size is already at its maximum. You can't increase your weapon damage die size more than once.","{@c {@b {@dice 1d4} ➞ {@dice 1d6} ➞ {@dice 1d8} ➞ {@dice 1d10} ➞ {@dice 1d12}}}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Range","entries":["Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon's range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible.","For example, a shortbow takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, and a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Reload","entries":["While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many {@action Interact} actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.","An item with an entry of \"—\" must be drawn to be thrown, which usually takes an {@action Interact} action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Bulk","entries":["This entry gives the weapon's Bulk. A weapon's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-brown-box","page":279,"name":"SELECTING WEAPONS","entries":["Characters who focus on combat need to carefully consider their choice of weapons, evaluating whether they want to fight in melee or at range, the weapons' damage potential, and the special features of various weapons. Characters who are primarily spellcasters usually just need to pick a backup weapon in the best category they're trained or better in.","When selecting weapons, start by identifying the weapon types you're trained or better in. You should then compare weapons within these types to determine which ones you will have the highest melee or ranged attack modifier with. It's usually considered best practice to select both a melee and ranged weapon during character creation so you can contend with a broader variety of foes and situations.",{"type":"pf2-title","name":"Weapon Categories"},"Weapons fall into broad categories depending on how much damage they deal and what traits they have. Martial weapons generally deal more damage than simple weapons, and advanced weapons generally have more advantageous traits than martial weapons with the same damage. Generally, you'll want to select weapons that deal more damage, but if you're a highly skilled combatant, you might want to pick a weapon with interesting traits, even if it has a lower weapon damage die. You can also purchase multiple weapons within your budget, allowing you to switch between them for different situations."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Hands","entries":["Some weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free.","Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn't require two hands or have the two-hand trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Group","entries":["A weapon or unarmed attack's group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack's critical specialization effects; for full details, see page 283."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Weapon Traits","entries":["The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a \"weapon\" can also apply to an unarmed attack that has that trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Ammunition","entries":["Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmed Attacks","source":"CRB"},{"type":"data","tag":"table","name":"Melee Weapons","source":"CRB"},{"type":"data","tag":"table","name":"Ranged Weapons","source":"CRB"},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||categories=item}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.","{@b Axe:} Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b Bow:} If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 {@skill Athletics} check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["{@note Please visit the {@filter items page|items||source=CRB|category=weapon|type=equipment} to view all weapons.}"],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":287,"name":"Wearing Tools","entries":["You can make a set of tools (such as {@item alchemist's tools} or {@item healer's tools}) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an {@action Interact} action to use."],"data":{"quickref":2},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":300,"name":"Cantrips","entries":["A cantrip is a special type of spell that's weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip's stat block says \"Cantrip\" instead of \"Spell.\" Casting a cantrip doesn't use up your spell slots; you can cast a cantrip at will, any number of times per day. If you're a prepared caster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot.","A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its level is equal to the highest level of spell slot you have."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Casting Spells","entries":["The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. {@action Cast a Spell||Casting a Spell} is a special activity that takes a number of actions defined by the spell. When you {@action Cast a Spell}, your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell (page 210) and Melodious Spell (page 101) can help hide such manifestations or otherwise prevent observers from noticing that you are casting.",{"type":"data","tag":"action","name":"Cast a Spell","source":"CRB"},{"type":"pf2-h3","page":303,"name":"Spell Components","entries":["A spell description lists the components required to {@action Cast a Spell||Cast the Spell}. For most spells, the number of components is equal to the number of actions you must spend to {@action Cast a Spell||Cast the Spell}. Each component adds certain traits to the {@action Cast a Spell} activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":303,"name":"Material","entries":["A material component is a bit of physical matter consumed in the casting of the spell. The spell gains the manipulate trait and requires you to have a free hand to retrieve and manipulate a material component. That component is expended in the casting (even if the spell is disrupted).","Except in extreme circumstances, you can assume all common components are included in a material component pouch (page 290)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Somatic","entries":["A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.","Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it's through a glove or gauntlet)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Verbal","entries":["A verbal component is a vocalization of words of power.","You must speak them in a strong voice, so it's hard to conceal that you're {@action Cast a Spell||Casting a Spell}. The spell gains the {@trait concentrate}. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Focus","entries":["A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand.","As part of {@action Cast a Spell||Casting the Spell}, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.","Foci tend to be expensive, and you need to acquire them in advance to {@action Cast a Spell||Cast the Spell}."],"source":"CRB"},{"type":"pf2-brown-box","page":303,"name":"Component Substitution","entries":["Some classes can substitute one component for another or alter how a component works.","If you're a {@class bard} {@action Cast a Spell||Casting a Spell} from the {@trait occult} tradition you can usually play an {@item musical instrument||instrument} for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.","If you're a {@class cleric} {@action Cast a Spell||Casting a Spell} from the {@trait divine} tradition while holding a divine focus (such as a {@item religious symbol (generic)||religious symbol} or {@item religious text||text}), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class druid} {@action Cast a Spell||Casting a Spell} from the {@trait primal} tradition while holding a primal focus (such as {@item holly and mistletoe}), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class sorcerer} {@action Cast a Spell||Casting a Spell} from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component.","Any character casting an innate spell can replace any material component with a somatic component."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":304,"name":"Metamagic","entries":["Many spellcasters can gain access to metamagic actions, typically by selecting metamagic feats. Actions with the metamagic trait tweak the properties of your spells, changing their range, damage, or any number of other properties. You must use a metamagic action directly before the spell you want to alter. If you use any action (including free actions, reactions, and additional metamagic actions) other than {@action Cast a Spell} directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Disbelieving Illusions","entries":["Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature {@action Seek||Seeks} or otherwise spends actions to engage with the illusion, comparing the result of its {@skill Perception} check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. {@trait Mental} illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save).","If the illusion is {@trait visual}, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Durations","entries":["The duration of a spell is how long the spell effect lasts.","Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spell's duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster's turns, ending when the duration reaches 0.","Some spells have effects that remain even after the spell's magic is gone. Any ongoing effect that isn't part of the spell's duration entry isn't considered magical.","For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldn't be counteracted because it is not itself magical (though it might be cured by other magic, such as {@spell restore senses}).","If a spell's caster dies or is incapacitated during the spell's duration, the spell remains in effect till its duration ends.","You might need to keep track of the caster's initiative after they stopped being able to act to monitor spell durations.",{"type":"pf2-h3","page":304,"name":"Sustaining Spells","entries":["If the spell's duration is \"sustained,\" it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell.",{"type":"data","tag":"action","name":"Sustain a Spell","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Long Durations","entries":["If a spell's duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell's slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell's duration until your next daily preparations. This effectively Sustains the Spell over a long period of time.","If you prepare a new spell in the slot (or don't expend a spell slot), the spell ends. You can't do this if the spell didn't come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you {@action Cast a Spell||Cast the Spell} or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don't need to keep a spell slot open for these spells."],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Dismissing","entries":["Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":300,"name":"Focus Spells","entries":["Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells. Even some classes that don't normally grant spellcasting, such as the champion and monk, can grant focus spells.","Focus spells are automatically heightened to half your level rounded up, just like cantrips are. You can't cast a focus spell if its minimum level is greater than half your level rounded up, even if you somehow gain access to it.","Casting any of your focus spells costs you 1 Focus Point. You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell.","You replenish all the Focus Points in your pool during your daily preparations. You can also use the {@action Refocus} activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point.","Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. Your focus pool can't have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number.",{"type":"data","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":302,"name":"Focus Points from Multiple Sources","entries":["It's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let's say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1.","Focus Points are not differentiated by source; you can spend any of your Focus Points on any of your focus spells. Likewise, when you {@action Refocus}, you get back a point as long as you follow the guidelines of any abilities that granted you focus spells. Having Focus Points from multiple sources doesn't change the tradition of your spells; if you had both cleric domain spells and druid order spells, your domain spells would remain divine and the order spells primal. This could mean that you need to keep track of a different proficiency and ability modifier with the spell DC and spell attack roll of different focus spells."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Spellcasters with Focus Spells","entries":["If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A {@class bard||bard's} are occult, a {@class cleric||cleric's} are divine, a {@class druid||druid's} are primal, a {@class wizard||wizard's} are arcane, and a {@class sorcerer||sorcerer's} are determined by their bloodline."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Non-Spellcasters with Focus Spells","entries":["If you get focus spells from a class or other source that doesn't grant spellcasting ability (for example, if you're a monk with the {@feat Ki Strike} feat), the ability that gives you focus spells also provides your proficiency rank for spell attack rolls and spell DCs, as well as the magical tradition of your focus spells. You gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your focus spells (see below). However, you don't qualify for feats and other rules that require you to be a spellcaster."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Hostile Actions","entries":["Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm.","For instance, lobbing a {@spell fireball} into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Identifying Spells","entries":["Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened.","If you want to identify a spell but don't have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using {@action Recall Knowledge}. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified.","You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.","If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.","You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found {@quickref here||3|Areas}. If the spell originates from your position, the spell has only an area; if you can cause the spell's area to appear farther away from you, the spell has both a range and an area."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Targets","entries":["Some spells allow you to directly target a creature, an object, or something that fits a more specific category. The target must be within the spell's range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it normally. At the GM's discretion, you can attempt to target a creature you can't see, as described in Detecting Creatures on pages 465–467. If you fail to target a particular creature, this doesn't change how the spell affects any other targets the spell might have.","If you choose a target that isn't valid, such as if you thought a vampire was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature. If a creature starts out as a valid target but ceases to be one during a spell's duration, the spell typically ends, but the GM might decide otherwise in certain situations.","Spells that affect multiple creatures in an area can have both an Area entry and a Targets entry. A spell that has an area but no targets listed usually affects all creatures in the area indiscriminately.","Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character's condition (such as when a character is paralyzed, unconscious, or even dead)."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Line of Effect","entries":["You usually need an unobstructed path to the target of a spell, the origin point of an area, or the place where you create something with a spell. More information on line of effect can be found {@quickref here||3|line of effect}."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Reading Spells","entries":["Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. The spell's name line also lists the type of spell if it's a cantrip or focus spell, as well as the level.",{"type":"data","tag":"generic","style":"book","data":{"name":"SPELL NAME","traits":["traits"],"category":"SPELL","level":"(LEVEL)","sections":[[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Tradition","entries":["This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions."]},{"name":"Cast","entries":["The number of actions required to {@action Cast a Spell||Cast the Spell} are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as \"1 minute.\" After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell."]},{"name":"Range, Area, and Targets","entries":["This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster."]},{"name":"Saving Throw and Duration","entries":["If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw, which follows the rules found on page 449. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell."]}]}]],[["A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure."]],[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Heightened (level)","entries":["If the spell has special effects when heightened, those effects appear at the end of the stat block."]}]}]]]}}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you can't cast spells. You must know the ritual, and the ritual's spell level can be no higher than half your level rounded up.","You must also have the required proficiency rank in the skill used for the ritual's primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the ritual's effects. The primary skill check determines the tradition.","Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it's possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual's casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["A ritual's Cost entry lists valuable components required to cast the ritual. If a ritual doesn't have any such components, it won't have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target's level and sometimes the spell's level. If the target's level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target's level or another value as appropriate. Most rituals that create permanent creatures, such as {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["Many rituals need additional secondary casters, who also don't need to be able to cast spells. Unlike a primary caster, a secondary caster doesn't need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["At the ritual's culmination, you must attempt the skill check listed in the Primary Check entry to determine the ritual's outcome. Primary checks usually have a very hard DC for a level that's twice the ritual's spell level. As with other downtime activities, fortune and misfortune effects can't modify your checks for the ritual, nor can bonuses or penalties that aren't active throughout the process.","The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.",{"type":"data","tag":"table","name":"Creature Creation Rituals","source":"CRB"}],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":408,"name":"Secondary Checks","entries":["Often, a ritual requires secondary checks to represent aspects of its casting, usually with a standard DC for a level twice the ritual's spell level. A different secondary caster must attempt each secondary check. If there are more secondary casters than checks, the others don't attempt any.","Secondary casters attempt their checks before you attempt the primary check; no matter their results, the ritual proceeds to the primary check. Secondary checks affect the primary check depending on their results.",{"type":"successDegree","entries":{"Critical Success":"You gain a +2 circumstance bonus to the primary check.","Success":"No bonus or penalty.","Failure":"You take a –4 circumstance penalty to the primary check.","Critical Failure":"As failure, and you reduce the degree of success of the primary skill check by one step."}}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":409,"name":"Effect","entries":["A ritual's effect depends on the result of the primary check.","If an effect lists a save DC, use your spell DC for the ritual's magic tradition (or 12 + your level + your highest mental ability modifier, if you don't have a spell DC)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":409,"name":"Rituals","entries":["{@note Please visit the {@filter rituals page|rituals||source=CRB} to view all Rituals.}"],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Saving Throws","entries":["Spells that require a target to attempt a save to resist some or all of the spell's effects have a Saving Throw entry. This entry presents the type of save for quick reference, and specific details appear in the spell description. Whenever a spell allows a saving throw, it uses the caster's spell DC.",{"type":"pf2-h3","page":305,"name":"Basic Saving Throws","entries":["If a spell's Saving Throw entry specifies a \"basic\" saving throw, the spell's potential effects all relate to the damage listed in the spell's description. The target takes no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure. The rules for basic saving throws are found on page 449."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Setting Triggers","entries":["If a spell is meant to respond only to certain events or under certain conditions—such as {@spell magic mouth}—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell's sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as \"red-haired dwarven women,\" or it could be an observed action, such as \"whenever someone enters the spell's area.\" Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful {@skill Stealth} check to Hide (against the spell's DC). For auditory detection, line of sight isn't necessary, though the sound must be audible at the spell's origin point. A {@skill Stealth} check to Sneak can fool the sensor."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Spell Attacks","entries":["Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. A spell attack roll is compared to the target's AC.","Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks don't deal any damage beyond what's listed in the spell description.","In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Spell Slots","entries":["Characters of spellcasting classes can cast a certain number of spells each day; the spells you can cast in a day are referred to as spell slots. At 1st level, a character has only a small number of 1st-level spell slots per day, but as you advance in level, you gain more spell slots and new slots for higher-level spells. A spell's level indicates its overall power, from 1 to 10.",{"type":"pf2-h3","page":298,"name":"Prepared Spells","entries":["If you're a prepared spellcaster—such as a cleric, druid, or wizard—you must spend time each day preparing spells for that day. At the start of your daily preparations, you select a number of spells of different spell levels determined by your character level and class. Your spells remain prepared until you cast them or until you prepare spells again.","Each prepared spell is expended after a single casting, so if you want to cast a particular spell more than once in a day, you need to prepare that spell multiple times. The exceptions to this rule are spells with the cantrip trait; once you prepare a cantrip, you can cast it as many times as you want until the next time you prepare spells. See page 300 for more information on cantrips.","You might gain an ability that allows you to swap prepared spells or perform other aspects of preparing spells at different times throughout the day, but only your daily preparation counts for the purpose of effects that last until the next time you prepare spells."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Spontaneous Spells","entries":["If you're a spontaneous spellcaster—such as a bard or a sorcerer—you choose which spell you're using a spell slot for at the moment you decide to cast it. This provides you with more freedom in your spellcasting, but you have fewer spells in your spell repertoire, as determined by your character level and class. When you make your daily preparations, all your spell slots are refreshed, but you don't get to change the spells in your repertoire."],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"Magical Traditions","entries":["Spellcasters cast spells from one of four different spell list, each representing a different magical tradition: arcane, divine, occult, and primal.","Your class determines which tradition of magic your spells use. In some cases, such as when a cleric gains spells from their deity or when a sorcerer gets spells from their bloodline, you might be able to cast spells from a different spell list. In these cases, the spell uses your magic tradition, not the list the spell normally comes from. When you cast a spell, add your tradition's trait to the spell.","Some types of magic, such as that of most magic items, don't belong to any single tradition. These have the magical trait instead of a tradition trait.",{"type":"table","style":"pf2-box__table--red","rows":[["Arcane","Divine","Occult","Primal"],["Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them. Because of its far-reaching approach, the arcane tradition has the broadest spell list, though it's generally poor at affecting the spirit or the soul. Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane sorcerers study the secrets of their blood to unlock the power within themselves.","The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane. Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and champions call upon their gods to grant them martial prowess through divine guidance.","The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult sorcerers strive to understand the mysterious power in their blood.","An instinctual connection to and faith in the world, the cycle of day and night, theturning of the seasons, and the natural selection of predator and prey drive the primal tradition. Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal sorcerers call upon their fey or beast blood to harness the same natural energies."]]}],"source":"CRB"},{"type":"pf2-h3","page":299,"name":"Heightened Spells","entries":["Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell.","This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level (see Heightened Spontaneous Spells below). When you heighten your spell, the spell's level increases to match the higher level of the spell slot you've prepared it in or used to cast it. This is useful for any spell, because some effects, such as counteracting, depend on the spell's level.","In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell's stat block. Some heightened entries specify one or more levels at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given level. Read the heightened entry only for the spell level you're using or preparing; if its benefits are meant to include any of the effects of a lower-level heightened entry, those benefits will be included in the entry.","Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, {@spell fireball} says \"{@b Heightened (+1)} The damage increases by 2d6.\" Because {@spell fireball} deals {@damage 6d6} fire damage at 3rd level, a 4th-level {@spell fireball} would deal {@dice 8d6} fire damage, a 5th-level spell would deal {@dice 10d6} fire damage, and so on.",{"type":"pf2-h4","page":299,"name":"Heightened Spontaneous Spells","entries":["If you're a spontaneous spellcaster, you must know a spell at the specific level that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single level so that you have more options when casting it. For example, if you added {@spell fireball} to your repertoire as a 3rd-level spell and again as a 5th-level spell, you could cast it as a 3rd-level or a 5th-level spell; however, you couldn't cast it as a 4th-level spell.","Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single level."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"The Four Essences","entries":["Spells that affect certain physical or metaphysical forces tend to be grouped into particular magical traditions. Scholars of magic widely agree that all of existence is composed of some combination of four essences, though they disagree on the names and particular qualities of each essence.","The following entries discuss each essence and the traditions and spell schools relevant to it; for instance, evocation spells tend to manipulate matter. The abjuration school is an unusual case, as abjuration spells draw upon different essences depending on who they are warding and what they are protecting against.",{"type":"table","style":"pf2-box__table--red","rows":[["Matter","Spirit","Mind","Life"],["Also called body, material essence, or physical essence, matter is the fundamental building block that makes up all physical things in the universe. The arcane and primal traditions are especially attuned toward manipulating and shaping matter. Spells that are used to create or alter matter most often come from the conjuration, evocation, or transmutation schools.","Also called soul, ethereal essence, or spiritual essence, spirit is an otherworldly building block that makes up a being's immaterial and immortal self. The spirit travels through the Ethereal Plane and into the Great Beyond after the death of the physical body. The spirit is most easily affected by divine and occult spells. Spirit spells are usually of the divination or necromancy schools.","Also called thought or astral essence, the mind essence allows thinking creatures to have rational thoughts, ideas, plans, logic, and memories. Mind touches even nonsapient creatures like animals, though in a more limited capacity. Arcane and occult casters usually excel at mind spells. Spells that use mind essence are usually found in the divination, enchantment, and illusion schools.","Also called heart, faith, instinct, or vital essence, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for unconscious responses and belief, such as ancestral instincts and divine guidance. The divine and primal traditions hold power over life. Life spells are usually necromancy."]]}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Walls","entries":["Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square. The path of a shaped wall can't enter the same space more than once, but it can double back so one section is adjacent to another section of the wall."],"data":{"quickref":3},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":461,"name":"Actions","entries":["You affect the world around you primarily by using actions, which produce effects. Actions are most closely measured and restricted during the encounter mode of play, but even when it isn't important for you to keep strict track of actions, they remain the way in which you interact with the game world. There are four types of actions: single actions, activities, reactions, and free actions.","{@b Single actions} can be completed in a very short time. They're self-contained, and their effects are generated within the span of that single action. During an encounter, you get 3 actions at the beginning of your turn, which you can use as described on page 468.","{@b Activities} usually take longer and require using multiple actions, which must be spent in succession. Stride is a single action, but Sudden Charge is an activity in which you use both the Stride and Strike actions to generate its effect.","{@b Reactions} have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether it's your turn or not. In an encounter, you get 1 reaction each round, which you can use as described on page 468. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control.","{@b Free actions} don't cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost), and a free action with a trigger follows the same rules as a reaction (except the reaction cost).",{"type":"pf2-brown-box","page":461,"name":"ACTION ICON KEY","entries":["These icons appear in stat blocks as shorthand for each type of action.","{@as 1} Single Action","{@as 2} Two-Action Activity","{@as 3} Three-Action Activity","{@as R} Reaction","{@as F} Free Action"],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Activities","entries":["An activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to produce an effect that's different from merely the sum of those actions. In some cases, usually when spellcasting, an activity can consist of only 1 action, 1 reaction, or even 1 free action.","An activity might cause you to use specific actions within it. You don't have to spend additional actions to perform them—they're already factored into the activity's required actions. (See Subordinate Actions on page 462.) You have to spend all the actions of an activity at once to gain its effects. In an encounter, this means you must complete it during your turn. If an activity gets interrupted or disrupted in an encounter (page 462), you lose all the actions you committed to it.",{"type":"pf2-h4","page":461,"name":"Exploration and Downtime Activities","entries":["Outside of encounters, activities can take minutes, hours, or even days. These activities usually have the exploration or downtime trait to indicate they're meant to be used during these modes of play. You can often do other things off and on as you carry out these activities, provided they aren't significant activities of their own. For instance, if you're Repairing an item, you might move around to stretch your legs or have a brief discussion—but you couldn't also Decipher Writing at the same time.","If an activity that occurs outside of an encounter is interrupted or disrupted, as described in Disrupting Actions below, you usually lose the time you put in, but no additional time beyond that."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":462,"name":"IN-DEPTH ACTION RULES","entries":["These rules clarify some of the specifics of using actions.",{"type":"pf2-title","name":"Simultaneous Actions"},"You can use only one single action, activity, or free action that doesn't have a trigger at a time. You must complete one before beginning another. For example, the Sudden Charge activity states you must Stride twice and then Strike, so you couldn't use an Interact action to open a door in the middle of the movement, nor could you perform part of the move, make your attack, and then finish the move.","Free actions with triggers and reactions work differently. You can use these whenever the trigger occurs, even if the trigger occurs in the middle of another action.",{"type":"pf2-title","name":"Subordinate Actions"},"An action might allow you to use a simpler action—usually one of the Basic Actions on page 469—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn't gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn't require you to spend more actions or reactions to do so; that cost is already factored in.","Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the {@spell haste} spell lets you spend an extra action each turn to Stride or Strike, but you couldn't use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, \"If the next action you use is a Strike,\" an activity that includes a Strike wouldn't count, because the next thing you are doing is starting an activity, not using the Strike basic action."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Actions with Triggers","entries":["You can use free actions that have triggers and reactions only in response to certain events. Each such reaction and free action lists the trigger that must happen for you to perform it. When its trigger is satisfied—and {@i only} when it is satisfied—you can use the reaction or free action, though you don't have to use the action if you don't want to.","There are only a few basic reactions and free actions that all characters can use. You're more likely to gain actions with triggers from your class, feats, and magic items.",{"type":"pf2-h4","page":462,"name":"Limitations on Triggers","entries":["The triggers listed in the stat blocks of reactions and some free actions limit when you can use those actions. You can use only one action in response to a given trigger. For example, if you had a reaction and a free action that both had a trigger of \"your turn begins,\" you could use either of them at the start of your turn—but not both. If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether they're effectively the same thing. Usually, this decision will be based on what's happening in the narrative.","This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Other Actions","entries":["Sometimes you need to attempt something not already covered by defined actions in the game. When this happens, the rules tell you how many actions you need to spend, as well any traits your action might have. For example, a spell that lets you switch targets might say you can do so \"by spending a single action, which has the {@trait concentrate}.\" Game masters can also use this approach when a character tries to do something that isn't covered in the rules."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Gaining and Losing Actions","entries":["Conditions can change the number of actions you can use on your turn, or whether you can use actions at all. The slowed condition, for example, causes you to lose actions, while the quickened condition causes you to gain them.","Conditions are detailed in the appendix on pages 618–623.","Whenever you lose a number of actions—whether from these conditions or in any other way—you choose which to lose if there's any difference between them. For instance, the {@spell haste} spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while {@spell haste} was active, you might want to lose the action from haste first, since it's more limited than your normal actions.","Some effects are even more restrictive. Certain abilities, instead of or in addition to changing the number of actions you can use, say specifically that you can't use reactions. The most restrictive form of reducing actions is when an effect states that you can't act: this means you can't use any actions, or even speak. When you can't act, you don't regain your actions and reaction on your turn."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action's effects don't occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a {@action Cast a Spell} activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity.","The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn't transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["The affliction's name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["When you're first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster's spell DC.","On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.","If you fail the initial saving throw, after the affliction's onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["Some afflictions have onset times. For these afflictions, once you fail your initial save, you don't gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.","At the end of a stage's listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction's stage is ever reduced below stage 1, the affliction ends and you don't need to attempt further saves unless you're exposed to the affliction again.","On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you're within the poison's onset period, though it doesn't change the onset length."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["Afflictions with the {@trait virulent} trait are harder to remove.","You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Checks","entries":["When success isn't certain—whether you're swinging a sword at a foul beast, attempting to leap across a chasm, or straining to remember the name of the earl's second cousin at a soiree—you'll attempt a check. Pathfinder has many types of checks, from skill checks to attack rolls to saving throws, but they all follow these basic steps.",{"type":"list","style":"list-decimal","items":["Roll a d20 and identify the modifiers, bonuses, and penalties that apply.","Calculate the result.","Compare the result to the difficulty class (DC).","Determine the degree of success and the effect."]},"Checks and difficulty classes (DC) both come in many forms. When you swing your sword at that foul beast, you'll make an attack roll against its Armor Class, which is the DC to hit another creature. If you are leaping across that chasm, you'll attempt an {@skill Athletics} skill check with a DC based on the distance you are trying to jump. When calling to mind the name of the earl's second cousin, you attempt a check to {@action Recall Knowledge}. You might use either the Society skill or a Lore skill you have that's relevant to the task, and the DC depends on how common the knowledge of the cousin's name might be, or how many drinks your character had when they were introduced to the cousin the night before.","No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below.",{"type":"pf2-h3","page":444,"name":"Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply","entries":["Start by rolling your d20. You'll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A {@b modifier} can be either positive or negative, but a {@b bonus} is always positive, and a {@b penalty} is always negative.","The sum of all the modifiers, bonuses, and penalties you apply to the d20 roll is called your total modifier for that statistic.","Nearly all checks allow you to add an {@b ability modifier} to the roll. An ability modifier represents your raw capabilities and is derived from an ability score, as described on page 20. Exactly which ability modifier you use is determined by what you're trying to accomplish. Usually a sword swing applies your Strength modifier, whereas remembering the name of the earl's cousin uses your Intelligence modifier.","When attempting a check that involves something you have some training in, you will also add your {@b bonus}. This bonus depends on your proficiency rank:","untrained, trained, expert, master, or legendary. If you're untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your character's level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Proficiency Rank","Proficiency Bonus"],["Untrained","0"],["Trained","Your level + 2"],["Expert","Your level + 4"],["Master","Your level + 6"],["Legendary","Your level + 8"]]},"There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonus that would apply to the same roll, you'll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they don't \"stack.\" For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses that could apply to the same check, you add only the higher of the two.","{@b Circumstance bonuses} typically involve the situation you find yourself in when attempting a check. For instance, using Raise a Shield with a buckler grants you a +1 circumstance bonus to AC. Being behind cover grants you a +2 circumstance bonus to AC. If you are both behind cover and Raising a Shield, you gain only the +2 circumstance bonus for cover, since they're the same type and the bonus from cover is higher.","{@b Item bonuses} are granted by some item that you are wearing or using, either mundane or magical. For example, armor gives you an item bonus to AC, while expanded alchemist's tools grant you an item bonus to {@skill Crafting} checks when making alchemical items.","{@b Status bonuses} typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level {@spell heroism} spell grants a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks. If you were under the effect of {@spell heroism} and someone cast the {@spell bless} spell, which also grants a +1 status bonus on attacks, your attack rolls would gain only a +1 status bonus, since both spells grant a +1 status bonus to those rolls, and you only take the highest status bonus.","Penalties work very much like bonuses. You can have {@b circumstance penalties {@b status penalties}, and sometimes even {@b item penalties.} Like bonuses of the same type, you take only the worst all of various penalties of a given type. However, you can apply both a bonus and a penalty of the same type on a single roll. For example, if you had a +1 status bonus from a {@spell heroism} spell but a –2 status penalty from the sickened condition, you'd apply them both to your roll—so {@spell heroism} still helps even though you're feeling unwell.","Unlike bonuses, penalties can also be {@b untyped}, in which case they won't be classified as \"circumstance,\" \"item,\" or \"status.\" Unlike other penalties, you always add all your untyped penalties together rather than simply taking the worst one. For instance, when you use attack actions, you incur a multiple attack penalty on each attack you make on your turn after the first attack, and when you attack a target that's beyond your weapon's normal range increment, you incur a range penalty on the attack.","Because these are both untyped penalties, if you make multiple attacks at a faraway target, you'd apply both the multiple attack penalty and the range penalty to your roll.","Once you've identified all your various modifiers, bonuses, and penalties, you move on to the next step."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 2: Calculate the Result","entries":["This step is simple. Add up all the various modifiers, bonuses, and penalties you identified in Step 1—this is your total modifier. Next add that to the number that came up on your d20 roll. This total is your check result."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 3: Compare the Result to the DC","entries":["This step can be simple, or it can create suspense. Sometimes you'll know the {@b Difficulty Class} ({@b DC}) of your check. In these cases, if your result is equal to or greater than the DC, you succeed! If your roll anything less than the DC, you fail.","Other times, you might not know the DC right away. Swimming across a river would require an {@skill Athletics} check, but it doesn't have a specified DC—so how will you know if you succeed or fail? You call out your result to the GM and they will let you know if it is a success, failure, or otherwise. While you might learn the exact DC through trial and error, DCs sometimes change, so asking the GM whether a check is successful is the best way to determine whether or not you have met or exceeded the DC.",{"type":"pf2-h4","page":445,"name":"Calculating DCs","entries":["Whenever you attempt a check, you compare your result against a DC. When someone or something else attempts a check against you, rather than both forces rolling against one another, the GM (or player, if the opponent is another PC) compares their result to a fixed DC based on your relevant statistic. Your DC for a given statistic is 10 + the total modifier for that statistic."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 4: Determine the Degree of Success and Effect","entries":["Many times, it's important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed at or critically fail a check.","You critically succeed at a check when a check's result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that's a critical failure.","If you rolled a 20 on the die (a \"natural 20\"), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a \"natural 1\"), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1! If a feat, magic item, spell, or other effect does not list a critical success or critical failure, treat is as an ordinary success or failure instead.","Some other abilities can change the degree of success for rolls you get. When resolving the effect of an ability that changes your degree of success, always apply the adjustment from a natural 20 or natural 1 before anything else."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Concealment and Invisibility","entries":["The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see.",{"type":"pf2-h4","page":467,"name":"Concealed","entries":["This condition protects a creature if it's in mist, within dim light, or amid something else that obscures sight but does not provide a physical barrier to effects. An effect or type of terrain that describes an area of concealment makes all creatures within it concealed.","When you target a creature that's {@condition concealed} from you, you must attempt a DC {@flatDC 5} flat check before you roll to determine your effect. If you fail, you don't affect the target. the {@condition concealed} condition doesn't change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though it's concealed."],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Invisible","entries":["A creature with the invisible condition (by way of an {@spell invisibility} spell or {@item invisibility potion}, for example) is automatically {@condition undetected} to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition.","You can use the {@action Seek} basic action to attempt to figure out an {@condition invisible} creature's location, making it instead only {@condition hidden} from you. This lasts until the {@condition invisible} creature successfully uses {@action Sneak} to become {@condition undetected} again. If you're already {@condition observed||observing} a creature when it becomes {@condition invisible}, it starts out {@condition hidden}, since you know where it was when it became {@condition invisible}, though it can then {@action Sneak} to become {@condition undetected}.","Other effects might make an {@condition invisible} creature hidden or even observed but concealed. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden.","Similarly, throwing a net over an {@condition invisible} creature would make it {@condition observed} but {@condition concealed} for as long as the net is on the creature."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Condition Values","entries":["Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Conditions","entries":["The results of various checks might apply conditions to you or, less often, an item. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item. One condition represents what happens when a creature successfully drains your blood or life essence, while others represent creatures' attitudes toward you and how they interact with you.","Conditions are persistent; when you're affected by a condition, its effects last until the stated duration ends, the condition is removed, or terms dictated in the condition cause it to end. The rules for conditions are summarized on page 454 and described in full on pages 618–623.",{"type":"pf2-brown-box","name":"CONDITIONS","entries":["These conditions appear often in the game and are defined in detail in the Conditions Appendix on pages 618–623. Here's a brief summary of each.","{@b {@condition Blinded}:} You're unable to see.","{@b {@condition Broken}:} This item can't be used for its normal function until repaired.","{@b {@condition Clumsy}:} You can't move as easily or gracefully as usual.","{@b {@condition Concealed}:} Fog or similar obscuration makes you difficult to see and target.","{@b {@condition Confused}:} You attack indiscriminately.","{@b {@condition Controlled}:} Another creature determines your actions.","{@b {@condition Dazzled}:} Everything is {@condition concealed} to you.","{@b {@condition Deafened}:} You're unable to hear.","{@b {@condition Doomed}:} With your soul in peril, you are now closer to death.","{@b {@condition Drained}:} Blood loss or something similar has leached your vitality.","{@b {@condition Dying}:} You're slipping closer to death.","{@b {@condition Encumbered}:} You're carrying more weight than you can manage.","{@b {@condition Enfeebled}:} Your strength has been sapped away.","{@b {@condition Fascinated}:} You are compelled to focus your attention on something.","{@b {@condition Fatigued}:} Your defenses are lower and you can't focus while exploring.","{@b {@condition Flat-Footed}:} You're unable to defend yourself to your full capability.","{@b {@condition Fleeing}:} You must run away.","{@b {@condition Friendly}:} An NPC with this condition has a good attitude toward you.","{@b {@condition Frightened}:} Fear makes you less capable of attacking and defending.","{@b {@condition Grabbed}:} A creature, object, or magic holds you in place.","{@b {@condition Helpful}:} An NPC with this condition wants to assist you.","{@b {@condition Hidden}:} A creature you're {@condition hidden} from knows your location but can't see you.","{@b {@condition Hostile}:} An NPC with this condition wants to harm you.","{@b {@condition Immobilized}:} You can't move.","{@b {@condition Indifferent}:} An NPC with this condition doesn't have a strong opinion about you.","{@b {@condition Invisible}:} Creatures can't see you.","{@b {@condition Observed}:} You're in plain view.","{@b {@condition Paralyzed}:} You body is frozen in place.","{@b {@condition Persistent Damage|CRB|Persistent Damage}:} You keep taking damage every round.","{@b {@condition Petrified}:} You've been turned to stone.","{@b {@condition Prone}:} You're lying on the ground and easier to attack.","{@b {@condition Quickened}:} You get an extra action each turn.","{@b {@condition Restrained}:} You're tied up and can't move, or a grappling creature has you pinned.","{@b {@condition Sickened}:} You're sick to your stomach.","{@b {@condition Slowed}:} You lose actions each turn.","{@b {@condition Stunned}:} You can't use actions.","{@b {@condition Stupefied}:} Your can't access your full mental faculties, and you have trouble casting spells.","{@b {@condition Unconscious}:} You're asleep or knocked out.","{@b {@condition Undetected}:} A creature you're {@condition undetected} by doesn't know where you are.","{@b {@condition Unfriendly}:} An NPC with this condition doesn't like you.","{@b {@condition Unnoticed}:} A creature is entirely unaware you're present.","{@b {@condition Wounded}:} You've been brought back from the brink of death but haven't fully recovered."]}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":458,"name":"Counteracting","entries":["Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise.","When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target's DC. If you're counteracting an affliction, the DC is in the affliction's stat block. If it's a spell, use the caster's DC. The GM can also calculate a DC based on the target effect's level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the target's level. If an effect is a spell, its level is the counteract level.","Otherwise, halve its level and round up to determine its counteract level. If an effect's level is unclear and it came from a creature, halve and round up the creature's level.",{"type":"successDegree","entries":{"Critical Success":"Counteract the target if its counteract level is no more than 3 levels higher than your effect's counteract level.","Success":"Counteract the target if its counteract level is no more than 1 level higher than your effect's counteract level.","Failure":"Counteract the target if its counteract level is lower than your effect's counteract level.","Critical Failure":"You fail to counteract the target."}}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":477,"name":"Cover","entries":["When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to {@skill Stealth} checks to {@action Hide}, {@action Sneak}, or otherwise avoid detection. You can increase this to greater cover using the {@action Take Cover} basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use {@skill Stealth} to {@action Hide}, but lesser cover isn't sufficient.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Type of Cover","Bonus","Can Hide"],["Lesser","+1 to AC","No"],["Standard","+2 to AC, Reflex, {@skill Stealth}","Yes"],["Greater","+4 to AC, Reflex, {@skill Stealth}","Yes"]]},"Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have {@quickref line of effect||3|line of effect} and typically can't target it at all.","Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has {@action Take Cover||Taken Cover}). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.",{"type":"pf2-h4","page":477,"name":"Cover and Large Creatures","entries":["If a creature between you and a target is two or more sizes larger than both you and your target, that creature's space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn't gain cover from terrain that it's significantly larger than. For example, a Huge dragon probably wouldn't receive any benefit from being behind a 1-foot-wide pillar."],"source":"CRB"},{"type":"pf2-h4","page":477,"name":"Special Circumstances","entries":["Your GM might allow you to overcome your target's cover in some situations. If you're right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Damage","entries":["In the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage. Damage decreases a creature's Hit Points on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points). The full rules can be found in the Hit Points, Healing, and Dying section on page 459.","Damage is sometimes given as a fixed amount, but more often than not you'll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it is often enhanced by various modifiers, bonuses, and penalties.","Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below.",{"type":"list","style":"list-decimal","items":["Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll.","Determine the damage type.","Apply the target's immunities, weaknesses, and resistances to the damage.","If any damage remains, reduce the target's Hit Points by that amount."]},{"type":"pf2-h3","page":450,"name":"Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties","entries":["Your weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if you're using a normal longsword, you'll roll {@dice 1d8}. If you're casting a 3rd-level {@spell fireball} spell, you'll roll {@dice 6d6}. Sometimes, especially in the case of weapons, you'll apply modifiers, bonuses, and penalties to the damage.","When you use melee weapons, unarmed attacks, and thrown ranged weapons, the most common modifier you'll add to damage is your Strength ability modifier. Weapons with the propulsive trait sometimes add half your Strength modifier. You typically do not add an ability modifier to spell damage, damage from most ranged weapons, or damage from alchemical bombs and similar items.","As with checks, you might add circumstance, status, or item bonuses to your damage rolls, but if you have multiple bonuses of the same type, you add only the highest bonus of that type. Again like checks, you may also apply circumstance, status, item, and untyped penalties to the damage roll, and again you apply only the greatest penalty of a specific type but apply all untyped penalties together.","Use the formulas below.",{"type":"pf2-inset","entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"]},{"type":"pf2-inset","entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"]},{"type":"pf2-inset","entries":["Spell (and similar effects) damage roll = damage die of the effect + bonuses + penalties"]},"If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage.",{"type":"pf2-h4","page":451,"name":"Increasing Damage","entries":["In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the {@item striking} rune can add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At certain levels, most characters gain the ability to deal extra damage from the weapon specialization class feature."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Persistent Damage","entries":["Persistent damage is a condition that causes damage to recur beyond the original effect. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC {@flatDC 15} flat check to see if you recover from the persistent damage.","Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw.","See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Doubling and Halving Damage","entries":["Sometimes you'll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it). The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for singletarget attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the {@item flaming} weapon rune's persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a {@spell lightning bolt} spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the {@action Strike||Strikes} and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b Slashing damage} is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap.","Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magical trait) and most other damage types.",{"type":"pf2-title","name":"Energy Damage"},"Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b Sonic damage} assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage.","Two special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create {@b positive damage} that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b lawful} damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b poison damage}, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b bleed damage}. This is persistent damage that represents loss of blood.","As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b precision damage}, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6.","Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to physical damage, like a gargoyle, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage.",{"type":"pf2-title","name":"Precious Materials"},"While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity applies to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; you just don't apply the effect. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.","Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as {@action Grapple} and {@action Shove}).","Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a {@creature stone golem} has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don't affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature's ability, it doesn't matter who created the effect. For example, the {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} on that creature again before 1 minute passes, the spell has no effect.","Temporary immunity doesn't prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don't immediately lose the frightened condition due to the immunity you just gained—you simply don't become frightened if you're targeted by the ability again before the immunity ends."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage.","If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your {@runeItem mace||+1 wepon potency|} (since it's magical) or a non-magical {@item spear} (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.","If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.","It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["After applying the target's immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target's Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section on page 459.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying on page 459). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon.","Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":["Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining.","Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor.","Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).","When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in {@skill Performance} and {@skill Stealth}, and an expert in {@skill Occultism}, you could reduce the character's proficiency in {@skill Stealth} to expert and become a master in {@skill Occultism}, but you couldn't reassign that skill increase to become legendary in {@skill Performance}. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites.","You can also spend a week to retrain an initial trained skill you gained during character creation."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Class Features","entries":["You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes—always at least a month."],"source":"CRB"},{"type":"pf2-brown-box","page":481,"name":"SKILL DOWNTIME ACTIVITIES","entries":["Chapter 4: Skills includes several downtime activities, which are summarized here.","{@b {@action Craft}:} Using the {@skill Crafting} skill, you can create items from raw materials (page 244).","{@b {@action Create Forgery}:} You forge a document (page 251).","{@b {@action Earn Income}:} You earn money, typically using {@skill Crafting}, Lore, or {@skill Performance} (page 236).","{@b {@action Subsist}:} You find food and shelter in the wilderness or within a settlement (page 240).","{@b {@action Treat Disease}:} You spend time caring for a diseased creature in the hope of curing that creature (page 248)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Other Downtime Activities","entries":["Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294).","You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Effects","entries":["Anything you do in the game has an {@b effect}. Many of these outcomes are easy to adjudicate during the game.","If you tell the GM that you draw your sword, no check is needed, and the result is that your character is now holding a sword. Other times, the specific effect requires more detailed rules governing how your choice is resolved.","Many spells, magic items, and feats create specific effects, and your character will be subject to effects caused by monsters, hazards, the environment, and other characters.","While a check might determine the overall impact or strength of an effect, a check is not always part of creating an effect. Casting a {@spell fly} spell on yourself creates an effect that allows you to soar through the air, but casting the spell does not require a check. Conversely, using the Intimidate skill to Demoralize a foe does require a check, and your result on that check determines the effect's outcome.","The following general rules are used to understand and apply effects.",{"type":"pf2-h3","page":455,"name":"Duration","entries":["Most effects are discrete, creating an instantaneous effect when you let the GM know what actions you are going to use. Firing a bow, moving to a new space, or taking something out of your pack all resolve instantly. Other effects instead last for a certain duration. Once the duration has elapsed, the effect ends. The rules generally use the following conventions for durations, though spells have some special durations detailed on pages 304–305.","For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. This is common for beneficial effects that target you or your allies. Detrimental effects often last \"until the end of the target's next turn\" or \"through\" a number of their turns (such as \"through the target's next 3 turns\"), which means that the effect's duration decreases at the end of the creature's turn, rather than the start.","Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the effects last until those conditions are met."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Range and Reach","entries":["Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a {@b range}—the maximum distance from the creature or object creating the effect in which the effect can occur.","Ranged and thrown weapons have a {@b range increment}.","Attacks with such weapons work normally up to that range. Attacks against targets beyond that range take a –2 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a –10 penalty after five additional range increments. Attacks beyond this range are not possible. For example, if you are using a shortbow, your attacks take no penalty against a target up to 60 feet away, a –2 penalty if a target is over 60 and up to 120 feet away, a –4 if a target is over 120 and up to 180 feet away, and so on, up to a maximum distance of 360 feet.","{@b Reach} is how far you can physically reach with your body or a weapon. Melee {@action Strike||Strikes} rely on reach. Your reach also creates an area around your space where other creatures could trigger your reactions. Your reach is typically 5 feet, but weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, an ogre has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach 3 squares diagonally, 25-foot reach can reach 4, and so on."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Targets","entries":["Some effects require you to choose specific targets.","Targeting can be difficult or impossible if your chosen creature is undetected by you, if the creature doesn't match restrictions on who you can target, or if some other ability prevents it from being targeted.","Some effects require a target to be willing. Only you can decide whether your PC is willing, and the GM decides whether an NPC is willing. Even if you or your character don't know what the effect is, such as if your character is unconscious, you still decide if you're willing.","Some effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you are trying to protect. You are not your own ally. If it isn't clear, the GM decides who counts as an ally or an enemy."],"source":"CRB"},{"type":"pf2-h3","page":456,"name":"Areas","entries":["Some effects occupy an area of a specified shape and size.","An area effect always has a point of origin and extends out from that point. There are four types of areas: emanations, bursts, cones, and lines. When you're playing in encounter mode and using a grid, areas are measured in the same way as movement (page 463), but areas' distances are never reduced or affected by {@quickref difficult terrain||3|terrain} or lesser cover (page 476). You can use the diagrams below as common reference templates for areas, rather than measuring squares each time. Many area effects describe only the effects on creatures in the area. The GM determines any effects to the environment and unattended objects.",{"type":"pf2-h4","page":456,"name":"Burst","entries":["A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius. For instance, when you cast {@spell fireball}, it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Cone","entries":["A cone shoots out from you in a quarter circle on the grid.","When you aim a cone, the first square of that cone must share an edge with your space if you're aiming orthogonally, or it must touch a corner of your space if you're aiming diagonally. If you're Large or larger, the first square can run along the edge of any square of your space. You can't aim a cone so that it overlaps your space. The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram. For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge.","If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or object's space instead of your own."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Emanation","entries":["An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the {@spell bless} spell's emanation radiates 5 or more feet outward from the caster. Because the sides of a creature's space are the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature. Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Line","entries":["A line shoots forth from you in a straight line in a direction of your choosing. The line affects each creature whose space it overlaps. Unless a line effect says otherwise, it is 5 feet wide. For example, the {@spell lightning bolt} spell's area is a 60-foot line that's 5 feet wide."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Effect","entries":["When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect's area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesn't matter for line of effect, nor do portcullises and other barriers that aren't totally solid. If you're unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call.","In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there's no line of effect between the origin of the area and the target, the effect doesn't apply to that target. For example, if there's a solid wall between the origin of a {@spell fireball} and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the {@spell fireball} and doesn't need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Sight","entries":["Some effects require you to have line of sight to your target. As long as you can precisely sense the area (as described in Perception on page 464) and it is not blocked by a solid barrier (as described in {@quickref Cover||3|Cover}), you have line of sight. An area of darkness prevents line of sight if you don't have {@ability darkvision}, but portcullises and other obstacles that aren't totally solid do not. If you're unsure whether a barrier is solid enough to block line of sight, usually a 1-foot-square gap is enough to maintain line of sight, though the GM makes the final call."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":468,"name":"Encounter Mode","entries":[{"type":"pf2-h2","page":468,"name":"Structure","entries":["An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence.","You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["When the GM calls for it, you'll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter's participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you'll roll initiative when you enter a battle.","Typically, you'll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you'd roll a {@skill Stealth} check. A social encounter could call for a {@skill Deception} or {@skill Diplomacy} check.","The GM rolls initiative for anyone other than the player characters in the encounter. If these include a number of identical creatures, the GM could roll once for the group as a whole and have them take their turns within the group in any order. However, this can make battles less predictable and more dangerous, so the GM might want to roll initiative for some or all creatures individually unless it's too much of a burden.","Unlike a typical check, where the result is compared to a DC, the results of initiative rolls are ranked. This ranking sets the order in which the encounter's participants act—the initiative order. The character with the highest result goes first. The second highest follows, and so on until whoever had the lowest result takes their turn last.","If your result is tied with a foe's result, the adversary goes first. If your result is tied with another PC's, you can decide between yourselves who goes first when you reach that place in the initiative order. After that, your places in the initiative order usually don't change during the encounter."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 2: Play a Round","entries":["A round begins when the participant with the highest initiative roll result starts their turn, and it ends when the one with the lowest initiative ends their turn. The process of taking a turn is detailed below. Creatures might also act outside their turns with reactions and free actions."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 3: Begin the Next Round","entries":["Once everyone in the encounter has taken a turn, the round is over and the next one begins. Don't roll initiative again; the new round proceeds in the same order as the previous one, repeating the cycle until the encounter ends."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 4: End the Encounter","entries":["When your foes are defeated, some sort of truce is reached, or some other event or circumstance ends the combat, the encounter is over. You and the other participants no longer follow the initiative order, and a more free-form style of play resumes, with the game typically moving into exploration mode. Sometimes at the end of an encounter, the GM will award Experience Points to the party or you'll find treasure to divvy up."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Turns","entries":["When it's your turn to act, you can use single actions ({@as 1}), short activities ({@as 2} and {@as 3}), reactions ([reaction]), and free actions ({@as f}). When you're finished, your turn ends and the character next in the initiative order begins their turn.","Sometimes it's important to note when during your turn something happens, so a turn is divided into three steps.",{"type":"pf2-h3","page":468,"name":"Step 1: Start Your Turn","entries":["Many things happen automatically at the start of your turn—it's a common point for tracking the passage of time for effects that last multiple rounds. At the start of each of your turns, take these steps in any order you choose:",{"type":"list","items":["If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn.","You can use 1 free action or reaction with a trigger of \"Your turn begins\" or something similar.","If you're {@condition dying}, roll a recovery check (page 459).","Do anything else that is specified to happen at the start of your turn."]},"The last step of starting your turn is always the same.",{"type":"list","items":["Regain your 3 actions and 1 reaction. If you haven't spent your reaction from your last turn, you lose it—you can't \"save\" actions or reactions from one turn to use during the next turn. If a condition prevents you from being able to act, you don't regain any actions or your reaction. Some abilities or conditions (such as {@condition quickened} and {@condition slowed}) can change how many actions you regain and whether you regain your reaction. If you lose actions and gain additional actions (such as if you're both {@condition quickened} and {@condition slowed}), you choose which actions to lose."]}],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 2: Act","entries":["You can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you can't use a single action in the middle of performing a 2-action activity. What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions below. Some effects might prevent you from acting. If you can't act, you can't use any actions, including reactions and free actions.","If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You can't, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn.","Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creature's turn begins. You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions."],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 3: End Your Turn","entries":["Once you've done all the things you want to do with the actions you have available, you reach the end of your turn.","Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order.",{"type":"list","items":["End any effects that last until the end of your turn. For example, spells with a sustained duration end at the end of your turn unless you used the {@action Sustain a Spell} action during your turn to extend them. Some effects caused by enemies might also last through a certain number of your turns, and you decrease the remaining duration by 1 during this step, ending the effect if its duration is reduced to 0.","If you have a {@condition Persistent Damage|CRB|persistent damage} condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the {@condition Persistent Damage|CRB|persistent damage}. You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the {@condition frightened} condition decreasing in severity. These take place after you've taken any {@condition Persistent Damage|CRB|persistent damage}, attempted flat checks to end the {@condition Persistent Damage|CRB|persistent damage}, and attempted saves against any afflictions.","You can use 1 free action or reaction with a trigger of \"Your turn ends\" or something similar.","Resolve anything else specified to happen at the end of your turn."]}],"source":"CRB"},{"type":"pf2-brown-box","page":469,"name":"TRACKING INITIATIVE","entries":["The GM keeps track of the initiative order for an encounter.","It's usually okay for the players to know this order, since they'll see who goes when and be aware of one another's results. However, the GM might want to conceal the names of adversaries the PCs have yet to identify.","Once the encounter's order is set, it's usually not necessary to track the original initiative numbers. The GM can create a simple list, use a series of cards or other indicators, or use a {@i Pathfinder Combat Pad}, which has magnetic markers to allow for easily rearranging the order.",{"type":"pf2-title","name":"Changing the Initiative Order"},"Any method used to track the initiative order needs to be flexible because the order can change. A creature can use the Delay basic action to change its place in the order, in which case you can erase it from the list or pull its marker aside until it reenters the initiative order. When a creature gets knocked out, its initiative order also changes (see Knocked Out and Dying on page 459). Using the Ready basic action doesn't change a creature's place in the initiative order, though, because the designated action becomes a reaction."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":469,"name":"Basic Actions","entries":["Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you'll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike.","Actions that are used less frequently but are still available to most creatures are presented in Specialty Basic Actions starting on page 472. These typically have requirements that not all characters are likely to meet, such as wielding a shield or having a burrow Speed.","In addition to the actions in these two sections, the actions for spellcasting can be found on pages 302–305, and the actions for using magic items appear on pages 531–534.","{@note To view all actions, please visit the {@filter Actions page.|actions||source=CRB}}",{"type":"pf2-brown-box","page":471,"name":"SPEAKING","entries":["As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a {@skill Deception} skill check to Lie, require spending actions and follow their own rules.","All speech has the {@trait auditory} trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is {@trait visual} instead of {@trait auditory}."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["Activities that take longer than a turn can't normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["Your reactions let you respond immediately to what's happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens.","Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone's turn (including your own), but only when its trigger occurs. If you don't use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn.","Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically.","One example of such a reaction is {@action Attack of Opportunity}, which {@class fighter||fighters} gain at 1st level.","This reaction lets you make a melee {@action Strike} if a creature within reach uses a {@trait manipulate} or {@trait move} action, makes a ranged attack, or leaves a square during a {@trait move} action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an {@action Attack of Opportunity} from a creature without reach and one with reach.","You'll notice this reaction allows you to use a modified basic action, a {@action Strike}. This follows the rules on subordinate actions found on page 462.","Because your {@action Attack of Opportunity} takes place outside of your turn, the attack roll doesn't incur a multiple attack penalty."],"source":"CRB"},{"type":"pf2-h2","page":473,"name":"Movement in Encounters","entries":["Your movement during encounter mode depends on the actions and other abilities you use. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed. Certain feats or magic items can grant you other movement types, allowing you to swiftly burrow, climb, fly, or swim (page 463).","When the rules refer to a \"movement cost\" or \"spending movement,\" they are describing how many feet of your Speed you must use to move from one point to another. Normally, movement costs 5 feet per square when you're moving on a grid, or it costs the number of feet you move if you're not using a grid. However, sometimes it's harder to move a certain distance due to {@quickref difficult terrain||3|terrain} or other factors. In such a case, you might have to spend a different amount of movement to move from one place to another.","For example, a form of movement might require 10 feet of movement to move 1 square, and moving through some types of terrain costs an extra 5 feet of movement per square.",{"type":"pf2-h3","page":473,"name":"Grid Movement","entries":["If an encounter involves combat, it's often a good idea to track the movement and relative position of the participants using a Pathfinder Flip-Mat, Flip-Tiles, or some other form of grid to display the terrain, and miniatures to represent the combatants. When a character moves on a grid, every 1-inch square of the play area is 5 feet across in the game world. Hence, a creature moving in a straight line spends 5 feet of its movement for every map square traveled.","Because moving diagonally covers more ground, you count that movement differently. The first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two. For example, as you move across 4 squares diagonally, you would count 5 feet, then 10, then 5, and then 10, for a total of 30 feet. You track your total diagonal movement across all your movement during your turn, but reset your count at the end of your turn."],"source":"CRB"},{"type":"pf2-h3","page":473,"name":"Size, Space, and Reach","entries":["Creatures and objects of different sizes occupy different amounts of space. The sizes and the spaces they each take up on a grid are listed in {@table Size and Reach||Table 9–1: Size and Reach}.","Table 9–1 also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). See page 455 for more about reach.","The Space entry lists how many feet on a side a creature's space is, so a Large creature fills a 10-foot-by-10-foot space (4 squares on the grid). Sometimes part of a creature extends beyond its space, such as if a giant octopus is grabbing you with its tentacles. In that case, the GM will usually allow attacking the extended portion, even if you can't reach the main creature. A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes can't usually share spaces except in situations like a character riding a mount. Rules for moving through other creatures' spaces appear below.",{"type":"data","tag":"table","source":"CRB","name":"Size and Reach"},"Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can occupy a space occupied by a larger creature as well, and if their reach is 0 feet, they must do so in order to attack."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Move Actions That Trigger Reactions","entries":["Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity. Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creature's reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but don't move out of a square, the trigger instead happens at the end of that action or ability.","Some actions, such as Step, specifically state they don't trigger reactions or free actions based on movement."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Moving Through a Creature's Space","entries":["You can move through the space of a willing creature. If you want to move through an unwilling creature's space, you can {@action Tumble Through} that creature's space using {@skill Acrobatics}. You can't end your turn in a square occupied by another creature, though you can end a move action in its square provided that you immediately use another move action to leave that square. If two creatures end up in the same square by accident, the GM determines which one is forced out of the square (or whether one falls prone).",{"type":"pf2-h4","page":474,"name":"Prone and Incapacitated Creatures","entries":["You can share a space with a prone creature if that creature is willing, unconscious, or dead and if it is your size or smaller. The GM might allow you to climb atop the corpse or unconscious body of a larger creature in some situations. A prone creature can't stand up while someone else occupies its space, but it can Crawl to a space where it's able to stand, or it can attempt to Shove the other creature out of the way."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Creatures of Different Sizes","entries":["In most cases, you can move through the space of a creature at least three sizes larger than you (Table 9-1). This means a Medium creature can move through the space of a Gargantuan creature and a Small creature can move through the space of a Huge creature. Likewise, a bigger creature can move through the space of a creature three sizes smaller than itself or smaller. You still can't end your movement in a space occupied by a creature.","Tiny creatures are an exception. They can move through creatures' spaces and can even end their movement there."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Objects","entries":["Because objects aren't as mobile as creatures are, they're more likely to fill a space. This means you can't always move through their spaces like you might move through a space occupied by a creature. You might be able to occupy the same square as a statue of your size, but not a wide column. The GM determines whether you can move into an object's square normally, whether special rules apply, or if you are unable to move into the square at all."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Forced Movement","entries":["When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions that are triggered by movement.","If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If you're pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way can't put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there's doubt on where forced movement can move a creature."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Terrain","entries":["Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.",{"type":"pf2-h4","page":475,"name":"Difficult Terrain","entries":["Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@b difficult terrain} (or moving 5 feet into or within an area of difficult terrain, if you're not using a grid) costs an extra 5 feet of movement.","Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. You can't Step into difficult terrain.","Movement you make while you are jumping ignores the terrain you're jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain. Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn't let you ignore greater difficult terrain unless the ability specifies otherwise."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Hazardous Terrain","entries":["Hazardous terrain damages you whenever you move through it. An acid pool and a pit of burning embers are both examples of hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Narrow Surfaces","entries":["A narrow surface is so precariously thin that you need to {@action Balance} or risk falling. Even on a success, you are {@condition flat-footed} on a narrow surface.","Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to {@action Balance}) or fall."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Uneven Ground","entries":["Uneven ground is an area unsteady enough that you need to {@action Balance} or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are {@condition flat-footed} on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to Balance) or fall prone."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Inclines","entries":["An incline is an area so steep that you need to {@action Climb} using the {@skill Athletics} skill in order to progress upward.","You're {@condition flat-footed} when {@action Climb||Climbing} an incline."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":477,"name":"Special Battles","entries":["Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.",{"type":"pf2-h3","page":478,"name":"Mounted Combat","entries":["You can ride some creatures into combat. As noted in the {@action Mount} specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the {@action Command an Animal} action (page 249) to get your mount to spend its actions. If you don't, the animal wastes its actions. If you have the Ride general feat, you succeed automatically when you {@action Command an Animal} that's your mount.","For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to {@action Command an Animal} and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.",{"type":"pf2-h4","page":478,"name":"Mounted Attacks","entries":["You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then {@action Command an Animal} to have your mount Strike, your mount's attack takes a –5 multiple attack penalty.","You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach."],"source":"CRB"},{"type":"pf2-h4","page":478,"name":"Mounted Defenses","entries":["When you're mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you're mounted if the mount would be in the way.","Because you can't move your body as freely while you're riding a mount, you take a –2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":478,"name":"THREE-DIMENSIONAL COMBAT","entries":["In aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods:",{"type":"list","items":["Find platforms to place flying creatures' miniatures on.","Set a die next to a creature with the number indicating how many squares up in the air it is.","Make a stack of dice or tokens, 1 per 5 feet of elevation.","Write the elevation next to the monster on the grid. In underwater combat, choose a plane to be the baseline, typically the waterline, the sea floor, or a stationary object you can measure from."]},"As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action (page 472) to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using {@skill Acrobatics} to Maneuver in Flight. Creatures might fall from the sky, using the falling rules found on page 463. At the GM's discretion, some ground-based actions might not work in the air. For instance, a flying creature couldn't Leap."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aquatic Combat","entries":["Use these rules for battles in water or underwater:",{"type":"list","items":["You're {@condition flat-footed} unless you have a swim Speed.","You gain resistance 5 to acid and fire.","You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.","Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.","You can't cast fire spells or use actions with the fire trait underwater.","At the GM's discretion, some ground-based actions might not work underwater or while floating."]},{"type":"pf2-h4","page":478,"name":"Drowning and Suffocating","entries":["You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.","When you run out of air, you fall {@condition unconscious} and start suffocating. You can't recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points)."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":479,"name":"Exploration Mode","entries":["Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you'll engage in an exploration activity, and you'll typically spend some time every day resting and making your daily preparations.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below.",{"type":"data","tag":"table","source":"CRB","name":"Travel Speed"},"The rates in Table 9 –2 assume traveling over flat and clear terrain at a determined pace, but one that's not exhausting.","Moving through {@quickref difficult terrain||3|terrain} halves the listed movement rate. {@quickref greater difficult terrain||3|terrain} reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress."],"source":"CRB"},{"type":"pf2-h2","page":479,"name":"Exploration Activities","entries":["While you're traveling and exploring, tell the GM what you'd generally like to do along the way. If you to do nothing more than make steady progress toward your goal, you move at the full travel speeds given in Table 9 –2.","When you want to do something other than simply travel, you describe what you are attempting to do. It isn't necessary to go into extreme detail, such as \"Using my dagger, I nudge the door so I can check for devious traps.\" Instead, \"I'm searching the area for hazards\" is sufficient. The GM finds the best exploration activity to match your description and describes the effects of that activity. Some exploration activities limit how fast you can travel and be effective.","These are most common exploration activities.",{"type":"pf2-brown-box","page":480,"name":"SKILL EXPLORATION ACTIVITIES","entries":["Chapter 4: Skills includes numerous additional exploration activities, which are summarized here.","{@b {@action Borrow an Arcane Spell}:} You use {@skill Arcana} to prepare a spell from someone else's spellbook (page 241).","{@b {@action Coerce}:} You use {@skill Intimidation} to threaten a creature so it does what you want (page 247).","{@b {@action Cover Tracks}:} You use {@skill Survival} to obscure your passing (page 252).","{@b {@action Decipher Writing}:} You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234).","{@b {@action Gather Information}:} You use {@skill Diplomacy} to canvass the area to learn about a specific individual or topic (page 246).","{@b {@action Identify Alchemy}:} You use Craft and alchemist's tools to identify an alchemical item (page 245).","{@b {@action Identify Magic}:} Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238).","{@b {@action Impersonate}:} You use {@skill Deception} and usually a disguise kit to create a disguise (page 245).","{@b {@action Learn a Spell}:} You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238).","{@b {@action Make an Impression}:} You use {@skill Diplomacy} to make a good impression on someone (page 246).","{@b {@action Repair}:} With a repair kit and the {@skill Crafting} skill, you fix a damaged item (page 243).","{@b {@action Sense Direction}:} You use {@skill Survival} to get a sense of where you are or determine the cardinal directions (page 252).","{@b {@action Squeeze}:} Using {@skill Acrobatics}, you squeeze though very tight spaces (page 241).","{@b {@action Track}:} You use {@skill Survival} to find and follow creatures' tracks (page 252).","{@b {@action Treat Wounds}:} You use {@skill Medicine} to treat a living creature's wounds (page 249)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":480,"name":"Rest and Daily Preparations","entries":["You perform at your best when you take enough time to rest and prepare. Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (page 453). Sleeping in armor results in poor rest that leaves you {@condition fatigued}. If you go more than 16 hours without resting, you become {@condition fatigued} (you cannot recover from this until you rest at least 6 continuous hours).","After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if you've rested, and only once per day. Preparing includes the following:",{"type":"list","items":["Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day.","Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset.","You don armor and equip weapons and other gear.","You invest up to 10 worn magic items to gain their benefits for the day."]}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":476,"name":"Flanking","entries":["When you and an ally are flanking a foe, it has a harder time defending against you. A creature is {@condition flat-footed} (taking a –2 circumstance penalty to AC) to melee attacks from creatures that are flanking it.","To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your {@trait reach} with that weapon for this purpose."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":444,"name":"Game Conventions","entries":["Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing.",{"type":"pf2-h3","name":"The GM Has the Final Say"},"If you're ever uncertain how to apply a rule, the GM decides.","Of course, Pathfinder is a game, so when adjudicating the rules, the GM is encouraged to listen to everyone's point of view and make a decision that is both fair and fun.",{"type":"pf2-h3","name":"Specific Overrides General"},"A core principle of Pathfinder is that specific rules override general ones. If two rules conflict, the more specific one takes precedence. If there's still ambiguity, the GM determines which rule to use. For example, the rules state that when attacking a concealed creature, you must attempt a DC {@flatDC 5} flat check to determine if you hit. Flat checks don't benefit from modifiers, bonuses, or penalties, but an ability that's specifically designed to overcome concealment might override and alter this. If a rule doesn't specify otherwise, default to the general rules presented in this chapter. While some special rules may also state the normal rules to provide context, you should always default to the normal rules even if effects don't specifically say to.",{"type":"pf2-h3","name":"Rounding"},"You may need to calculate a fraction of a value, like halving damage. Always round down unless otherwise specified.","For example, if a spell deals 7 damage and a creature takes half damage from it, that creature takes 3 damage.",{"type":"pf2-h3","name":"Multiplying"},"When more than one effect would multiply the same number, don't multiply more than once. Instead, combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value. For instance, if one ability doubled the duration of one of your spells and another one doubled the duration of the same spell, you would triple the duration, not quadruple it.",{"type":"pf2-h3","name":"Duplicate Effects"},"When you're affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using {@spell mage armor} and then cast it again, you'd still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage.",{"type":"pf2-h3","name":"Ambiguous Rules"},"Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn't work as intended, work with your group to find a good solution, rather than just playing with the rule as printed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Hero Points","entries":["Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.","The GM is in charge of awarding Hero Points (guidelines for doing so can be found {@quickref here||4|rewards|1}).","Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.","You can spend your Hero Points in one of two ways.","Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.",{"type":"list","items":["{@b Spend 1 Hero Point} to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on a check).","{@b Spend all your Hero Points} (minimum 1) to avoid death. You can do this when your {@condition dying} condition would increase. You lose the {@condition dying} condition entirely and stabilize with 0 Hit Points. You don't gain the {@condition wounded} condition or increase its value from losing the {@condition dying} condition in this way, but if you already had that condition, you don't lose it or decrease its value."]},{"type":"pf2-h3","page":467,"name":"Describing Heroic Deeds","entries":["Because spending Hero Points reflects heroic deeds or tasks that surpass normal expectations, if you spend a Hero Point, you should describe the deed or task your character accomplishes with it to the other players.","Your character's deed might invoke a lesson learned in a past adventure, could be spurred by a determination to save someone else, or might depend on an item that ended up on their person due to a previous exploit. If you don't want to describe the deed or don't have any strong ideas about how to do so, ask the GM to come up with something for you. This can be a collaborative process, too. The GM might remind you of a long-forgotten event in the campaign, and all you have to do is fill in how that event comes to mind just at the right time, motivating you to push past your limits."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":459,"name":"Hit Points, Healing, and Dying","entries":["All creatures and objects have Hit Points (HP). Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your class, and any you gain from other sources (like the Toughness general feat). When you take damage, you reduce your current Hit Points by a number equal to the damage dealt.","Some spells, items, and other effects, as well as simply resting, can heal living or undead creatures. When you are healed, you regain Hit Points equal to the amount healed, up to your maximum Hit Points.",{"type":"pf2-h3","page":459,"name":"Knocked Out and Dying","entries":["Creatures cannot be reduced to fewer than 0 Hit Points.","When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out for a significant amount of time (usually 1 minute or more). When undead and construct creatures reach 0 Hit Points, they are destroyed.","Player characters, their companions, and other significant characters and creatures don't automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GM's discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well.","As a player character, when you are reduced to 0 Hit Points, you're knocked out with the following effects:",{"type":"list","items":["You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.","You gain the {@condition dying 1} condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying 2} condition instead. If you have the {@condition wounded} condition (page 460), increase your {@condition dying} value by an amount equal to your {@condition wounded} value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you are instead unconscious with 0 Hit Points."]},{"type":"pf2-h4","page":459,"name":"Taking Damage while Dying","entries":["If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker's critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Recovery Checks","entries":["When you're dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows.",{"type":"successDegree","entries":{"Critical Success":"Your {@condition dying} value is reduced by 2.","Success":"Your {@condition dying} value is reduced by 1.","Failure":"Your {@condition dying} value increases by 1.","Critical Failure":"Your {@condition dying} value increases by 2."}}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Conditions Related to Death and Dying","entries":["To understand the rules for getting knocked out and how dying works in the game, you'll need some more information on the conditions used in those rules.","Presented below are the rules for the {@condition dying}, {@condition unconscious}, wounded, and doomed conditions.",{"type":"pf2-h4","page":459,"name":"Dying","entries":["You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Dying always includes a value. If this value ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse.","If you lose the {@condition dying} condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described on page 460. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition."],"source":"CRB"},{"type":"pf2-h4","page":459,"name":"Unconscious","entries":["You're sleeping, or you've been knocked out. You can't act.","You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and {@condition flat-footed} conditions.","When you gain this condition, you fall {@condition prone} and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't.","{@b If you're {@condition unconscious} because you're {@condition dying}}, you can't wake up as long as you have 0 Hit Points. If you're restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.","If you are {@condition unconscious} and at 0 Hit Points, but not {@b dying}, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.","If you're {@condition unconscious} and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways.","Each causes you to lose the {@condition unconscious} condition.",{"type":"list","items":["You take damage, provided the damage doesn't reduce you to 0 Hit Points. (If the damage reduces you to 0 Hit Points, you remain {@condition unconscious} and gain the {@condition dying} condition as normal.)","You receive healing, other than the natural healing you get from resting.","Someone nudges or shakes you awake using an Interact action.","Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their {@skill Stealth} DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.","If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest."]}],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Wounded","entries":["You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn't already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition's value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes."],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Doomed","entries":["Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were {@condition doomed 1}, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed.","Your {@condition doomed} value decreases by 1 each time you get a full night's rest."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Death","entries":["After you die, you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@ritual resurrect} ritual or the {@spell raise dead} spell."],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Heroic Recovery","entries":["If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value. You lose the dying condition and become conscious. You do not gain the wounded condition (or increase its value) when you perform a heroic recovery."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Death Effects and Instant Death","entries":["Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve negative energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Massive Damage","entries":["You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Temporary Hit Points","entries":["Some spells or abilities give you temporary Hit Points.","Track these separately from your current and maximum Hit Points; when you take damage, reduce your temporary Hit Points first. Most temporary Hit Points last for a limited duration. You can't regain lost temporary Hit Points through healing, but you can gain more via other abilities. You can have temporary Hit Points from only one source at a time. If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Fast Healing and Regeneration","entries":["A creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Items and Hit Points","entries":["Items have Hit Points like creatures, but the rules for damaging them are different (page 272). An item has a Hardness statistic that reduces damage the item takes by that amount. The item then takes any damage left over. If an item is reduced to 0 HP, it's destroyed. An item also has a Broken Threshold. If its HP are reduced to this amount or lower, it's broken, meaning it can't be used for its normal function and it doesn't grant bonuses. Damaging an unattended item usually requires attacking it directly, and can be difficult due to that item's Hardness and immunities. You usually can't attack an attended object (one on a creature's person)."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Making Choices","entries":["Pathfinder is a game where your choices determine the story's direction. Throughout the game, the GM describes what's happening in the world and then asks the players, \"So what do you do?\" Exactly what you choose to do, and how the GM responds to those choices, builds a unique story experience. Every game is different, because you'll rarely, if ever, make the same decisions as another group of players.","This is true for the GM as well—two GMs running the exact same adventure will put different emphasis and flourishes on the way they present each scenario and encounter.","Often, your choices have no immediate risk or consequences. If you're traveling along a forest path and come across a fork in the trail, the GM will ask, \"Which way do you go?\" You might choose to take the right fork or the left. You could also choose to leave the trail, or just go back to town. Once your choice is made, the GM tells you what happens next. Down the line, that choice may impact what you encounter later in the game, but in many cases nothing dangerous happens immediately.","But sometimes what happens as a result of your choices is less than certain. In those cases, you'll attempt a check."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":463,"name":"Movement","entries":["Your movement and position determine how you can interact with the world. Moving around in exploration and downtime modes is relatively fluid and free form.","Movement in encounter mode, by contrast, is governed by rules explained in Movement in Encounters (page 473). The rules below apply regardless of which mode you're playing in.",{"type":"pf2-h3","page":463,"name":"Movement Types","entries":["Creatures in Pathfinder soar through the clouds, scale sheer cliffs, and tunnel underfoot. Most creatures have a Speed, which is how fast they can move across the ground. Some abilities give you different ways to move, such as through the air or underground.","Each of these special movement types has its own Speed value. Many creatures have these Speeds naturally. The various types of movement are listed below. Since the Stride action can be used only with your normal Speed, moving using one of these movement types requires using a special action, and you can't Step while using one of these movement types. Since Speed by itself refers to your land Speed, rules text concerning these special movement types specifies the movement types to which it applies. Even though Speeds aren't checks, they can have item, circumstance, and status bonuses and penalties. These can't reduce your Speeds below 5 feet unless stated otherwise.","Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet.",{"type":"pf2-h4","page":463,"name":"Speed","entries":["Most characters and monsters have a speed statistic—also called land Speed—which indicates how quickly they can move across the ground. When you use the Stride action, you move a number of feet equal to your Speed. Numerous other abilities also allow you to move, from Crawling to Leaping, and most of them are based on your Speed in some way. Whenever a rule mentions your Speed without specifying a type, it's referring to your land Speed."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Burrow Speed","entries":["A burrow Speed lets you tunnel through the ground. You can use the {@action Burrow} action if you have a burrow Speed. Burrowing doesn't normally leave behind a tunnel unless the ability specifically states that it does. Most creatures need to hold their breath when burrowing, and they may need tremorsense (page 465) to navigate with any accuracy."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Climb Speed","entries":["A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt {@skill Athletics} checks to Climb, you automatically succeed and move up to your climb Speed instead of the listed distance.","You might still have to attempt {@skill Athletics} checks to Climb in hazardous conditions, to Climb extremely difficult surfaces, or to cross horizontal planes such as ceilings. You can also choose to roll an {@skill Athletics} check to Climb rather than accept an automatic success in hopes of getting a critical success. Your climb Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to Climb.","If you have a climb Speed, you're not {@condition flat-footed} while climbing."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Fly Speed","entries":["As long as you have a fly Speed, you can use the {@action Fly} and {@action Arrest a Fall} actions. You can also attempt to {@action Maneuver in Flight} if you're trained in the {@skill Acrobatics} skill.","Wind conditions can affect how you use the {@action Fly} action. In general, moving against the wind uses the same rules as moving through {@quickref difficult terrain||3|terrain} (or {@quickref greater difficult terrain||3|terrain}, if you're also flying upward), and moving with the wind allows you to move 10 feet for every 5 feet of movement you spend (not cumulative with moving straight downward). For more information on spending movement, see Movement in Encounters on page 473.","Upward and downward movement are both relative to the gravity in your area; if you're in a place with zero gravity, moving up or down is no different from moving horizontally."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Swim Speed","entries":["With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting {@skill Athletics} checks to {@action Swim}, you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through {@quickref difficult terrain||3|terrain}.","You might still have to attempt checks to {@action Swim} in hazardous conditions or to cross turbulent water. You can also choose to roll an {@skill Athletics} check to {@action Swim} rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to {@action Swim}.","Having a swim Speed doesn't necessarily mean you can breathe in water, so you might still have to hold your breath if you're underwater to avoid {@quickref drowning||3|drowning and suffocating}."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":463,"name":"Falling","entries":["When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land prone. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter.","You can Grab an Edge as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can't be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).",{"type":"pf2-h4","page":464,"name":"Falling on a Creature","entries":["If you land on a creature, that creature must attempt a DC 15 Reflex save. Landing exactly on a creature after a long fall is almost impossible.",{"type":"successDegree","entries":{"Critical Success":"The creature takes no damage.","Success":"The creature takes bludgeoning damage equal to one-quarter the falling damage you took.","Failure":"The creature takes bludgeoning damage equal to half the falling damage you took.","Critical Failure":"The creature takes the same amount of bludgeoning damage you took from the fall."}}],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Falling Objects","entries":["A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Overriding Conditions","entries":["Some conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition's duration continues to elapse, and it might run out while suppressed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":464,"name":"Perception","entries":["Your Perception measures your ability to notice things, search for what's hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and it's also used for the {@action Seek} action.","The rules for rolling a Perception check are found on page 448. The rules below describe the effects of light and visibility on your specific senses to perceive the world, as well as the rules for sensing and locating creatures with Perception.",{"type":"pf2-h3","page":464,"name":"Light","data":{"quickrefIndex":true},"entries":["The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.",{"type":"pf2-h4","page":464,"name":"Bright Light","data":{"quickrefIndex":true},"entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are {@condition dazzled} or {@condition blinded} by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","data":{"quickrefIndex":true},"entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision}, or a {@quickref precise sense|CRB|3|precise sense|0} other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","data":{"quickrefIndex":true},"entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a {@quickref precise sense|CRB|3|precise sense|0} other than vision. A creature without {@ability darkvision} or another means of perceiving in darkness has the {@condition blinded} condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you {@condition dazzled} for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","data":{"quickrefIndex":true},"entries":["The ways a creature can use {@skill Perception} depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.",{"type":"pf2-h4","page":464,"name":"Precise Senses","data":{"quickrefIndex":true},"entries":["Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","data":{"quickrefIndex":true},"entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a {@quickref precise sense|CRB|3|precise sense|0} can. You can usually sense a creature automatically with an imprecise sense, but it has the {@condition hidden} condition instead of the {@condition observed} condition. It might be {@condition undetected} by you if it's using {@skill Stealth} or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the {@action Seek} basic action to detect the creature. At best, an imprecise sense can be used to make an {@condition undetected} creature (or one you didn't even know was there) merely {@condition hidden}—it can't make the creature {@condition observed}."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","data":{"quickrefIndex":true},"entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an {@condition unnoticed} creature, making it {@condition undetected}. Even then, the vague sense isn't sufficient to make the creature {@condition hidden} or {@condition observed}.","When one creature might detect another, the GM almost always uses the most {@quickref precise sense|CRB|3|precise sense|0} available.","Pathfinder's rules assume that a given creature has vision as its only {@quickref precise sense|CRB|3|precise sense|0} and hearing as its only {@quickref imprecise sense|CRB|3|imprecise sense|0}. Some characters and creatures, however, have {@quickref precise|CRB|3|precise sense|0} or {@quickref imprecise senses|CRB|3|imprecise sense|0} that don't match this assumption. For instance, a character with poor vision might treat that sense as {@quickref imprecise|CRB|3|imprecise sense|0}, an animal with the {@ability scent} ability can use its sense of smell as an {@quickref imprecise sense|CRB|3|imprecise sense|0}, and a creature with echolocation or a similar ability can use hearing as a {@quickref precise|CRB|3|precise sense|0} sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","data":{"quickrefIndex":true},"entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in {@quickref Detecting Creatures|CRB|3|Detecting Creatures|0} below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).","If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable {@skill Stealth} action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.","In some cases, rolling a Dexterity-based {@skill Stealth} skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the {@skill Stealth} check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check."],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Detecting Creatures","data":{"quickrefIndex":true},"entries":["There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the {@pf2etools Conditions|conditions.html} page.","With the exception of {@condition invisible}, these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.","Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has {@ability darkvision}.","You can attempt to avoid detection by using the {@skill Stealth} skill to {@action Avoid Notice}, {@action Hide}, or {@action Sneak}, or by using {@skill Deception} to {@action Create a Diversion}.",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either {@condition hidden}, {@condition undetected}, or {@condition unnoticed}, and you'll need to factor in the targeting restrictions. Even if a creature is {@condition observed}, it might still be {@condition concealed}."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 11} flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition undetected} creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a {@condition hidden} creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["When the chance something will happen or fail to happen is based purely on chance, you'll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks' DCs; most such effects affect only certain types of flat checks.","If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["Sometimes you as the player shouldn't know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn't reveal the result. Instead, the GM simply describes the information or effects determined by the check's result. If you don't know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can't use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with {@action Recall Knowledge} or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they'll apply the ability to the check.","The GM can choose to make any check secret, even if it's not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["While most checks follow these basic rules, it's useful to know about a few specific types of checks, how they're used, and how they differ from one another.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the {@trait finesse} trait, then you can use your Dexterity modifier instead.",{"type":"pf2-inset","entries":["Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a {@trait finesse} weapon) + proficiency bonus + other bonuses + penalties"]},"{@b Ranged attack rolls} use Dexterity as their ability modifier.",{"type":"pf2-inset","entries":["Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"When attacking with a weapon, whether melee or ranged, you add your proficiency bonus for the weapon you're using. Your class determines your proficiency rank for various weapons. Sometimes, you'll have different proficiency ranks for different weapons. For instance, at 5th level, a fighter gains the weapon mastery class feature, which grants master proficiency with the simple and martial weapons of one weapon group, expert proficiency with advanced weapons of that group and other simple and martial weapons, and trained proficiency in all other advanced weapons.","The bonuses you might apply to attack rolls can come from a variety of sources. Circumstance bonuses can come from the aid of an ally or a beneficial situation. Status bonuses are typically granted by spells and other magical aids. The item bonus to attack rolls comes from magic weapons—notably, a weapon's potency rune (page 580).","Penalties to attack rolls come from situations and effects as well. Circumstance penalties come from risky tactics or detrimental circumstances, status penalties come from spells and magic working against you, and item penalties occur when you use a shoddy item (page 273). When making attack rolls, two main types of untyped penalties are likely to apply. The first is the multiple attack penalty, and the second is the range penalty. The first applies anytime you make more than one attack action during the course of your turn, and the other applies only with ranged or thrown weapons. Both are described below.",{"type":"pf2-h4","page":446,"name":"Multiple Attack Penalty","entries":["The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an {@trait attack} action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the {@trait attack} trait counts toward your multiple attack penalty, including {@action Strike||Strikes}, spell attack rolls, certain skill actions like {@action Shove}, and many others.","Some weapons and abilities reduce multiple attack penalties, such as {@trait agile} weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Attack","Multiple Attack Penalty","Agile"],["First","None","None"],["Second","–5","–4"],["Third or subsequent","–10","–8"]]},"Always calculate your multiple attack penalty for the weapon you're using on that attack. For example, let's say you're wielding a {@item longsword} in one hand and a {@item shortsword} (which has the {@trait agile} trait) in your other hand, and you are going to make three {@action Strike||Strikes} with these weapons during the course of your turn. The first {@action Strike} you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a –5 penalty if you use the {@item longsword} or a –4 penalty if you use the {@item shortsword}.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular {@action Strike}. It would be a –10 penalty with the {@item longsword} and a –8 penalty with the {@item shortsword}, no matter what weapon you used for your previous {@action Strike||Strikes}.","The multiple attack penalty applies only during your turn, so you don't have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else's turn.",{"type":"pf2-h4","page":446,"name":"Range Penalty","entries":["Ranged and thrown weapons each have a listed range increment, and attacks with them grow less accurate against targets farther away (range and range increments are covered in depth on page 279). As long as your target is at or within the listed range increment, also called the first range increment, you take no penalty to the attack roll. If you're attacking beyond that range increment, you take a –2 penalty for each additional increment beyond the first.","You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target.","For example, the range increment of a crossbow is 120 feet. If you are shooting at a target no farther away than that distance, you take no penalty due to range. If they're beyond 120 feet but no more than 240 feet away, you take a –2 penalty due to range. If they're beyond 240 feet but no more than 360 feet away, you take a –4 penalty due to range, and so on, until you reach the last range increment: beyond 600 feet but no more than 720 feet away, where you take a –10 penalty due to range."],"source":"CRB"},{"type":"pf2-h4","page":447,"name":"Armor Class","entries":["Attack rolls are compared to a special difficulty class called an {@b Armor Class} ({@b AC}), which measures how hard it is for your foes to hit you with {@action Strike||Strikes} and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you.","Armor Class is calculated using the following formula.",{"type":"pf2-inset","entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"]},"Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.","Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor.","Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} is an action that has the move trait and that allows you to move a number of feet up to your Speed.","You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet.","{@b {@action Strike}} is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist).","If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks.","Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments.","Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are {@action Strike||Strikes}, special attacks like the Grapple action of the {@skill Athletics} skill, or spell attack rolls."],"source":"CRB"},{"type":"pf2-h3","page":447,"name":"Spell Attack Rolls","entries":["If you cast spells, you might be able to make a spell attack roll. These rolls are usually made when a spell makes an attack against a creature's AC.","The ability modifier for a spell attack roll depends on how you gained access to your spells. If your class grants you spellcasting, use your key ability modifier. Innate spells use your Charisma modifier unless the ability that granted them states otherwise. Focus spells and other sources of spells specify which ability modifier you use for spell attack rolls in the ability that granted them. If you have spells from multiple sources or traditions, you might use different ability modifiers for spell attack rolls for these different sources of spells. For example, a dwarf cleric with the Stonewalker ancestry feat would use her Charisma modifier when casting {@spell meld into stone} from that feat, since it's a divine innate spell, but she would use her Wisdom modifier when casting {@spell heal} and other spells using her cleric divine spellcasting.","Determine the spell attack roll with the following formula.",{"type":"pf2-inset","entries":["Spell attack roll result = d20 roll + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]},"If you have the ability to cast spells, you'll have a proficiency rank for your spell attack rolls, so you'll always add a proficiency bonus. Like your ability modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty.","Many times, instead of requiring you to make a spell attack roll, the spells you cast will require those within the area or targeted by the spell to attempt a saving throw against your {@b Spell DC} to determine how the spell affects them.","Your spell DC is calculated using the following formula.",{"type":"pf2-inset","entries":["Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Perception","entries":["Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature's senses (described on page 464). Whenever you need to attempt a check based on your awareness, you'll attempt a Perception check.","Your Perception uses your Wisdom modifier, so you'll use the following formula when attempting a Perception check.",{"type":"pf2-inset","entries":["Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments, and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, a fine spyglass grants a +1 item bonus to Perception when attempting to see something a long distance away. Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception.","Many abilities are compared to your {@b Perception DC} to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier.",{"type":"pf2-h4","page":448,"name":"Perception for Initiative","entries":["Often, you'll roll a Perception check to determine your order in initiative. When you do this, instead of comparing the result against a DC, everyone in the encounter will compare their results. The creature with the highest result acts first, the creature with the second-highest result goes second, and so on. Sometimes you may be called on to roll a skill check for initiative instead, but you'll compare results just as if you had rolled Perception. The full rules for initiative are found in the rules for encounter mode on page 468."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Saving Throws","entries":["There are three types of saving throws: Fortitude saves, Reflex saves, and Will saves. In all cases, saving throws measure your ability to shrug off harmful effects in the form of afflictions, damage, or conditions. You'll always add a proficiency bonus to each save. Your class might give a different proficiency to each save, but you'll be trained at minimum. Some circumstances and spells might give you circumstance or status bonuses to saves, and you might find {@item resilient} armor or other magic items that give an item bonus.","{@b Fortitude saving throws} allow you to reduce the effects of abilities and afflictions that can debilitate the body.","They use your Constitution modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties"]},"{@b Reflex saving throws} measure how well you can respond quickly to a situation and how gracefully you can avoid effects that have been thrown at you. They use your Dexterity modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"{@b Will saving throws} measure how well you can resist attacks to your mind and spirit. They use your Wisdom modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Will save result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Sometimes you'll need to know your DC for a given saving throw. The DC for a saving throw is 10 + the total modifier for that saving throw.","Most of the time, when you attempt a saving throw, you don't have to use your actions or your reaction. You don't even need to be able to act to attempt saving throws. However, in some special cases you might have to take an action to attempt a save. For instance, you can try to recover from the sickened condition by spending an action to attempt a Fortitude save.",{"type":"pf2-h4","page":449,"name":"Basic Saving Throws","entries":["Sometimes you will be called on to attempt a basic saving throw. This type of saving throw works just like any other saving throw—the \"basic\" part refers to the effects.","For a basic save, you'll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you would any other saving throw. Then one of the following outcomes applies based on your degree of success—no matter what caused the saving throw.",{"type":"successDegree","entries":{"Critical Success":"You take no damage from the spell, hazard, or effect that caused you to attempt the save.","Success":"You take half the listed damage from the effect.","Failure":"You take the full damage listed from the effect.","Critical Failure":"You take double the listed damage from the effect."}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":449,"name":"FORTUNE AND MISFORTUNE EFFECTS","entries":["Fortune and misfortune effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and use the higher result, or force you to roll twice and use the lower result.","You can never have more than one fortune and more than one misfortune effect come into play on a single roll. For instance, if an effect lets you roll twice and use the higher roll, you can't then use Halfling Luck (a fortune effect) to reroll if you fail. If multiple fortune effects would apply, you have to pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it.","If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally."],"source":"CRB"},{"type":"pf2-h3","page":449,"name":"Skill Checks","entries":["Pathfinder has a variety of skills, from {@skill Athletics} to {@skill Medicine} to {@skill Occultism}. Each grants you a set of related actions that rely on you rolling a skill check. Each skill has a key ability score, based on the scope of the skill in question. For instance, {@skill Athletics} deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. {@skill Medicine} deals with the ability to diagnose and treat wounds and ailments, so its key ability score is Wisdom. The key ability score for each skill is listed in Chapter 4: Skills. No matter which skill you're using, you calculate a check for it using the following formula.",{"type":"pf2-inset","entries":["Skill check result = d20 roll + modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties"]},"You're unlikely to be trained in every skill. When using a skill in which you're untrained, your proficiency bonus is +0; otherwise, it equals your level plus 2 for trained, or higher once you become expert or better. The proficiency rank is specific to the skill you're using. Aid from another character or some other beneficial situation may grant you a circumstance bonus. A status bonus might come from a helpful spell or magical effect. Sometimes tools related to the skill grant you an item bonus to your skill checks. Conversely, unfavorable situations might give you a circumstance penalty to your skill check, while harmful spells, magic, or conditions might also impose a status penalty. Using shoddy or makeshift tools might cause you to take an item penalty. Sometimes a skill action can be an attack, and in these cases, the skill check might take a multiple attack penalty, as described on page 446.","When an ability calls for you to use the DC for a specific skill, you can calculate it by adding 10 + your total modifier for that skill."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Notating Total Modifiers","entries":["When creating your character and adventuring you'll record the total modifier for various important checks on your character sheet. Since many bonuses and penalties are due to the immediate circumstances, spells, and other temporary magical effects, you typically won't apply them to your notations.","Item bonuses and penalties are often more persistent, so you will often want to record them ahead of time. For instance, if you are using a weapon with a {@item +1 weapon potency} rune, you'll want to add the +1 item bonus to your notation for your attack rolls with that weapon, since you will include that bonus every time you attack with that weapon. But if you have a fine spyglass, you wouldn't add its item bonus to your Perception check notation, since you gain that bonus only if you are using sight—and the spyglass!—to see long distances."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","name":"Difficulty Classes","page":503,"alias":["DCs"],"entries":[{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to {@action Recall Knowledge}, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"type":"data","tag":"table","name":"Simple DCs","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Level-Based DCs","entries":["When you're determining a skill DC based on something that has a level, use Table 10–5 to set the DC. Find the level of the subject, and assign the corresponding DC. Since spells use a 1–10 scale, use the Spell Level column for them.","Use these DCs when a PC needs to Identify a Spell or {@action Recall Knowledge} about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!","Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.",{"type":"data","tag":"table","name":"DCs by Level","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Adjusting Difficulty","entries":["You might decide a DC should differ from the baseline, whether to account for PCs' areas of expertise or to represent the rarity of spells or items. A DC adjustment represents an essential difference in the difficulty of a task and applies to anyone attempting a specific check for it.","Adjustments happen most often with tasks whose DCs are based on their level. Adjustments use a scale of –10 to +10, from incredibly easy checks to incredibly hard ones, and are broken into increments of 2, 5, and 10.","You'll often apply the adjustments for uncommon, rare, or unique subjects.",{"type":"data","tag":"table","name":"DC Adjustments","source":"CRB"},"The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.","You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an {@skill Occultism} check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using {@skill Arcana} and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.",{"type":"pf2-h3","page":504,"name":"Group Attempts","entries":["The DCs in this chapter give an individual character a strong and increasing chance of success if they have some proficiency. On occasion, though, you'll have a task that only one person in the group needs to succeed at, but that everyone can attempt. The number of dice being rolled means that there's a very high chance at least one of them will succeed. Most of the time, that's perfectly fine, but sometimes you'll want the task to be a challenge, with some uncertainty as to whether the party can succeed. In these cases, make the check very hard, or incredibly hard if you want it to be particularly difficult or at high levels.","At these DCs, most of the party will probably fail, but someone will probably still succeed, likely a character who has heavily invested in the given skill, as is expected for specialized characters."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Minimum Proficiency","entries":["Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of {@skill Thievery}. A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in {@skill Arcana} to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!","For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Specific Actions","entries":["Several parts of this book, most notably Chapter 4: Skills, state that you as the GM set the DCs for certain checks or determine other parameters. Here are guidelines for the most common tasks. Remember that all of these are guidelines, and you can adjust them as necessary to suit the situation.",{"type":"pf2-h3","page":504,"name":"Craft","entries":["When a character Crafts an item, use the item's level to determine the DC, applying the adjustments from Table 10–6 for the item's rarity if it's not common. You might also apply the easy DC adjustment for an item the crafter has made before. Repairing an item usually uses the DC of the item's level with no adjustments, though you might adjust the DC to be more difficult for an item of a higher level than the character can Craft."],"source":"CRB"},{"type":"pf2-h3","page":504,"name":"Earn Income","entries":["You set the task level when someone tries to Earn Income.","The highest-level task available is usually the same as the level of the settlement where the character is located. If you don't know the settlement's level, it's usually 0–1 for a village, 2–4 for a town, or 5–7 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for {@skill Performance}, and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore.","Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 10–5. You might adjust the DC to be more difficult if there's inclement weather during an outdoor job, a rowdy audience for a performance, or the like."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Gather Information","entries":["To set the DC to Gather Information, use a simple DC representing the availability of information about the subject. Adjust the DC upward if the PC Gathering Information seeks in-depth information. For example, if a character wants to Gather Information about a visiting caravan, you might decide that a common person wouldn't know much about it, but any merchant or guard would, so learning basic facts uses the simple DC for trained proficiency. A caravan leader's name is superficial, so discovering it might be DC 15 (the simple trained DC in Table 10–4). Learning the identity of the leader's employers, however, might be DC 20 if the employers are more obscure."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Identify Magic or Learn a Spell","entries":["The DC to {@action Identify Magic} or {@action Learn a Spell} is usually the DC listed in Table 10–5 for the spell or item's level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Recall Knowledge","entries":["On most topics, you can use simple DCs for checks to {@action Recall Knowledge}. For a check about a specific creature, trap, or other subject with a level, use a {@quickref level-based DCs||4|level-based dcs} (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.",{"type":"pf2-h4","page":505,"name":"Alternative Skills","entries":["As noted in the action's description, a character might attempt to {@action Recall Knowledge} using a different skill than the ones listed as the default options. If the skill is highly applicable, like using {@skill Medicine} to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in {@quickref Adjusting Difficulty||4|Adjusting Difficulty}."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Additional Knowledge","entries":["Sometimes a character might want to follow up on a check to {@action Recall Knowledge}, rolling another check to discover more information. After a success, further uses of {@action Recall Knowledge} can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Creature Identification","entries":["A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions.","The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use {@skill Occultism} to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).",{"type":"data","tag":"table","name":"Creature Identification Skills","source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":506,"name":"DETERMINING THE SCOPE OF LORE","entries":["{@skill Lore} skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which {@skill Lore} subcategories are acceptable for characters to select. A {@skill Lore} subcategory represents a narrow focus, and thus it shouldn't replace all or even most of an entire skill, nor should it convey vast swaths of information. For example, a single {@skill Lore} subcategory doesn't cover all religions—that's covered by the {@skill Religion} skill—but a character could have a {@skill Lore} subcategory that covers a single deity. One {@skill Lore} subcategory won't cover an entire country or all of history, but it could cover a city, an ancient civilization, or one aspect of a modern country, like Taldan History {@skill Lore}. A single {@skill Lore} subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Sense Direction","entries":["Pick the most appropriate simple DC when someone uses {@skill Survival} to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Social Skills","entries":["When a character uses {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance} to influence or impress someone whose level or Will DC you don't know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don't worry about being exact. It often makes sense to adjust the DC based on the target's attitude for {@skill Deception}, {@skill Diplomacy}, or {@skill Performance}, making the DC easy for a friendly creature, very easy for a helpful one, hard for an unfriendly one, or very hard for a hostile one. You might adjust the DC further or differently based on the PC's goal; for instance, the DC to Request something an indifferent NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Subsist","entries":["A simple DC is usually sufficient for the Subsist action, with a trained DC for a typical situation. Use the disposition of the environment or city as a guide; an environment with scarce resources or a city with little tolerance for transience might require an expert or higher DC."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Track","entries":["Often when a PC uses {@skill Survival} to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their {@skill Survival} DC as the DC to Track."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Train an Animal","entries":["Train Animal (page 268) allows PCs to teach animals tricks. Use the level of the animal as the baseline; you can adjust the DC up if the trick is especially difficult, or down if the animal is especially domesticated, like a dog."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":120,"name":"Drugs","entries":["Drugs offer short-term benefits with harmful side effects and long-term consequences. These short-term benefits, such as euphoria, draw many to drugs, but addiction keeps users hooked long after their first dose. A character can voluntarily fail their initial save against a drug, but for each dose they consume, they must attempt a saving throw against addiction, a disease that represents cravings and withdrawal. Addiction is unique to each drug, so a character can be affected by multiple instances of addiction at once.","Certain drugs alter how addiction works for that drug, adding the {@trait virulent} trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction.",{"type":"data","tag":"disease","data":{"source":"GMG","page":120,"name":"Addiction","level":", level varies","type":"disease","entries":["Track the maximum stage you reach with each drug's addiction. This maximum stage is separate from your current addiction stage for the drug. The maximum stage can't be reduced, even if you fully remove the disease. When you take the drug, two things happen: you attempt a saving throw against addiction, and you suppress the effects of addiction for 1 day. Failing a save against addiction caused by taking the drug causes you to go to 1 stage higher than the maximum stage you had previously reached (2 stages higher on a critical failure). If you're currently suffering from addiction when you attempt a save from taking the drug, you can't improve your stage; if you succeed at the save, the stage remains the same as it was.","When you attempt your save against addiction each week, the stage you are currently at can't get worse—it can only stay the same or improve. The conditions from addiction can't be removed while you are affected by the addiction, and suppressing addiction by taking the drug only avoids the effects—it doesn't remove the disease.",{"type":"affliction","savingThrow":"Fortitude (DC equals that of the drug)","onset":"1 day","stages":[{"stage":1,"entry":"{@condition fatigued}","duration":"1 week"},{"stage":2,"entry":"{@condition fatigued} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":3,"entry":"{@condition fatigued}, {@condition drained||drained 1} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":4,"entry":"{@condition fatigued}, {@condition drained||drained 2}, {@condition sickened||sickened 2} and {@condition stupefied||stupefied 2}","duration":"1 week"}]}]}},{"type":"pf2-brown-box","source":"GMG","page":120,"name":"DRUGS IN YOUR GAME","entries":["Drugs are socially complex, and including them in your game has the potential to make some of your players uncomfortable—particularly players who have struggled with substance abuse themselves or seen friends and family members go through that struggle. As with any potentially difficult subject matter, you should discuss the role drugs play in your game with your players and ensure that all the players at the table are comfortable with the material; if they aren't, avoid the topic.","If you do include drugs in your game, consider the role they'll play. In some campaigns, drugs might simply be an element of flavor and a tool characters use to reach their goals; in others, the side effects and risk of addiction might be a terrible price to pay. The rules assume something of a middle path, where drugs are addictive substances that may provide a short-term benefit but have consequences. To make drugs more accessible in your game, remove some of the more severe stages of addiction. To make them more dangerous, add the {@trait virulent} trait to the addiction affliction, add more stages with increasingly severe effects, or increase the DC of the save against the addiction by 1 for every use of the drug, decreasing back to normal over time as they stop using the drug."]}],"data":{"quickref":5}},{"type":"section","page":512,"name":"Environment","entries":["Each of the environments presented in this section uses the terrain rules (which are summarized on page 514 and appear in full beginning on page 475) in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate (page 517) and natural disasters (beginning on page 517). Many places have the traits of multiple environments; a snow-covered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even {@quickref difficult terrain||3|terrain}).","Table 10–12 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature.",{"type":"data","tag":"table","name":"Enviromental Features","source":"CRB"},{"type":"pf2-h2","page":512,"name":"Environmental Damage","entries":["Some environmental features or natural disasters deal damage. Because the amount of damage can vary based on the specific circumstances, the rules for specific environments and natural disasters use damage categories to describe the damage, rather than exact numbers.","Use Table 10–11 below to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be.",{"type":"data","tag":"table","name":"Enviromental Damage","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Aquatic","entries":["Aquatic environments are among the most challenging for PCs short of other worlds and unusual planes. PCs in an aquatic environment need a way to breathe (typically a {@spell water breathing} spell) and must usually {@action Swim} to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for {@quickref greater difficult terrain||3|terrain}.","Characters in aquatic environments make frequent use of the {@quickref aquatic combat||3|aquatic combat} and {@quickref drowning and suffocation||3|drowning and suffocating} rules.",{"type":"pf2-h3","page":512,"name":"Currents and Flowing Water","entries":["Ocean currents, flowing rivers, and similar moving water are {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain} (depending on the speed of the water) for a creature Swimming against the current. At the end of a creature's turn, it moves a certain distance depending on the current's speed. For instance, a 10-foot current moves a creature 10 feet in the current's direction at the end of that creature's turn."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Visibility","entries":["It's much harder to see things at a distance underwater than it is on land, and it's particularly difficult if the water is murky or full of particles. In pure water, the maximum visual range is roughly 240 feet to see a small object, and in murky water, visibility can be reduced to only 10 feet or even less."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Arctic","entries":["The main challenge in an arctic environment is the low temperature, but arctic environments also contain ice and snow. The disasters that most often strike in arctic environments are avalanches, blizzards, and floods.",{"type":"pf2-h3","page":512,"name":"Ice","entries":["Icy ground is both uneven ground and {@quickref difficult terrain||3|terrain}, as characters slip and slide due to poor traction."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Snow","entries":["Depending on the depth of snow and its composition, most snowy ground is either {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain}. In denser snow, characters can attempt to walk along the surface without breaking through, but some patches might be loose or soft enough that they're uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Desert","entries":["Desert encompasses sandy and rocky deserts as well as badlands. Though tundra is technically a desert, it's classified as arctic, as the climate is the primary challenge in such areas. Sandy deserts often have quicksand hazards (page 526) and sandstorms.",{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Rocky deserts are strewn with rubble, which is {@quickref difficult terrain||3|terrain}. Rubble dense enough to be walked over rather than navigated through is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Sand","entries":["Packed sand doesn't usually significantly impede a character's movement, but loose sand is either {@quickref difficult terrain||3|terrain} (if it's shallow) or uneven ground (if it's deep).","The wind in a desert often shifts sand into dunes, hills of loose sand with uneven ground facing the wind and steeper inclines away from the wind."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Forest","entries":["These diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires.",{"type":"pf2-h3","page":513,"name":"Canopies","entries":["Particularly dense forests, such as rain forests, have a canopy level above the ground. A creature trying to reach the canopy or travel along it must Climb. Swinging on vines and branches usually requires an {@skill Acrobatics} or {@skill Athletics} check. A canopy provides cover, and a thicker one can prevent creatures in the canopy from seeing those on the ground, and vice versa."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Trees","entries":["While trees are omnipresent in a forest, they typically don't provide cover unless a character uses the Take Cover action. Only larger trees that take up an entire 5-foot square on the map (or more) are big enough to provide cover automatically."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that automatically provides cover. Some sorts of undergrowth, such as thorns, might also be hazardous terrain, and areas with plenty of twisting roots might be uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Mountain","entries":["Mountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches.",{"type":"pf2-h3","page":513,"name":"Chasms","entries":["Chasms are natural pits, typically at least 20 feet long and clearly visible (barring mundane or magical efforts to conceal them). The main danger posed by a chasm is that characters must Long Jump to get across. Alternatively, characters can take the safer but slower route of Climbing down the near side of the chasm and then ascending the far side to get across."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Cliffs","entries":["Cliffs and rock walls require creatures to {@action Climb} to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Mountains often have extremely rocky areas or shifting, gravelly scree that makes for {@quickref difficult terrain||3|terrain}. Especially deep or pervasive rubble is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Slopes","entries":["Slopes vary from the gentle rises of normal terrain to {@quickref difficult terrain||3|terrain} and inclines, depending on the angle of elevation. Moving down a slope is typically normal terrain, but characters might need to Climb up particularly steep slopes."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is common in mountains. It is {@quickref difficult terrain||3|terrain} and allows a character to Take Cover."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Plains","entries":["The plains environment encompasses grasslands such as savannas and farmland. The most common disasters in plains are tornadoes and wildfires.",{"type":"pf2-h3","page":514,"name":"Hedges","entries":["Hedges are planted rows of bushes, shrubs, and trees.","Their iconic appearance in adventures consists of tall hedges grown into mazes. A typical hedge is 2 to 5 feet tall, takes up a row of squares, and provides cover. A character trying to push through a hedge faces {@quickref greater difficult terrain||3|terrain}; it's sometimes faster to Climb over."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Undergrowth in plains is usually light with a few scattered areas of heavy undergrowth, but fields of certain crops, like corn, are entirely heavy undergrowth."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Swamp","entries":["Wetlands are the most common kind of swamp, but this category also includes drier marshes such as moors.","Swamps often contain quicksand hazards (page 526).","Despite their soggy nature, swamps aren't very likely to experience heavy flooding, since they act as natural sponges and absorb a great deal of water before they flood.",{"type":"pf2-h3","page":514,"name":"Bogs","entries":["Also called mires, bogs are watery areas that accumulate peat, are covered by shrubs and moss, and sometimes feature floating islands of vegetation covering deeper pools.","Shallow bogs are {@quickref difficult terrain||3|terrain} for a Medium creature, and deep bogs are {@quickref greater difficult terrain||3|terrain}. If a bog is deep enough that a creature can't reach the bottom, the creature has to Swim. Bogs are also acidic, so particularly extreme or magical bogs can be hazardous terrain."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover, while heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Some sorts of undergrowth, such as thorns, are also hazardous terrain, and areas with plenty of twisting roots are uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":514,"name":"TERRAIN RULES","entries":["Environments make frequent use of the rules for {@quickref difficult terrain||3|terrain}, {@quickref greater difficult terrain||3|terrain}, and hazardous terrain, so those rules are summarized here.","{@b Difficult terrain} is any terrain that impedes movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@quickref difficult terrain||3|terrain} (or moving 5 feet into or within an area of {@quickref difficult terrain||3|terrain}, if you're not using a grid) costs an extra 5 feet of movement. Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. Creatures can't normally Step into {@quickref difficult terrain||3|terrain}.","Any movement creatures make while jumping ignores terrain that the creature is jumping over. Some abilities (such as flight or being incorporeal) allow creatures to avoid the movement reduction from some types of {@quickref difficult terrain||3|terrain}. Certain other abilities let creatures ignore {@quickref difficult terrain||3|terrain} while traveling on foot; such an ability also allows a creature to move through {@quickref greater difficult terrain||3|terrain} using the movement cost for {@quickref difficult terrain||3|terrain}, but unless the ability specifies otherwise, these abilities don't let creatures ignore {@quickref greater difficult terrain||3|terrain}.","{@b Hazardous terrain} damages creatures whenever they move through it. For instance, an acid pool, a pit of burning embers, and a spike-filled passageway all constitute hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Urban","entries":["Urban environments include open city spaces as well as buildings. The building information in this section also applies to ruins and constructed dungeons. Depending on their construction and location, cities might be vulnerable to many sorts of disasters, especially fires and floods.",{"type":"pf2-h3","page":514,"name":"Crowds","entries":["Crowded thoroughfares and similar areas are {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} if an area is truly packed with people. You might allow a character to get a crowd to part using {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance}.","A crowd exposed to an obvious danger, like a fire or a rampaging monster, attempts to move away from the danger as quickly as possible, but it is slowed by its own mass. A fleeing crowd typically moves at the Speed of an average member each round (usually 25 feet), potentially trampling or leaving behind slower-moving members of the crowd."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Doors","entries":["Opening an unlocked door requires an Interact action (or more than one for a particularly complicated or large door). Stuck doors must be Forced Open, and locked ones require a character to Pick the Lock or Force them Open."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Floors","entries":["Wooden floors are easy to walk on, as are flagstone floors made of fitted stones. However, floors of worn flagstone often contain areas of uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Gates","entries":["Walled settlements often have gates that the city can close for defense or open to allow travel. A typical gate consists of one portcullis at each end of a gatehouse, with murder holes in between or other protected spots from which guards can attack foes."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Guards","entries":["Most settlements of significant size have guards working in shifts to protect the settlement at all hours, patrolling the streets and guarding various posts. The size of this force varies from one guard for every 1,000 residents to a force 10 times this number."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Portcullises","entries":["A portcullis is a wooden or iron grate that descends to seal off a gate or corridor. Most are raised on ropes or chains operated by a winch, and they have locking mechanisms that keep them from being lifted easily. The rules on lifting a portcullis or bending its bars appear in the sidebar on this page. If a portcullis falls on a creature, use a slamming door trap (page 523)."],"source":"CRB"},{"type":"pf2-brown-box","page":515,"name":"DOORS, GATES, AND WALLS","entries":["Some of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls.",{"type":"pf2-title","name":"Climbing"},"The table below gives the typical DC for {@skill Athletics} checks to Climb a structure, which is usually a simple DC. You might adjust the difficulty based on the specifics of the structure and environment.",{"type":"pf2-title","name":"Demolishing"},"A character might want to smash their way through a door, a window, or certain walls. The Hardness, Hit Point, and Broken Threshold values provided in the table below are based on the material the structure is typically made out of, so a portcullis made of iron, for example, has a higher Hardness than one of wood. For more on damaging objects, see page 272.","Strong walls, such as well-maintained masonry or hewn stone, can't be broken without dedicated work and proper tools. Getting through such walls requires downtime.",{"type":"table","rowLabelIdx":[0,5,11],"colStyles":["text-center","text-center","text-center"],"rows":[["Door","Climb DC","Hardness, HP (BT)"],["Wood","20","10, 40 (20)"],["Stone","30","14, 56 (28)"],["Reinforced Wood","15","15, 60 (30)"],["Iron","30","18, 72 (36)"],["Wall","Climb DC","Hardness, HP (BT)"],["Crumbling masonry","15","10, 40 (20)"],["Wooden slats","15","10, 40 (20)"],["Masonry","20","14, 56 (28)"],["Hewn stone","30","14, 56 (28)"],["Iron","40","18, 72 (36)"],["Portcullis","Climb DC","Hardness, HP (BT)"],["Wood","10","10, 40 (20)"],["Iron","10","18, 72 (36)"]]},{"type":"pf2-title","name":"Forcing Open"},"Structures that can be opened—such as doors, gates, and windows—can be Forced Open using {@skill Athletics}. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the {@skill Thievery} DC of its lock but adjusts it to be very hard (increasing the DC by 5).","If there's no lock, use the following table; when lifting a portcullis, use the lock DC or the DC from the table, whichever is higher."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Rooftops","entries":["Rooftops make for memorable ambushes, chase scenes, infiltrations, and running fights. Flat roofs are easy to move across, but they're rare in any settlement that receives significant snowfall, since heavy buildups of snow can collapse a roof. Angled roofs are uneven ground, or inclines if they're especially steep. The peak of an angled roof is a narrow surface.","Hurdling from roof to roof often requires a Long Jump, though some buildings are close enough to Leap between.","A High Jump might be necessary to reach a higher roof, or a Leap followed by Grabbing an Edge and Climbing up."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Sewers","entries":["Sewers are generally 10 feet or more below street level and are equipped with ladders or other means to ascend and descend. Raised paths along the walls allow sewer workers access, while channels in the center carry the waste itself. Less sophisticated sewers, or sections those workers don't usually access, might require wading through diseaseridden waste. Sewers can be accessed through sewer grates, which usually require 2 or more Interact actions to open.",{"type":"pf2-h4","page":516,"name":"Sewer Gas","entries":["Sewer gas often contains pockets of highly flammable gas. A pocket of sewer gas exposed to a source of flame explodes, dealing moderate environmental fire damage to creatures in the area."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stairs","entries":["Stairs are {@quickref difficult terrain||3|terrain} for characters moving up them, and shoddy stairs might also be uneven ground. Some temples and giant-built structures have enormous stairs that are {@quickref greater difficult terrain||3|terrain} both up and down, or might require Climbing every step."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Streets","entries":["Most settlements have narrow and twisting streets that were largely established organically as the settlement grew. These roads are rarely more than 20 feet wide, with alleys as narrow as 5 feet. Streets are generally paved with cobblestones. If the cobblestones are in poor repair, they could be {@quickref difficult terrain||3|terrain} or uneven ground.","Particularly lawful or well-planned cities have major thoroughfares that allow wagons and merchants to reach marketplaces and other important areas in town. These need to be at least 25 feet wide to accommodate wagons moving in both directions, and they often have narrow sidewalks that allow pedestrians to avoid wagon traffic."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Walls","entries":["Well-built structures have exterior walls of brick or stonemasonry. Smaller, lower-quality, or temporary structures might have wooden walls. Interior walls tend to be less sturdy; they could be made of wooden planks, or even simply of thick, opaque paper held in a wooden frame. An underground structure might have thick walls carved out of solid rock to prevent the weight of the ground above from collapsing the structure. Rules for climbing and breaking walls are in the sidebar on page 515."],"source":"CRB"},{"type":"pf2-h2","page":516,"name":"Underground","entries":["Underground environments consist of caves and natural underground areas. Artificial dungeons and ruins combine underground features with urban features like stairs and walls. Deep underground vaults have some of the same terrain features as mountains, such as chasms and cliffs.","The most common disasters underground are collapses.",{"type":"pf2-h3","page":516,"name":"Floors","entries":["Natural underground environments rarely have flat floors, instead featuring abrupt changes in elevation that result in {@quickref difficult terrain||3|terrain}, uneven ground, and inclines."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Ledges","entries":["Ledges are narrow surfaces that overlook a lower area or provide the only means to move along the edge of a chasm. Moving across a narrow ledge requires using {@skill Acrobatics} to Balance."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Rubble","entries":["Caverns can be covered in rubble, which is {@quickref difficult terrain||3|terrain}. Deep or pervasive rubble is also uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stalagmites and Stalactites","entries":["Stalagmites are tapering columns that rise from the floor of a cave. Areas filled with stalagmites are {@quickref greater difficult terrain||3|terrain}, and especially large stalagmites have to be sidestepped or Climbed. Stalagmites can be sharp enough they can be used as hazardous terrain in some circumstances, as can stalactites (icicle-shaped formations that hang from the roof of a cave) if they're knocked loose from a ceiling or overhang."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Walls","entries":["Natural cave walls are uneven, with nooks, crannies, and ledges. Since most caves are formed by water, cave walls are often damp, making them even more difficult to Climb."],"source":"CRB"},{"type":"pf2-brown-box","page":517,"name":"DUNGEONS","entries":["Dungeon environments, which include both ruins and contemporary buildings constructed in the wilderness, are a fairly common venue for adventures. As an environment, they combine urban features like doors and buildings (page 515) with features from an underground environment, and occasionally components from other environments. While underground dungeons are particularly common, you might also consider setting your adventure in a ruin reclaimed by the forest, with giant trees spreading their roots through the walls, or a ruin deep in a swamp, with bogs covering access to some of the ruin's hidden secrets."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":517,"name":"Climate","entries":["Weather is more than just set dressing to establish mood—it has mechanical effects you can combine with environmental components to create a more memorable encounter. Weather can impose circumstance penalties on certain checks, from –1 to –4 based on severity.",{"type":"pf2-h3","page":517,"name":"Fog","entries":["Fog imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness; it causes creatures viewed through significant amounts of fog to be concealed; and it cuts off all visibility at half a mile or less—possibly much less. Conditions limiting visibility to about a mile are called mist, and those that do so to about 3 miles are called haze."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Precipitation","entries":["Precipitation includes rain as well as colder snow, sleet, and hail. Wet precipitation douses flames, and frozen precipitation can create areas of snow or ice on the ground. Drizzle or light snowfall has little mechanical effect beyond limited visibility.",{"type":"pf2-h4","page":517,"name":"Visibility","entries":["Most forms of precipitation impose circumstance penalties on visual {@skill Perception} checks. Hail often is sparser but loud, instead penalizing auditory {@skill Perception} checks.","Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if they're far away."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Fatigue","entries":["Precipitation causes discomfort and fatigue. Anything heavier than drizzle or light snowfall reduces the time it takes for characters to become fatigued from overland travel to only 4 hours. Heavy precipitation can be dangerous in cold environments when characters go without protection. Soaked characters treat the temperature as one step colder (mild to severe, severe to extreme; see Temperature below)."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Thunderstorms","entries":["High winds and heavy precipitation accompany many thunderstorms. There's also a very small chance that a character might be struck by lightning during a storm. A lightning strike usually deals moderate electricity damage, or major electricity damage in a severe thunderstorm."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Temperature","entries":["Often, temperature doesn't impose enough of a mechanical effect to worry about beyond describing the clothing the characters need to wear to be comfortable.","Particularly hot and cold weather can make creatures fatigued more quickly during overland travel and can cause damage if harsh enough, as shown in Table 10–13 on page 518.","Appropriate cold-weather gear (such as the winter clothing) can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Wind","entries":["Wind imposes a circumstance penalty on auditory {@skill Perception} checks depending on its strength. It also interferes with physical ranged attacks such as arrows, imposing a circumstance penalty to attack rolls involving such weapons, and potentially making attacks with them impossible in powerful windstorms. Wind snuffs out handheld flames; lanterns protect their flame from the wind, but particularly powerful winds can extinguish these as well.",{"type":"pf2-h4","page":517,"name":"Moving in Wind","entries":["Wind is difficult or {@quickref greater difficult terrain||3|terrain} when Flying.","Moving in wind of sufficient strength requires a Maneuver in Flight action, and fliers are blown away on a critical failure or if they don't succeed at a minimum of one such check each round.","Even on the ground, particularly strong winds might require a creature to succeed at an {@skill Athletics} check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a –1 circumstance penalty, and Tiny creatures typically take a –2 penalty."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":518,"name":"Natural Disasters","entries":["Climate and environmental features can be a hindrance or long-term threat, but natural disasters represent acute danger, especially to those directly exposed to their fury.","The damage in the following sections uses the categories in {@table Environmental Damage||Table 10–11: Environmental Damage}.",{"type":"pf2-h3","page":518,"name":"Avalanches","entries":["Though the term avalanche specifically refers to a cascading flow of ice and snow down a mountain's slope, the same rules work for landslides, mudslides, and other similar disasters. Avalanches of wet snow usually travel up to 200 feet per round, though powdery snow can travel up to 10 times faster. Rockslides and mudslides are slower, sometimes even slow enough that a character might be able to outrun them.","An avalanche deals major or even massive bludgeoning damage to creatures and objects in its path. These victims are also buried under a significant mass. Creatures caught in an avalanche's path can attempt a Reflex save; if they succeed, they take only half the bludgeoning damage, and if they critically succeed, they also avoid being buried.",{"type":"pf2-h4","page":518,"name":"Burial","entries":["Buried creatures take minor bludgeoning damage each minute, and they potentially take minor cold damage if buried under an avalanche of snow. At the GM's discretion, creatures without a sufficient air pocket could also risk suffocation (page 478). A buried creature is restrained and usually can't free itself.","Allies or bystanders can attempt to dig out a buried creature. Each creature digging clears roughly a 5-footby- 5-foot square every 4 minutes with a successful {@skill Athletics} check (or every 2 minutes on a critical success).","Using shovels or other proper tools halves the time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Blizzards","entries":["Blizzards combine cold weather, heavy snow, and strong winds. They don't pose a single direct threat as other disasters do; instead, the combination of these factors all at once poses a substantial impediment to characters."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Collapses","entries":["Collapses and cave-ins occur when caverns or buildings fall, dumping tons of rock or other material on those caught below or inside them. Creatures under the collapse take major or massive bludgeoning damage and become buried, just as with an avalanche. Fortunately, collapses don't spread unless they weaken the overall integrity of the area and lead to further collapses."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Earthquakes","entries":["Earthquakes often cause other natural disasters in the form of avalanches, collapses, floods, and tsunamis, but they also present unique threats such as fissures, soil liquefaction, and tremors.",{"type":"pf2-h4","page":518,"name":"Fissures","entries":["Fissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Soil Liquefaction","entries":["Liquefaction occurs when granular particles shake to the point where they temporarily lose their solid form and act as liquids. When this happens to soil, it can cause creatures and even whole buildings to sink into the ground. You can use the {@spell earthquake} spell for more specific rules, though that spell represents only one particular kind of localized quake."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Tremors","entries":["Tremors knock creatures prone, causing them to fall or careen into other objects, which can deal bludgeoning damage appropriate to the severity of the quake."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Floods","entries":["Though more gradual floods can damage structures and drown creatures, flash floods are similar to avalanches, except with a liquid mass instead of a solid one. Instead of burying creatures, a flash flood carries creatures and even massive objects away, buffeting the creatures and potentially drowning them. The drowning rules appear on page 478.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Sandstorms","entries":["Mild sandstorms and dust storms don't present much more danger than a windy rainstorm, but they can cause damage to a creature's lungs and spread diseases across long distances. Heavy sandstorms deal minor slashing damage each round to those exposed to the sand, force creatures to hold their breath to avoid suffocation, or both."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tornadoes","entries":["In a tornado's path, wind conditions impose severe circumstance penalties, but creatures that would normally be blown away are instead picked up in the tornado's funnel, where they take massive bludgeoning damage from flying debris as they rise through the cone until they are eventually expelled (taking bludgeoning damage from falling).","Tornadoes usually travel around 300 feet per round (roughly 30 miles per hour). They normally travel a few miles before dissipating. Some tornadoes are stationary or travel much faster."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tsunamis","entries":["Tsunamis present many of the same dangers as flash floods but are much larger and more destructive. Tsunami waves can reach <100 feet> or more in height, wrecking buildings and creatures alike with massive bludgeoning damage from both the wave itself and debris pulled up along its path of destruction."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Volcanic Eruptions","entries":["Volcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents.",{"type":"pf2-h4","page":519,"name":"Ash","entries":["Ash from volcanic eruptions is hot enough to cause minor fire damage each minute. It limits visibility like a thick fog and can make air unbreathable, requiring characters to hold their breath or suffocate (page 478).","Ash clouds generate ash lightning strikes, which typically deal moderate electricity damage but are very unlikely to hit an individual creature. Ash buildup on the ground creates areas of uneven ground, {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain}, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Bombs","entries":["Pressure can launch lava into the air that falls as lava bombs: masses of lava that solidify as they fly and shatter on impact, dealing at least moderate bludgeoning damage and moderate fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Flows","entries":["Lava flows are an iconic volcanic threat; they usually move between 5 and 60 feet per round over normal ground, so characters can often outrun them. However, flows can move up to 300 feet per round in a steep volcanic tube or channel. Lava emanates heat that deals minor fire damage even before it comes into contact with creatures, and immersion in lava deals massive fire damage each round."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Pyroclastic Flows","entries":["Mixes of hot gases and rock debris, pyroclastic flows spread much faster than lava, sometimes more than 4,000 feet per round. While cooler than the hottest lava, pyroclastic flows are capable of overwhelming entire settlements. They work like avalanches but deal half of their damage as fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Vents","entries":["Steam vents shoot from the ground, dealing moderate fire damage or more in a wide column. Acidic and poisonous gases released from beneath the surface can create wide areas of hazardous terrain that deals at least minor acid or poison damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Wildfires","entries":["Wildfires travel mainly along a front moving in a single direction. In a forest, the front can advance up to 70 feet per round (7 miles per hour). They can move up to twice as fast across plains due to a lack of shade and the relatively low humidity. Embers from the fire, carried by winds and rising hot air, can scatter, forming spot fires as far as 10 miles away from the main wildfire. Wildfires present three main threats: flames, heat, and smoke.",{"type":"pf2-h4","page":519,"name":"Flames","entries":["Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["Wildfires increase the temperature in advance of the front, reaching nearly 1,500° F at the fire's arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so.","During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's {@skill Stealth} DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the {@action Seek} action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you can describe what they notice.","Magical hazards that don't have a minimum proficiency rank can be found using {@spell detect magic}, but this spell doesn't provide enough information to understand or disable the hazard—it only reveals the hazard's presence.","Determining a magical hazard's properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using {@action Identify Magic} or {@action Recall Knowledge}. Magical hazards with a minimum proficiency rank cannot be found with {@spell detect magic} at all."],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Triggering a Hazard","entries":["If the group fails to detect a hazard and the hazard's trigger is a standard part of traveling (such as stepping on a floor plate or moving through a magical sensor while walking), the hazard's reaction occurs. Hazards that would be triggered only when someone directly manipulates the environment—by opening a door, for example—use their reactions only if a PC explicitly takes that action.",{"type":"pf2-h3","page":520,"name":"Reaction or Free Action","entries":["Most hazards have reactions that occur when they're triggered. For simple hazards, the reaction is the entirety of the hazard's effect. For complex hazards, the reaction may also cause the hazard to roll initiative, either starting a combat encounter or joining one already in progress, and the hazard continues to pose a threat over multiple rounds. Some hazards have a triggered free action instead of a reaction; for instance, quicksand can suck down multiple creatures per round."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Routine","entries":["A complex hazard usually follows a set of preprogrammed actions called a routine. Once triggered, the hazard first performs its initial reaction; then, if the PCs are not yet in encounter mode, they should roll initiative. (If they're already in encounter mode, their initiative remains the same.) The hazard might tell you to roll initiative for it—in this case, the hazard rolls initiative using its {@skill Stealth} modifier.","After this happens, the hazard follows its routine each round on its initiative. The number of actions a hazard can take each round, as well as what they can be used for, depend on the hazard."],"source":"CRB"},{"type":"pf2-brown-box","page":520,"name":"MONSTERS AND HAZARDS","entries":["The statistics for NPCs and monsters usually don't list their proficiency ranks. Most of the time, they don't need to deal with detecting or disabling hazards the way PCs do, so you don't need this information. However, if a PC resets a trap in a monster's path or plans to lure a monster into a hazard, you can improvise this information.","For Perception, a monster is usually an expert at 3rd or 4th level, a master at 8th or 9th level, and legendary at 16th or 17th level. If the monster has {@skill Thievery} listed in its skills, it has the highest proficiency possible for its level (trained at 1st, expert at 3rd, master at 7th, and legendary at 15th); otherwise, it's untrained. Of course, an individual monster might deviate from these guidelines, especially if it's mindless or not very perceptive."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Resetting a Hazard","entries":["Some hazards can be reset, allowing them to be triggered again. This can occur automatically, as for quicksand, whose surface settles after 24 hours, or manually, like a hidden pit, whose trapdoor must be closed for the pit to become hidden again."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Disabling a Hazard","entries":["The most versatile method for deactivating traps is the Disable a Device action of the {@skill Thievery} skill, though most mechanical traps can also simply be smashed, and magical traps can usually be counteracted. Environmental hazards often can be overcome with {@skill Nature} or {@skill Survival}, and haunts can often be overcome with {@skill Occultism} or {@skill Religion}. The specific skill and DC required to disable a hazard are listed in the hazard's stat block. Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM. As with detecting a hazard, disabling a hazard might require a character to have a certain proficiency rank in the listed skill.","A character must first detect a hazard (or have it pointed out to them) to try to deactivate it. They can attempt to deactivate a hazard whether or not it has already been triggered, though some hazards no longer pose a danger once their reactions have occurred, especially if there is no way for them to be reset.","For most hazards, a successful check for the listed skill against the DC in the stat block disables the hazard without triggering it. Any other means of deactivating the hazard are included in the hazard's stat block, as are any additional steps required to properly deactivate it.","A critical failure on any roll to disable a hazard triggers it, including a critical failure on a roll to counteract a magic hazard.","Some hazards require multiple successful checks to deactivate, typically because they have a particularly complicated component or have several discrete portions. For hazards with a complex component, a critical success on a check to disable the hazard counts as two successes on a single component.",{"type":"pf2-h3","page":521,"name":"Damaging a Hazard","entries":["Rather than trying to carefully disable a hazard, a character might just smash it. Damaging a mechanical trap or another physical hazard works like damaging objects: the hazard reduces the damage it takes by its Hardness. In most cases, hitting the hazard also triggers it, as explained in Attacking a Hazard below. If a hazard's Hit Points are reduced to its Broken Threshold (BT) or lower, the hazard becomes broken and can't be activated, though it can still be repaired. If it's reduced to 0 HP, it's destroyed and can't be repaired. (See page 272 in Chapter 6 for more information on damaging objects.)","Hazards' AC, applicable saving throw modifiers, Hardness, HP, and BT are listed in their stat blocks. A hazard that doesn't list one of these statistics can't be affected by anything targeting that statistic. For example, a hazard that has HP but no BT can't be broken, but can still be destroyed. Hazards are immune to anything an object is immune to unless specifically noted otherwise, and they can't be targeted by anything that can't target objects. Some hazards may have additional immunities, as well as resistances or weaknesses.",{"type":"pf2-h4","page":521,"name":"Attacking a Hazard","entries":["If someone hits a hazard—especially if it's a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks."],"source":"CRB"},{"type":"pf2-h4","page":521,"name":"Repairing a Hazard","entries":["You might allow a character to repair a damaged hazard to restore its functionality. You determine the specifics of this, since it can vary by trap. The Repair action might be insufficient if fixing the trap requires gathering scattered components or the like. If the item has a Reset entry, the character needs to do whatever is listed there, in addition to repairing the damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":521,"name":"Counteracting a Magical Hazard","entries":["Some magical hazards can be counteracted using {@spell dispel magic} and the counteracting rules found on page 458. These hazards' spell levels and counteract DCs are listed in their stat block. Counteracting a hazard otherwise works like using a skill check to disable the hazard."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Hazard Experience","entries":["Characters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they don't gain XP for the hazard again. The XP values for hazards of different levels also appear on page 508, but are repeated here for convenience. The XP for a complex hazard is equal to the XP for a monster of the same level, and the XP for a simple hazard is one-fifth of that. Hazards of a lower level than the party's level –4 are trivial and award no XP.",{"type":"data","tag":"table","name":"Hazard XP","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":522,"name":"Hazard Format","entries":["Hazards are presented in a stat block format similar to those used for monsters. A few notes regarding the format follow the sample stat block.",{"type":"data","tag":"generic","data":{"source":"CRB","page":522,"name":"Hazard Name","category":"Hazard","level":" [Level]","traits":["traits"],"sections":[[[{"name":"Stealth","entry":"This entry lists the {@skill Stealth} modifier for a complex hazard's initiative or the {@skill Stealth} DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If {@spell detect magic} can be used to detect the hazard, this information is located here as well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might include special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell level and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually only haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points, with its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the hazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses, if any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the hazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard appears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative. Routine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word \"Routine\" indicates how many actions the hazard can use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically, this is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["The hazard's level indicates what level of party it's a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that feature's level is the hazard's level."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their {@skill Stealth} modifier, which they use for initiative, instead of their {@skill Stealth} DC. If you need the DC, it's equal to this modifier + 10."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":526,"name":"Hazards","entries":["{@note To view all Hazards, please view the {@filter Hazards page.|hazards||source=CRB}}",{"type":"pf2-brown-box","page":528,"name":"UPGRADED SUMMONING RUNES","entries":["You can make a summoning rune of nearly any level. It summons a creature of a level equal to the trap's level.","Use {@table DCs by Level||Table 10–5: DCs by Level} to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a {@table DC Adjustments||hard adjustment} (+2). The {@skill Stealth} modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in {@skill Perception} to find, and they might require a higher proficiency rank in {@skill Thievery} to disable."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":483,"name":"Planning a Campaign","entries":["A Pathfinder game is typically structured as a campaign—a serialized story that focuses on a single party of characters.","A campaign is subdivided into multiple adventures, smaller stories that involve exploration and interaction with nonplayer characters. A single adventure represents a complete story that might be connected to the larger arc of a campaign. Playing an adventure spans one or more game sessions—gatherings where the group plays a part of the adventure over the course of several hours.","A campaign provides the overall structure for your Pathfinder game. As you prepare for your campaign, you'll establish its scope and themes, which you'll then reinforce in the adventures and scenes that take place within it.",{"type":"pf2-brown-box","page":483,"name":"COLLABORATION DURING PLAY","entries":["As Game Master, you have the final say on how the world and rules function, and how nonplayer characters act. This rule's purpose is to make the game run smoothly, with one guiding hand ensuring consistency. It's not intended to make one player into a dictator over the rest of the group. Collaboration is vital to roleplaying games!","How you implement collaboration in a game depends on what your players are interested in. In some groups, players enjoy adding details to the world and to nonplayer characters. In others, players want to feel like the world is outside their control, and the only decisions they get to make are those made by their own characters. Both are fun and acceptable ways to play.","You are encouraged to collect input from your players before you start, asking what storytelling genres they'd like to emphasize, which areas of the world they want to play in, the types of enemies they'd like to face, or which published adventure they want to play. A good campaign includes some back-and-forth at the beginning as the players figure out what characters they want to play and you figure out what sort of adventure to run. The results can range from building an adventure entirely to fit the characters to choosing a specific published adventure, having the players make their characters, and then just adapting the beginning of that adventure so that all the player characters have a reason to be involved.","As you play, opportunities to collaborate will occur again and again. When players throw out suggestions or come up with specific theories about the events of the campaign, they're telling you what they'd like to see in the game. Try to find ways to incorporate their suggestions, but with enough of a twist that each still includes something unexpected."],"source":"CRB"},{"type":"pf2-h3","page":483,"name":"Campaign Length","entries":["The length of a campaign can range from a few sessions to many years. Two main factors determine campaign length: how much time you need to complete the story, and how much time players want to devote to the game.","A single session, or a \"one-shot,\" is great if your group is trying out Pathfinder or wants to play a specific short adventure. This requires a smaller time commitment but requires the GM to present the events of the game in a way that is immediately engaging, since there's less opportunity for the players to become invested in the story or setting.","If you want to play through a longer campaign, you'll need to add some story elements that speak directly to the characters in your game rather than just to the events of the adventure. In other words, the characters should have individual goals in addition to the group's overall goals.","You can estimate how long a campaign will take by looking at the amount of time you actually have to play, or the number of character levels you intend the characters to advance. It typically takes three to four sessions for a group to level up. Since you'll probably cancel sessions on occasion, playing once a week for a year results in roughly a 14-level campaign, playing every 2 weeks for a year gives you an 8-level campaign, and playing monthly allows for a 5-level campaign. If you play only once a month, you might consider holding longer sessions and using fast advancement (page 509).","It's entirely okay to have a campaign with an indefinite length. Many groups play through one adventure and then decide to take on another. If you run an indefinite campaign, however, avoid ongoing plots that you can't satisfactorily end if the campaign comes to a close after the next adventure. If you introduce an overwhelmingly powerful villain who's crucial to the story but can't be stopped until the player characters are 15th level, ending the campaign at 8th level will feel anticlimactic.","It pays to be conservative when estimating your campaign length and scope. It's always tempting to run a 20-level epic campaign with complex, interwoven plots, but such games can fall apart long before the end if your group can play only once a month and the players have other responsibilities.",{"type":"pf2-h4","name":"Expected Duration","entries":["Not every campaign ends at the same point. Some campaigns go all the way to 20th level, ending after the player characters attain the height of power and confront the greatest threats any mortal could face. Others end at a lower level, after the group takes down a major villain or solves a crucial problem. And still other campaigns end when players become unable to attend or decide its a good time to stop playing.","You should have an end point in mind when you start a campaign. Still, you have to be flexible, since you're telling the story alongside other players, and your initial expectations for the campaign may be proven incorrect. When you think you're heading toward a satisfying conclusion, it's useful to check in with the other players. You might say, \"I think we have about two sessions left. Does that work for everyone? Is there any unfinished business you want to take care of?\" This lets you gauge whether your assumptions match up with the rest of the group—and make any necessary adjustments."]}],"source":"CRB"},{"type":"pf2-h3","page":484,"name":"Themes","entries":["The themes you choose for your campaign are what distinguish it from other campaigns. They include the major dramatic questions of your story and the repeated use of certain environments or creatures, and they can also include embracing a genre beyond traditional high fantasy. The themes you choose for your campaign also suggest storyline elements you might use.","A storyline's themes usually relate to the backstories, motivations, and flaws of the player characters and villains. For example, if you've chosen revenge as one of the themes of your game, you might introduce a villain whose quest for revenge tears his life apart and causes tragic harm to those around him. If one of the player characters is a chaotic good believer in liberty and freedom, you might engage that character by pitting the group against slavers. Or, you might choose a theme of love, leading to nonplayer characters involved in doomed romances, seeking to regain lovers they have lost, or courting the player characters.","Using similar locations and related creatures helps you form connections between disparate adventures. The players feel like their characters are becoming experts negotiating with giants, navigating seaways, battling devils, exploring the planes, or dealing with whatever the recurring elements are. For example, you might have the players explore a frozen tundra early on, then later travel to an icy plane filled with more difficult challenges that can be overcome using knowledge they've previously developed. Likewise, hobgoblin soldiers may be tough enemies for your group at low levels, but as the PCs attain higher levels and the hobgoblins become mere minions of another creature, the players feel a sense of progression.","Pathfinder is a fantasy adventure game, but you can shift your campaign to include elements of other fictional genres. You might want to infuse your game a with a sense of horror, reduce the amount of magic and use slow advancement (page 509) to make it a tale of sword and sorcery, or turn magic into technology for a steampunk setting."],"source":"CRB"},{"type":"pf2-h3","page":485,"name":"A Welcoming Environment","entries":["The role of Game Master comes with the responsibility of ensuring you and the rest of the players have a rewarding, fun time during the game. Games can deal with difficult subjects and have stressful moments, but fundamentally Pathfinder is a leisure activity. It can remain so only if the players follow the social contract and respect one another.","Players with physical or mental disabilities might find themselves more challenged than abled players. Work with your players to ensure they have the resources and support they need. Additionally, be on the lookout for behavior that's inappropriate, whether intentional or inadvertent, and pay careful attention to players' body language during the game. If you notice a player becoming uncomfortable, you are empowered to pause the game, take it in a new direction, privately check in with your players during or after the session, or take any other action you think is appropriate.","If a player tells you they're uncomfortable with something in the game, whether it's content you've presented as the GM or another player's or PC's actions, listen carefully to that player and take steps to ensure they can once again have fun during your game. If you're preparing prewritten material and you find a character or a situation inappropriate, you are fully empowered to change any details as you see fit. You also have the authority (and responsibility) to ask players to change their behavior—or even leave the table—if what they're doing is unacceptable or makes others feel uncomfortable. It's never appropriate to make the person who is uncomfortable responsible for resolving a problem. It's okay if mistakes happen. What's important is how you respond and move forward.","Gaming is for everyone. Never let those acting in bad faith undermine your game or exclude other players. Your efforts are part of the long-term process of making games and game culture welcoming to all. Working together, we can build a community where players of all identities and experiences feel safe.",{"type":"pf2-brown-box","page":485,"name":"TOOLS FOR RESPONSIBLE PLAY","entries":["Consent and comfort are important topics for roleplaying games, and many designers have created techniques to help facilitate responsible play. Some methods you can use are lines and veils, developed by Ron Edwards, and the X-Card, developed by John Stavropoulos.","Lines and Veils The terms \"line\" and \"veil\" can give your table a common vocabulary for the concepts described in this section. A line is a hard limit to the actions players might take, such as \"We're drawing a line at torture.\" The group agrees not to cross a line and omits that content from the game.","A veil indicates something that shouldn't be described in detail. The scene fades to black for a veil, or the group moves on to discuss a different topic, though whatever the veil is drawn across still happens. For example, you might say, \"We'll draw a veil across the scene as those characters head into the bedroom.\" You might come up with some lines and veils in advance, but then find more as play continues.","The X-Card Draw an \"X\" on a card, and you've got an X-Card. Place it on the table at the start of the session and describe its use to the players: any player can silently reject content they find upsetting by tapping the X-Card; whoever's speaking then rewinds a bit and continues on, excising the objectionable content. As with setting the basic guidelines for your campaign, there are no questions asked, no judgment, and no argument when someone invokes the X-Card. You can, however, ask for clarification if you need it, such as \"How far back should I rewind this?\" Some groups instead make an X with their hands, say \"Let's X that out,\" or use some other method. Either way, follow up with the player privately, after the game, to see if the guidelines need to be revised.","You can find more details at {@b {@link tinyurl.com/x-card-rpg|https://tinyurl.com/x-card-rpg}}."],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"Objectionable Content","entries":["Before a campaign begins, check in with your players—as a group or individually—to find out what types of content they want to allow in the game, and which topics they would prefer to avoid. Because the story unfolds in real time, it's essential that you discuss these topics before the game starts. These discussions are intended to keep players safe, and so it's not okay to ask why someone wants a type of content banned. If someone wants it banned, ban it—no questions asked.","It can help to start with a rating, like those used for movies or video games. Pathfinder games often include violence and cruelty. What's the limit on how graphically these concepts should be described? Can players swear at the table? Does anyone have phobias they don't want to appear in the game, such as spiders or body horror?","After you figure out the limits on objectionable content, you have four important tasks:",{"type":"list","items":["Clearly convey these limits to the other players.","Ensure you and the players abide by the boundaries.","Act immediately if someone becomes uncomfortable about content during a session, even if it wasn't already banned in a prior discussion. Once the issue is resolved, move on.","Resolve the issue if any player deliberately pushes these boundaries, tries to find loopholes, tries to renegotiate the limits, or belittles people for having a different tolerance to objectionable content."]}],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"The Pathfinder Baseline","entries":["You might find that your players don't have much to say on the topic of objectionable content, and just assume that general societal mores will keep the most uncomfortable topics out of the game. That's not always enough, as that approach relies on shared assumptions that aren't always accurate. The following is a set of basic assumptions that works for many groups, which you can modify to fit your preferences and those of the other players.",{"type":"list","items":["Bloodshed, injuries, and even dismemberment might be described. However, excessive descriptions of gore and cruelty should be avoided.","Romantic and sexual relationships can happen in the game, but players should avoid being overly suggestive. Sex always happens \"off-screen.\" Because attempts at initiating a relationship between player characters can be uncomfortably similar to one player hitting on another, this should generally be avoided (and is entirely inappropriate when playing with strangers).","Avoid excessively gross or scatological descriptions."]},"The following acts should never be performed by player characters:",{"type":"list","items":["Torture","Rape, nonconsensual sexual contact, or sexual threats","Harm to children, including sexual abuse","Owning slaves or profiting from the slave trade","Reprehensible uses of mind-control magic"]},"Villains might engage in such acts, but they won't happen \"on-screen\" or won't be described in detail. Many groups choose to not have villains engage in these activities at all, keeping these reprehensible acts out of mind entirely."],"source":"CRB"},{"type":"pf2-h4","name":"Social Splash Damage","page":486,"entries":["As important as it is to take care of yourself and the other players in your game, be mindful of your group's impact on the other people around you. If you're playing in a space that's not your own, respect your hosts. If you're playing in public, consider the comfort of the people around you, not just what your group is comfortable with. It's easy to get caught up in a game, as we get sucked into the microcosm of an imagined world, but don't ignore the real world around you. Be aware when you're making too much noise, leaving a mess, alarming passersby with graphic descriptions of violence, or even just giving the cold shoulder to curious spectators witnessing RPG play for the first time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":486,"name":"Character Creation","entries":["At the outset of a new campaign, the players will create new player characters. Part of that process involves you introducing what the campaign will be about and what types of characters are most appropriate. Work with the players to determine which rule options are available. The safest options are the common choices from the {@book Pathfinder Core Rulebook|CRB}. If players want to use common options from other books or uncommon or rare options, through play, review those options to see if any of them conflict with the style of campaign you have in mind or might present strange surprises down the road. It's usually best to allow new options, but there's no obligation to do so. Be as open as you're comfortable with."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":486,"name":"Preparing an Adventure","entries":["An adventure is a self-contained collection of story elements, characters, and settings that become the basis for the story you and the other players tell. Think of the adventure as an outline for your own story. You'll have major beats you want to include, some consistent characters, and themes you want to convey, but all sorts of things can change during the process of turning the outline into a completed story.","You might use a published adventure from Paizo or another company, or you might construct your own adventure as you prepare for your game sessions.",{"type":"pf2-h3","page":486,"name":"Published Adventures","entries":["Prewritten adventures include background information and nonplayer characters needed for the story, plus all the locations, maps, and monster groups necessary for both exploration and encounters. Prewritten adventures can speed up your preparation, since you can simply read the relevant sections of the adventure before a game, and you don't have to create everything from scratch. A published adventure already includes the expected amount of encounters and treasure, and you can find adventures built for different character levels to match your group. Reading a published adventure or running one as your first game can help you see how adventures are structured, which makes it easier to write one later if you choose.","Though a published adventure is prewritten, it's not set in stone. Changing the details of an adventure to suit your group isn't just acceptable, it's preferred! Use the backstories and predilections of the player characters to inform how you change the adventure. This can mean altering adversaries so they're linked to the player characters, changing the setting to a place some of the player characters are from, or excising particular scenes if you know they won't appeal to your players."],"source":"CRB"},{"type":"pf2-h3","page":487,"name":"Creating Adventures","entries":["Building your own adventure is much more challenging than using a published one, but it lets you express yourself, be even more creative, and tailor the game directly to the players and their characters. Later sections in this chapter include guidelines for building and running encounters, placing treasure, and setting appropriately difficult challenges, all to help you construct your own adventures.","Adventure plotting can start at many different points. You might begin with a particular antagonist, then construct an adventure that fits that villain's theme and leads the group to them. Alternatively, you could start with an interesting location for exploration, then populate it with adversaries and challenges appropriate to the setting.",{"type":"pf2-h4","page":487,"name":"Locations","entries":["Memorable settings that include mysterious and fantastical locations for players to visit can elicit the players' curiosity.","Exploring each location should be a treat in itself, not just a chore the players must complete to get from one fight to the next. As you create a locale, picture it in your mind's eye and write down minor details you can include as you narrate the game. Describing decorations, natural landmarks, wildlife, peculiar smells, and even temperature changes make a place feel more real.","Beyond monsters and loot, your locations can include environment-based challenges, from environmental conditions like blizzards to puzzles, traps, or other hazards.","These challenges should suit your adventure's location: walls of brambles in a castle ruin overrun with vegetation, pools of acid in a cursed swamp, or magical traps in the tomb of a paranoid wizard. Rules for environments appear on page 512, and those for hazards start on page 520."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Encounters","entries":["A robust set of encounters forms the backbone of your adventure. Encounters often feature combat with other creatures, but they can also include hazards, or you might create social encounters in which characters duel only with words. The rules for building encounters appropriate to your group's level begin below.","Some adventures have a clear and direct progression, with encounters occurring at specific times or in a specific order. Others, such as a dungeon filled with interconnected rooms the group can investigate in any order, are nonlinear, and the group can face encounters in any order—or even avoid them entirely. Most adventures are somewhere in between, with some keystone encounters you know the characters will need to contend with, but others that are optional."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Treasure","entries":["Your adventure should give out an amount of treasure that's appropriate to the characters' level. The guidelines for assigning treasure are on page 508. You can dole out treasure in all kinds of ways. Treasure could be items carried by an adversary, rewards from a patron for completing a mission, or a classic pile of coins and items inside a wooden chest guarded by a monster. It's best to spread treasure throughout an adventure rather than stockpiled in a single hoard. This gives the players incremental rewards, letting their characters advance in frequent small steps rather than giant leaps separated by many hours of play."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":488,"name":"USING RARITY AND ACCESS","entries":["The rarity system has two purposes: to convey how common or rare certain spells, creatures, or items are in the game world, and to give you an easy tool to control the complexity of your game. Uncommon and rare options aren't more powerful than other options of their level, but they introduce complications for certain types of stories, or are less common in the world. For instance, it might be more challenging to run a mystery adventure when a player can cast an uncommon spell such as {@spell detect evil}.","At the start of the campaign, communicate your preferred expectations on rarity to the players. Unless you decide otherwise, the players can choose from any common options they qualify for, plus any uncommon options granted by their character choices—primarily their ancestry and class. By default, a character who tries hard enough might eventually find an uncommon option, whereas a rare option is always a special reward.","Beyond that baseline, you can grant access as freely as you want; some GMs open up all uncommon and rare options universally. If you're not sure, just look over any uncommon or rare elements before you include them as rewards or otherwise allow a player to acquire them.",{"type":"pf2-title","name":"Rewards"},"You can use uncommon and rare rules elements to reward characters. These still have the same value and approximate power as any other treasure of the same Price, but they're just a bit more special because they hail from distant lands or have unusual or surprising abilities.","Items are the most likely candidates for uncommon or rare rewards, but an NPC might teach an uncommon or rare spell to a PC in gratitude or to help the party prepare for a certain adversary. You can also improvise extra benefits based around uncommon or rare items. For instance, if a PC gains a rare plant with occult uses, you might also decide that the PC should temporarily get more money if they use it while Earning Income using Herbalism Lore, because it enables them to produce novel poultices.",{"type":"pf2-title","name":"Different Locations"},"The rarities in this book assume you're playing in the Inner Sea region of Golarion, where most Pathfinder games are set. These rarities are also suitable for most western medieval fantasy games. However, you might want to alter the rarities for a campaign set in another location on Golarion (detailed in Chapter 8), to emphasize a non-human culture, or to play in a fantasy setting with different roots, like a wuxia game based on Chinese culture. These changes most often affect basic items. If you start your campaign in a dwarven stronghold, for example, you might make all the weapons with the dwarf trait common. You should feel free to adjust rarities to suit your campaign's theme, but if you do, you should share your changes with your group."],"source":"CRB"},{"type":"pf2-h3","page":488,"name":"Building Encounters","entries":["The most common type of encounter is a combat encounter, where the PCs face other creatures. Combat encounters are strictly governed by rules; the guidelines that follow will help you build combat encounters that pose appropriate challenges for your group. Building hazard encounters works the same way. Social encounters are more free-form, and are up to you as the GM to design.","To build a combat encounter, first decide how the encounter fits in the adventure as a whole. Then, estimate how much of a threat you want the encounter to pose, using one of five categories below.","{@b Trivial-threat} encounters are so easy that the characters have essentially no chance of losing; they shouldn't even need to spend significant resources unless they are particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don't ignore them just because of the lack of threat.","{@b Low-threat} encounters present a veneer of difficulty and typically use some of the party's resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously threatened.","{@b Moderate-threat} encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting.","{@b Severe-threat} encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open.","{@b Extreme-threat} encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses. An extremethreat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.",{"type":"pf2-h4","page":488,"name":"XP Budget","entries":["Once you've selected a threat level, it's time to build the encounter. You have an XP budget based on the threat, and each creature costs some of that budget. Start with the monsters or NPCs that are most important to the encounter, then decide how you want to use the rest of your XP budget. Many encounters won't match the XP budget exactly, but they should come close. The XP budget is based on a group of four characters. If your group is larger or smaller, see Different Party Sizes below."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Choosing Creatures","entries":["In all but the most unusual circumstances, you'll select creatures for your encounter that range from 4 levels lower than the PCs' level to 4 levels higher (see {@table Creature XP and Role||Table 10–2: Creature XP and Role}). Each creature has a part to play in your encounter, from a lowly lackey to a boss so mighty it could defeat the entire party single-handedly.","Each creature costs some of the XP from your XP budget for the encounter, based on its level compared to the levels of the characters in your party. For instance, if the PCs are 5th level, a 2nd-level creature is a \"party level –3\" creature, a lackey appropriate for a lowto- moderate-threat encounter, and it costs 15 XP in an encounter's XP budget. Party level is explained in detail on page 508."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Different Party Sizes","entries":["For each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter in {@table Encounter Budget||Table 10–1: Encounter Budget}. If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter don't change—you'll always award the amount of XP listed for a group of four characters.","It's best to use the XP increase from more characters to add more enemies or hazards, and the XP decrease from fewer characters to subtract enemies and hazards, rather than making one enemy tougher or weaker. Encounters are typically more satisfying if the number of enemy creatures is fairly close to the number of player characters."],"source":"CRB"},{"type":"data","tag":"table","source":"CRB","name":"Encounter Budget"},{"type":"data","tag":"table","source":"CRB","name":"Creature XP and Role"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.","In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more overthetop game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.","Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.","The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment."],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Experience Points","entries":["As characters adventure, they earn Experience Points (XP).","These awards come from achieving goals, completing social encounters, exploring new places, fighting monsters, overcoming hazards, and other sorts of deeds. You have a great deal of control over when the characters gain XP, though the following guidelines are what you're expected to give out in a standard campaign.","Normally, when a player character reaches 1,000 XP or more, they level up, reduce their XP by 1,000, and start progressing toward the next level. Other means of advancement are described in the Advancement Speeds sidebar on page 509.",{"type":"pf2-h3","page":507,"name":"XP Awards","entries":["Experience Points are awarded for encounters, exploration, and progress in an adventure. When the PCs face direct opposition, such as a fight or a social conflict, the XP earned is based on the level of the challenge the party overcame. Characters can also gain XP from exploration, such as finding secret areas, locating a hideout, enduring a dangerous environment, or mapping an entire dungeon.","Any XP awarded goes to all members of the group. For instance, if the party wins a battle worth 100 XP, they each get 100 XP, even if the party's rogue was off in a vault stealing treasure during the battle. But if the rogue collected a splendid and famous gemstone, which you've decided was a moderate accomplishment worth 30 XP, each member of the party gets 30 XP, too.",{"type":"pf2-h3","page":507,"name":"Adversaries and Hazards","entries":["Encounters with adversaries and hazards grant a set amount of XP. When the group overcomes an encounter with creatures or hazards, each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes; see Party Size on page 508 for details).","Trivial encounters don't normally grant any XP, but you might decide to award the same XP as for a minor or moderate accomplishment for a trivial encounter that was important to the story, or for an encounter that became trivial because of the order in which the PCs encountered it in a nonlinear adventure."],"source":"CRB"},{"type":"pf2-h3","page":507,"name":"Accomplishments","entries":["Characters' actions that move the story forward—like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart—are considered accomplishments and should be rewarded with XP. Their significance determines the size of the XP award. Determine whether the achievement was a minor, moderate, or major accomplishment, and refer to {@table XP Awards||Table 10–8: XP Awards} to award an appropriate amount of XP. Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters' efforts across many sessions. Moderate and major accomplishments usually come after heroic effort, so that's an ideal time to also give a Hero Point to one or more of the characters involved.","As mentioned earlier, it's up to you how much XP to give out for accomplishments. As a general guideline, in a given game session, you'll typically give several minor awards, one or two moderate awards, and only one major award, if any."],"source":"CRB"},{"type":"data","tag":"table","name":"XP Awards","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Party Size","entries":["The rules for advancement assume a group of four PCs. The rules for encounters (page 489) describe how to accommodate groups of a different size, but the XP awards don't change—always award the amount of XP listed for a group of four characters. You usually won't need to make many adjustments for a differently sized group outside of encounters. Be careful of providing too many ways to get accomplishment XP when you have a large group, though, since they can pursue multiple accomplishments at once, which can lead to the PCs leveling up too fast."],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Group Parity and Party Level","entries":["It's recommended that you keep all the player characters at the same XP total. This makes it much easier to know what challenges are suitable for your players. Having characters at different levels can mean weaker characters die more easily and their players feel less effective, which in turn makes the game less fun for those players.","If you choose not to keep the whole group at the same character level, you'll need to select a party level to determine your XP budget for encounters. Choose the level you think best represents the party's ability as a whole. Use the highest level if only one or two characters are behind, or an average if everyone is at a different level. If only one character is two or more levels ahead, use a party level suitable for the lower-level characters, and adjust the encounters as if there were one additional PC for every 2 levels the higher-level character has beyond the rest of the party.","Party members who are behind the party level gain double the XP other characters do until they reach the party's level. When tracking individually, you'll need to decide whether party members get XP for missed sessions."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":508,"name":"Treasure","entries":["As the GM, it's your job to distribute treasure to the player characters. Treasure appears throughout an adventure, and the PCs obtain it by raiding treasure hoards, defeating foes who carry valuable items or currency, getting paid for successful quests, and any other way you can imagine.","This section provides guidelines for distributing treasure in a typical Pathfinder campaign, but you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between.",{"type":"pf2-h3","page":508,"name":"Treasure by Level","entries":["{@table Party Treasure by Level||Table 10–9: Party Treasure by Level} on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.","When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level.","Some creature entries in the {@Pf2eTools Pathfinder Bestiary|bestiary.html} list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level.","Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the party's capabilities as the PCs progress through the adventure to make sure they don't end up behind.",{"type":"pf2-h4","page":509,"name":"Currency","entries":["A party will find money and other treasure that isn't useful on its own but that can be sold or spent on other things. The gp values in the Party Currency column don't refer only to coins. Gems, art objects, crafting materials (including precious materials), jewelry, and even items of much lower level than the party's level can all be more interesting than a pile of gold.","If you include a lower-level permanent item as part of a currency reward, count only half the item's Price toward the gp amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly scrolls, and if you think your party will use them, count those items at their full Price."],"source":"CRB"},{"type":"pf2-brown-box","page":509,"name":"ADVANCEMENT SPEEDS","entries":["By varying the amount of XP it takes to gain a level, you can change how quickly characters gain power. The game rules assume a group playing with standard advancement.","Fast advancement works best when you know you won't be playing a very long campaign and want to accomplish as much as possible quickly; slow advancement works best for a gritty campaign where all progress is hard won.","You can alter XP from one adventure to the next to get a different feel. During a street-level murder mystery and travel through a haunted wilderness, you might use slow advancement. When the PCs reach the dungeon, you might switch to standard or fast advancement. The values below are just examples. You can use values even higher or lower.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Advancement Speed","XP to Level Up"],["Fast","800 XP"],["Standad","1,000 XP"],["Slow","1,200 XP"]]},{"type":"pf2-title","name":"Story-Based Leveling"},"If you don't want to deal with managing and handing out XP, or if you want to have progression based solely on events in the story, you can ignore the XP process entirely and instead simply decide when the characters level up.","Generally, the characters should gain a level every three to four game sessions, just after the most appropriate big event that happens during that time, such as defeating a significant villain or achieving a major goal."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Other Types of Treasure","entries":["Not all treasure has to be items or currency. Crafters can use the {@skill Crafting} skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy's spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Treasure and Rarity","entries":["Giving out uncommon and rare items and formulas can get players more interested in treasure. It's best to introduce uncommon items as a reward fairly regularly but rare items only occasionally. These rewards are especially compelling when the adventurers get the item by defeating or outsmarting an enemy who carries an item that fits their backstory or theme.","Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world."],"source":"CRB"},{"type":"data","tag":"table","name":"Party Treasure by Level","source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on {@table Party Treasure by Level||Table 10–9: Party Treasure by Level} aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a {@item runestone} with a {@item fortification} rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level {@item shadow} rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.","However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11thlevel permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!","If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level. Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters below. They should be a bit higher. but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly."],"source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Party Sizes","entries":["If a party has more than four characters, add the following for each additional character:",{"type":"list","items":["One permanent item of the party's level or 1 level higher","Two consumables, usually one of the party's level and one of 1 level higher","Currency equal to the value in the Currency per Additional PC column of Table 10–9"]},"If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that can't cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear help compensate for the smaller group size."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":510,"name":"ADJUSTING TREASURE","entries":["The treasure you award to the party should be monitored and adjusted as you play. You might need to give out treasure you hadn't originally planned for, especially if the group bypasses part of an adventure. Keep an eye on the party's resources. If they're running out of consumables or money, or if they're having trouble in combat because their items aren't up to the task, you can make adjustments.","This is especially common in adventures that have little downtime or that take place far from civilization. If the group goes a long time without being able to purchase or Craft useful items, the PCs will be flush with coins and valuables but behind on useful equipment. In a situation like this, you can either place more useful treasure in the adventure or introduce NPCs who are willing to trade.",{"type":"pf2-title","name":"Megadungeons and Sandboxes"},"Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness.","If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures.","For a simple guideline to these situations, increase the treasure as though there were one more PC in the party.","If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further."],"source":"CRB"},{"type":"pf2-h3","page":510,"name":"Treasure for New Characters","entries":["When your new campaign starts at a higher level, a new player joins an existing group, or a current player's character dies and they need a new one, your campaign will have one or more PCs who don't start at 1st level. In these cases, refer to {@table Character Wealth||Table 10–10: Character Wealth} on the next page, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well.","These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures.",{"type":"pf2-h4","page":511,"name":"Item Selection","entries":["You should work with the new character's player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game.","At your discretion, you can grant the player character uncommon or rare items that fit their backstory and concept, keeping in mind how many items of those rarities you have introduced into your game. The player can also spend currency on consumables or lower-level permanent items, keeping the rest as coinage. As usual, you determine which items the character can find for purchase.","A PC can voluntarily choose an item that has a lower level than any or all of the listed items, but they don't gain any more currency by doing so.","If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the character's level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items."],"source":"CRB"},{"type":"data","tag":"table","name":"Character Wealth","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":511,"name":"Buying and Selling Items","entries":["Characters can usually buy and sell items only during downtime. An item can typically be sold for only half its Price, though art objects, gems, and raw materials can be sold for their full Price (page 271)."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":493,"name":"Running Modes of Play","entries":["Encounters take place in real time or slower, and they involve direct engagement between players and enemies, potential allies, or each other. Combat and direct social interaction usually take place in encounter mode.","Exploration is the connective tissue of an adventure, and it is used whenever characters are exploring a place where there's danger or uncertainty, such as an unfamiliar city or a dungeon. In exploration mode, characters aren't in immediate peril, but they must still be on their toes. Exploration and encounters are collectively called adventuring.","When the party isn't adventuring, the characters are in downtime. This mode covers most of a normal person's life, such as mundane, day-to-day tasks and working toward long-term goals.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["Encounter mode is the most structured mode of play, and you'll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b Time Scale:} Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point.","{@b Actions and Reactions:} In combat encounters, each participant's turn is broken into discrete actions, and participants can use reactions when their triggers occur.","Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["Players often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, you're roleplaying these foes, and you decide their tactics.","Most creatures have a basic grasp of simple tactics like flanking or focusing on a single target. But you should remember that they also react based on emotions and make mistakes—perhaps even more than the player characters do.","When selecting targets or choosing which abilities to use, rely on the adversaries' knowledge of the situation, not your own. You might know that the cleric has a high Will save modifier, but a monster might still try to use a fear ability on her. That doesn't mean you should play adversaries as complete fools; they can learn from their mistakes, make sound plans, and even research the player characters in advance.","Adversaries usually don't attack a character who's knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them.","Running adversaries is a mix of being true to the creature and doing what's best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the fighter taunts a fire giant to draw its attention away from the fragile wizard, the tactically sound decision is for the giant to keep pummeling the wizard. But is that the best choice for the scene? Perhaps everyone will have more fun if the giant redirects its ire to the infuriating fighter."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["What happens if you've planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure.","In the case of XP, the guidelines are simple: If the player characters avoided the challenge through smart tactical play, a savvy diplomatic exchange, clever use of magic, or another approach that required ingenuity and planning, award them the normal XP for the encounter.","If they did something that took only moderate effort or was a lucky break, like finding a secret passage and using it to avoid a fight, award them XP for a minor or moderate accomplishment. In an adventure that's more free-form, like a sprawling dungeon with multiple paths, there might be no reward for bypassing an encounter, because doing so was trivial.","You'll have to think on your feet if information or items get skipped when players bypass encounters. First, look for another reasonable place in the adventure to place the information or item. If it makes sense, move the original encounter to another part of the adventure and give the PCs a major advantage for bypassing the encounter in the first place."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In what's traditionally called the \"theater of the mind,\" you and other players imagine the locations of the combatants and the environment. In this style of play, you'll frequently need to make judgment calls. These are usually simple, like \"Can I see the ogre from where I'm standing?\" or \"Can I get to the ogre with one Stride?\" It's often best to have a player tell you what they want to do, such as \"I want to cross the beam to get to the ogre and attack it.\" Then, you tell the player how that breaks down into actions, like \"You'll need to spend one action and succeed at an {@skill Acrobatics} check, then Stride to get close enough, then you'll have one action left for a Strike.\"","When preparing encounters, avoid using lots of {@quickref difficult terrain||3|terrain}, cover, or other battlefield challenges that work better on a grid. Also, be more lenient with combat tactics like flanking. You won't have a way to measure flanking, but the rules expect melee characters like rogues to often get into a flanking position—often, two characters ganging up in melee is enough to count."],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Ending Encounters","entries":["A combat encounter typically ends when all the creatures on one side are killed or knocked unconscious. Once this happens, you can stop acting in initiative order.","The surviving side then has ample time to ensure that everyone taken out stays down. However, you might need to keep using combat rounds if any player characters are near death, clinging to a cliff, or in some other situation where every moment matters for their survival.","You can decide a fight is over if there's no challenge left, and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells they're concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. You can end a fight early in several ways: the foes can surrender, an adversary can die before its Hit Points actually run out, or you can simply say the battle's over and that the PCs easily dispatch their remaining foes. In this last case, you might ask, \"Is everyone okay if we call the fight?\" to make sure your players are on board.","One side might surrender when almost all its members are defeated or if spells or skills thoroughly demoralize them. Once there's a surrender, come out of initiative order and enter into a short negotiation.","These conversations are really about whether the winners will show mercy to the losers or just kill or otherwise get rid of them. The surrendering side usually doesn't have much leverage in these cases, so avoid long back-and-forth discussions.",{"type":"pf2-h3","page":494,"name":"Fleeing Enemies","entries":["Fleeing enemies can be a problem. Player characters often want to pursue foes that flee because they think an enemy might return as a threat later on. Avoid playing this out move by move, as it can easily bog down the game. If every adversary is fleeing, forgo initiative order and give each PC the option to pursue any one fleeing foe. Each PC can declare one action, spell, or other ability to use to try to keep up. Then, compare the PC's Speed to that of the target, assess how much the pursuer's chosen spell or ability would help, and factor in any abilities the quarry has that would aid escape. If you determine that the pursuer catches up, go back into combat with the original initiative order. If not, the quarry escapes for now.","If the PCs decide to flee, it's usually best to let them do so. Pick a particular location and allow them to escape once they all reach it. However, if they're encumbered or otherwise slowed down, or if enemies have higher Speeds and a strong motive to pursue, you might impose consequences upon PCs who flee."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Social Encounters","entries":["Most conversations play best as free-form roleplaying, with maybe one or two checks for social skills involved.","Sometimes, though, a tense situation or crucial parlay requires a social encounter that uses initiative, much like a combat encounter. As with any other encounter, the stakes of a social encounter need to be high! A failed social encounter could mean a character is imprisoned or put to death, a major rival becomes a political powerhouse, or a key ally is disgraced and ostracized.","Using the structure of an encounter is {@condition helpful} because it makes the timing clearer than in free-form play, and each character feels like they're contributing. When running a social encounter, establish the stakes up front, so the players know the consequences of success or failure and the circumstances that will cause the encounter to end.","You have much more flexibility in how you run a social encounter than in a combat encounter. Extending the length of rounds beyond 6 seconds, allowing more improvisation, and focusing less on special attacks and spells all differentiate a social encounter from a combat one. In most cases, you don't need to worry about character's movements, nor do you need a map. Some examples of social encounters include:",{"type":"list","items":["Proving someone's innocence in front of a judge.","Convincing a neighboring monarch to help defend against an invasion.","Besting a rival bard in a battle of wits.","Exposing a villain's deception before a noble court."]},{"type":"pf2-h4","page":494,"name":"Initiative and Actions","entries":["Initiative in a social encounter typically has characters rolling {@skill Society} or a Charisma-based skill, such as {@skill Diplomacy} or {@skill Deception}. As with other encounters, a character's approach to the conflict determines which skill they'll roll. On a character's turn, they typically get to attempt one roll, usually by using a skill action. Let the player roleplay what their character says and does, then determine what they'll roll. Allow them to use any abilities or spells that might help them make their case, though keep in mind that when most people see the visual signs of a spell being cast, they think someone is using magic to try to influence or harm them, and they have a negative reaction.","Good social encounters include an opposition. This can be direct, such as a rival who argues against the characters' case, or passive, such as a mob that automatically becomes more unruly as each round passes. Give the opposition one or more positions in the initiative order so you can convey what it is doing. You can create game statistics for the opposition, especially if it's an individual, but in situations like that of the unruly mob, you might need nothing more than establish a set of increasingly difficult DCs."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Measuring Success and Progress","entries":["You'll need to decide how to measure the characters' success in social encounters, because there's no AC to target or HP to whittle down. Chapter 4 includes guidance on setting DCs for social skill actions, often using a target's Will DC. If you need a DC for people who don't have stats, such as a crowd or an NPC for whom you haven't already generated statistics, use the guidelines on setting DCs, found on page 503. You can either pick a simple DC or use a level-based DC, estimating a level for the subject or how challenging it should be to sway them.","The attitude conditions—{@condition hostile}, {@condition unfriendly}, {@condition indifferent}, friendly, and helpful—provide a useful way to track the progress of a social encounter. Use these to represent the attitude of an authority, a crowd, a jury, or the like. A typical goal for a social encounter is to change the attitude of a person or group to helpful so they assist you, or calming a hostile group or person to defuse a situation. Try to give the players a clear idea of how much they've progressed as the encounter proceeds.","Another option is to track the number of successes or failures the characters accrue. For instance, you might need to trick four guards into leaving their posts, and count each successful attempt to Lie or Create a Diversion toward a total of four necessary successes. You can combine these two methods; if the PCs need a group of important nobles to vote their way, the goal of the encounter might be to ensure that a majority of the nobles have a better attitude toward the PCs than they have of a rival—all within a limited time frame."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Consequences","entries":["When you set stakes at the start of a social encounter, give an idea of the consequences. Beyond whatever narrative benefits player characters might gain, a social encounter usually includes an XP award. Because these are encounters along the same lines as combat encounters, they grant a sizable amount of XP, typically that of a moderate accomplishment, or even a major accomplishment if the encounter was the culmination of long-term plans or a significant adversary got their comeuppance.","The outcome of a social encounter should direct the story of the game. Look for repercussions. Which NPCs might view the PCs more favorably now? Which might hold a grudge or formulate a new plan? A social encounter can seal the fate of an NPC and end their story, but this isn't true for player characters. Even if something looks truly dire for them, such as a death sentence, the social encounter isn't the end—there's still time for desperate heroics or a twist in the story."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":496,"name":"Exploration","entries":["Exploration mode is intentionally less regimented than encounters. As a result, during exploration you'll be making judgment calls on just about everything that happens.","Fundamentally, exploration is all about rewarding the PCs for learning about their surroundings. To facilitate this, it's especially important to have and convey a clear mental picture of the group's surroundings. You'll be better able to keep track of where the players are and describe the sights, sounds, and other sensations of their adventuring locales. Encourage the players to have their characters truly explore, and reward their curiosity. The things they try to do in exploration mode show you what they're interested in and what they consider important.","As you play, you'll get a good feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures.","{@b Stakes:} Low to moderate. Exploration mode should be used when there's some amount of risk, but no immediate danger. The PCs might be in an environment where they're likely to face monsters or hazards, but they usually stay in exploration mode until they enter a fight or engage in some other direct interaction.","{@b Time Scale:} When the PCs are in exploration mode, time in the game world passes much faster than real-world time at the table, so it's rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed. If it's important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments.","{@b Actions and Reactions:} Though exploration isn't broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you can decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions that come up during exploration mode.",{"type":"pf2-h3","page":496,"name":"Exploration Activities","entries":["In exploration mode, each player who wants to do something beyond just traveling chooses an exploration activity for their character. The most common activities are Avoid Notice, Detect Magic, Hustle, and Search, though there are many options available. While players usually hew close to these default activities, there's no need for them to memorize the exploration activities and use them exactly. Instead, allow each player to describe what their character is doing. Then, as the GM, you can determine which activity applies. This also means you determine how an activity works if the character's actions differ from those on the list.","The following sections discuss exploration activities that require adjudication from you beyond the guidelines for players detailed on pages 479–480 of Chapter 9.",{"type":"pf2-h4","page":496,"name":"Detect Magic","entries":["This activity doesn't enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency can't be found with {@spell detect magic}, nor can illusions of equal or higher level than the spell.","When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Follow the Expert","entries":["A skilled character can help out less skilled allies who choose to {@action Follow the Expert}. This is a good way to help a character with a low {@skill Stealth} modifier sneak around, get a character with poor {@skill Athletics} up a steep cliff, and so on. Usually, a character who is {@action Following the Expert} can't perform other exploration activities or follow more than one person at a time."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Investigate","entries":["As with {@action Searching} or {@action Detecting Magic}, the initial result of {@action Investigating} is usually enough to give the investigator a clue that leads into a more thorough examination, but it rarely gives all possible information. For instance, a character might note that the walls of a dungeon are covered with {@language Abyssal} writing, but they would need to stop to read the text or determine that it's written in blood."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Search","entries":["With a successful Perception check while {@action Search||Searching}, a character notices the presence or absence of something unusual in the area, but it doesn't provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a {@action Search||Searching} character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and you'd give a rough idea of the trap's location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door.","If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), {@action Search||Searching} would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search.","You roll a secret Perception check for a {@action Search||Searching} character to detect any secrets they pass that's in a place that stands out (such as near a door or a turn in a corridor), but not one that's in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":498,"name":"EXPLORATION ACTIVITIES","entries":["The following exploration activities are fully detailed on pages 479–480 of Chapter 9. Many more appear within Chapter 4: Skills.",{"type":"list","items":["{@action Avoid Notice}","{@action Defend}","{@action Detect Magic}","{@action Follow the Expert}","{@action Hustle}","{@action Investigate}","{@action Repeat a Spell}","{@action Scout}","{@action Search}"]},{"type":"pf2-title","name":"Improvising New Activities"},"If a player wants to do something not covered by other rules, here are some guidelines. If the activity is similar to an action someone could use in an encounter, such as Avoid Notice, it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek). An activity using a quicker pace, corresponding to roughly 20 actions per minute, might have limited use or cause fatigue, as would one requiring intense concentration.","You might find that a player wants to do something equivalent to spending 3 actions every 6 seconds, just like they would in combat. Characters can exert themselves to this extent in combat only because combat lasts such a short time—such exertion isn't sustainable over the longer time frame of exploration."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Setting a Party Order","entries":["In exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. It's up to you to determine the specifics of who gets targeted based on the situation.","When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs' exact positions, with their input, if you're moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Adverse Terrain and Weather","entries":["Exploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters' progress. The specific effects of certain types of terrain and weather are described starting on page 512.","{@quickref difficult terrain||3|terrain} such as thick undergrowth usually slows down progress. Unless it's important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on {@table Travel Speed||Table 9–2: Travel Speed}, typically cutting it in half if almost all of the land is {@quickref difficult terrain||3|terrain} or to one-third for {@quickref greater difficult terrain||3|terrain}.","Hazardous terrain, such as the caldera of an active volcano, might physically harm the player characters. The group might have the option to travel directly through or go around by spending more time. You can transition into a more detailed scene while the characters move through hazardous terrain and attempt to mitigate the damage with spells or skill checks. If they endure hazardous terrain, consider giving the PCs a minor or moderate XP reward at the end of their exploration, with slightly more XP if they took smart precautions to avoid taking damage.","Dangerous crevasses, swampy bogs, quicksand, and similar dangers are environmental hazards, which are described beginning on page 512."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Hazards","entries":["Exploration can get broken up by traps and other hazards (see Hazards on page 520). Simple hazards pose a threat to the PCs only once and can be dealt with in exploration mode. Complex hazards require jumping into encounter mode until the hazard is dealt with. Disabling a trap or overcoming a hazard usually takes place in encounter mode. PCs have a better chance to detect hazards while exploring if they're using the Search activity (and the Detect Magic activity, in the case of some magic traps)."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Rolling Initiative","entries":["Transitioning from exploration to an encounter usually involves rolling for initiative. Call for initiative once a trap is triggered, as soon as two opposing groups come into contact, or when a creature on one side decides to take action against the other. For example:",{"type":"list","items":["A group of PCs are exploring a cavern. They enter a narrow passage patrolled by a group of kobold warriors. Now that the two groups are in the same area, it's time to roll initiative.","Amiri and a kobold champion agree to have a {@condition friendly} wrestling match. They square off on a patch of dirt, and you call for initiative using {@skill Athletics}.","Merisiel and Kyra are negotiating with the kobold king. Things aren't going well, so Merisiel decides to launch a surprise attack. As soon as she says this is her plan, you call for initiative.","Harsk and Ezren are trying to Balance across a narrow beam to reach an isolated kobold treasure trove. When they get halfway across, a red dragon who was hiding behind the mountain flies around to attack! As soon as the dragon makes its appearance, you call for an initiative roll."]},{"type":"pf2-h4","page":498,"name":"Initiative after Reactions","entries":["In some cases, a trap or a foe has a reaction that tells you to roll initiative. For instance, a complex trap that's triggered might make an attack with its reaction before the initiative order begins. In these cases, resolve all the results of the reaction before calling for initiative rolls."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Choosing the Type of Roll","entries":["When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is {@skill Perception}; this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are {@skill Stealth} (for sneaking up, like the dragon in the last example) and {@skill Deception} (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, {@skill Performance}, or {@skill Society}.","If you're unsure what roll to call for, use {@skill Perception}. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or {@skill Perception} and let the player decide. Don't do this if it's absolutely clear another kind of check matters more sense than {@skill Perception}, such as when the character is sneaking up on enemies and should definitely use {@skill Stealth}.","You can allow a player to make a case that they should use a different skill than {@skill Perception}, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, \"I'm going to dangle down off the chandelier to get the drop on them,\" you could let them use {@skill Acrobatics} for their initiative roll. If they just said, \"Hey, I want to attack these guys. Can I use {@skill Acrobatics}?\" without having established a reason beforehand, you probably shouldn't allow it."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Character Placement","entries":["When calling for initiative for a combat encounter, you'll need to decide where the participants in the encounter go on the battle map. Use the party's order, described on page 497, as a base. You can move forward characters who are using {@skill Stealth} to get into position, putting them in a place they could reasonably have moved up to before having a chance to be detected. Consult with each player to make sure their position makes sense to both of you."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":499,"name":"MONITORING SPELL DURATIONS","entries":["Spell durations are approximate values that codify the vagaries and eccentricities of magic into a convenient number. However, that doesn't mean you can set your watch by a spell with a 1-hour duration. This is one of the reasons the passage of time outside of encounters is in your hands and isn't as precise as encounter rounds.","If a question arises about whether a spell has expired, you make the call. You shouldn't be punitive, but you also shouldn't treat characters like they move with clockwork precision and perfect efficiency between encounters.","There are two times these durations matter most: when players try to fit multiple encounters within the duration of a spell, and when they want to use a spell before a fight and keep it in effect during the encounter.",{"type":"pf2-title","name":"Multiple Encounters"},"A 1-minute spell should last for multiple encounters only if the encounters happen in very close proximity (usually in two adjoining rooms) and if the PCs go directly from one fight to the next without leaving encounter mode. If they want to stop and heal, or if the party debates whether to go on, the process takes enough time that the spell runs out.","Be more generous with spells lasting 10 minutes or more. A 10-minute spell easily lasts for one encounter and could continue for another if the locations are close. A 1-hour spell usually lasts for several encounters.",{"type":"pf2-title","name":"Before a Fight"},"Casting advantageous spells before a fight (sometimes called \"pre-buffing\") gives the characters a big advantage, since they can spend more combat rounds on offensive actions instead of preparatory ones. If the players have the drop on their foes, you usually can let each character cast one spell or prepare in some similar way, then roll initiative.","Casting preparatory spells before combat becomes a problem when it feels rote and the players assume it will always work—that sort of planning can't hold up in every situation! In many cases, the act of casting spells gives away the party's presence. In cases where the PCs' preparations could give them away, you might roll for initiative before everyone can complete their preparations."],"source":"CRB"},{"type":"pf2-h3","page":499,"name":"Resting","entries":["Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways:",{"type":"list","items":["The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).","The character loses the {@condition fatigued} condition.","The character reduces the severity of the {@condition doomed} and {@condition drained} conditions by 1.","Most spellcasters need to rest before they regain their spells for the day."]},"A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.","Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it.","If a character goes more than 16 hours without going to sleep, they become fatigued.","Taking long-term rest for faster recovery is part of downtime and can't be done during exploration. See page 502 for these rules.",{"type":"pf2-h4","page":499,"name":"Resting","entries":["Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a night's schedule needs to account for everyone's time on guard duty. Table 10–3:","Watches and Rest on the next page indicates how long the group needs to set aside for rest, assuming everyone gets a rotating watch assignment of equal length.","If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a {@skill Stealth} check against the Perception DCs of all characters to see if anyone noticed its approach.",{"type":"data","tag":"table","source":"CRB","name":"Watches and Rest"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Daily Preperations","entries":["Just before setting out to explore, or after a night's rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following.",{"type":"list","items":["Spellcasters who prepare spells choose which spells they'll have available that day.","Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.","Each character equips their gear. This includes donning their armor and strapping on their weapons.","Characters invest up to 10 worn magic items to gain their benefits for the day (page 531)."]}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Starvation and Thirst","entries":["Typically characters eat and drink enough to survive comfortably. When they can't, they're fatigued until they do. After 1 day + a creature's Constitution modifier without water, it takes 1d4 damage each hour that can't be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can't be healed until it sates its hunger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":500,"name":"Downtime","entries":["In downtime, you can sum up the important events of a whole day with just one roll. Use this mode when the characters return home or otherwise aren't adventuring.","Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. As with exploration, you might punctuate downtime with roleplaying or encounters when it's natural to do so.","This section describes ways to handle downtime and details several activities and considerations specific to downtime, such as cost of living, buying and selling goods, long-term rest, and retraining. Most other downtime activities are skill actions; a number of these common downtime activities and their associated skills are listed below. See the relevant skills in Chapter 4 for details.",{"type":"list","items":["{@action Craft} ({@skill Crafting})","{@action Earn Income} ({@skill Crafting}, {@skill Lore}, {@skill Performance})","{@action Treat Disease} ({@skill Medicine})","{@action Create Forgery} ({@skill Society})","{@action Subsist} ({@skill Society}, {@skill Survival})"]},"{@b Stakes:} None to low. Downtime is the counterpart to adventuring and covers low-risk activities.","{@b Time Scale:} Downtime can last days, weeks, months, or years in the game world in a few minutes of real time.","{@b Actions and Reactions:} If you need to use actions and reactions, switch to exploration or encounter mode.","A creature that can't act is unable to perform most downtime activities, but it can take long-term rest.",{"type":"pf2-h3","page":500,"name":"Playing out a Downtime Day","entries":["At the start of a given day of downtime, have all the players declare what their characters are trying to accomplish that day. You can then resolve one character's efforts at a time (or group some characters together, if they are cooperating on a single project). Some activities, such as Earning Income, require only a simple roll and some embellishment from you and the player. Other activities are more involved, incorporating encounters or exploration. You can call on the players to play out their downtime activities in any order, though it's often best to do the simplest ones first. Players who aren't part of a more involved activity might have time to take a break from the table while the more complex activities are played out.","Characters can undertake their daily preparations if they want, just as they would on a day of exploration. Ask players to establish a standard set of preparations, and you can assume the characters go through the same routine every day unless their players say otherwise.",{"type":"pf2-h4","page":500,"name":"Cooperation","entries":["Multiple characters can cooperate on the same downtime task. If it's a simple task that requires just one check, such as a party Subsisting as they await rescue on a desert island, one character rolls the necessary check while everyone else Aids that character. If it's a complex task, assume all of them are working on different parts of it at one time, so all their efforts count toward its completion. For example, a party might collaborate to build a theater, with one character drawing up architectural plans, one doing manual labor, and one talking to local politicians and guilds."],"source":"CRB"},{"type":"pf2-h4","page":500,"name":"Checks","entries":["Some downtime activities require rolls, typically skill checks. Because these rolls represent the culmination of a series of tasks over a long period, players can't use most abilities or spells that manipulate die rolls, such as activating a magic item to gain a bonus or casting a fortune spell to roll twice. Constant benefits still apply, though, so someone might invest a magic item that gives them a bonus without requiring activation. You might make specific exceptions to this rule. If something could apply constantly, or so often that it might as well be constant, it's more likely to be used for downtime checks; for instance {@feat Assurance} could apply."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":501,"name":"Longer Periods of Downtime","entries":["Running downtime during a long time off—like several weeks, months, or even years—can be more challenging.","However, it's also an opportunity for the characters to progress toward long-term plans rather than worrying about day-to-day activities. Because so much time is involved, characters don't roll a check for each day. Instead, they deal with a few special events, average out the rest of the downtime, and pay for their cost of living.",{"type":"pf2-h4","page":501,"name":"Events","entries":["After the characters state what they want to achieve in their downtime, select a few standout events for each of them—usually one event for a period of a week or a month, or four events for a year or longer. These events should be tailored to each character and their goals, and they can serve as hooks for adventures or plot development.","Though the following examples of downtime events all involve Earning Income, you can use them to spark ideas for other activities. A character using Perform to Earn Income could produce a commanding performance of a new play for visiting nobility. Someone using {@skill Crafting} might get a lucrative commission to craft a special item. A character with Lore might have to research a difficult problem that needs a quick response.","PCs who want to do things that don't correspond to a specific downtime activity should still experience downtime events; you just choose the relevant skill and DC. For example, if a character intends to build their own library to house their books on magic, you might decide setting the foundation and organizing the library once construction is finished are major events. The first could be a {@skill Crafting} check, and the second an {@skill Arcana} or Library Lore check."],"source":"CRB"},{"type":"pf2-h4","page":501,"name":"Average Progress","entries":["For long periods of downtime, you might not want to roll for every week, or even every month. Instead, set the level for one task using the lowest level the character can reliably find in the place where they spend their downtime (see Difficulty Classes on page 503 for more on setting task levels). If the character fails this check, you might allow them to try again after a week (or a month, if you're dealing with years of downtime). Don't allow them to roll again if they succeeded but want to try for a critical success, unless they do something in the story of the game that you think makes it reasonable to allow a new roll.","The events you include during a long stretch of downtime should typically feature higher-level tasks than the baseline. For instance, a character Earning Income with Sailing Lore for 4 months might work at a port doing 1st-level tasks most of the time, but have 1 week of 3rd-level tasks to account for busy periods. You'll normally have the player roll once for the time they spent at 1st-level tasks and once for the week of 3rd-level tasks."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Cost of Living","entries":["For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found on page 294. For long stretches of downtime, use the values on {@table Cost of Living||Table 6–16: Cost of Living} on the same page. Deduct these costs from a character's funds after they gain any money from their other downtime activities.","A character can live off the land instead, but each day they do, they typically use the Subsist activity (page 240) to the exclusion of any other downtime activity."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Buying and Selling","entries":["After an adventure yields a windfall, the characters might have a number of items they want to sell. Likewise, when they're flush with currency, they might want to stock up on gear. It usually takes 1 day of downtime to sell off a few goods or shop around to buy a couple items. It can take longer to sell off a large number of goods, expensive items, or items that aren't in high demand.","This assumes the characters are at a settlement of decent size during their downtime. In some cases, they might spend time traveling for days to reach bigger cities.","As always, you have final say over what sort of shops and items are available.","An item can usually be purchased at its full Price and sold for half its Price. Supply and demand adjusts these numbers, but only occasionally."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Long-Term Rest","entries":["Each full 24-hour period a character spends resting during downtime allows them to recover double what they would for an 8-hour rest (as listed on page 499). They must spend this time resting in a comfortable and secure location, typically in bed.","If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by diseases, long-lasting poisons, or similar afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove don't end automatically during long-term rest."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Retraining","entries":["The retraining rules on page 481 allow a player to change some character choices, but they rely on you to decide whether the retraining requires a teacher, how long it takes, if it has any associated costs, and if the ability can be retrained at all. It's reasonable for a character to retrain most choices, and you should allow them. Only choices that are truly intrinsic to the character, like a sorcerer's bloodline, should be off limits without extraordinary circumstances.","Try to make retraining into a story. Use NPCs the character already knows as teachers, have a character undertake intense research in a mysterious old library, or ground the retraining in the game's narrative by making it the consequence of something that happened to the character in a previous session.",{"type":"pf2-h4","page":502,"name":"Time","entries":["Retraining a feat or skill increase typically takes a week. Class features that require a choice can also be retrained but take longer: at least a month, and possibly more. Retraining might take even longer if it would be especially physically demanding or require travel, lengthy experimentation, or in-depth research, but usually you won't want to require more than a month for a feat or skill, or 4 months for a class feature.","A character might need to retrain several options at once. For instance, retraining a skill increase might mean they have skill feats they can no longer use, and so they'll need to retrain those as well. You can add all this retraining time together, then reduce the total a bit to represent the cohesive nature of the retraining."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Instruction and Cost","entries":["The rules abstract the process of learning new things as you level up—you're learning on the job—but retraining suggests that the character works with a teacher or undergoes specific practice to retrain. If you want, you can entirely ignore this aspect of retraining, but it does give an opportunity to introduce (or reintroduce) NPCs and further the game's story. You can even have one player character mentor another, particularly when it comes to retraining skills.","Any costs to retraining should be pretty minor—about as much as a PC could gain by Earning Income over the same period of time. The costs are mostly there to make the training feel appropriate within the context of the story, not to consume significant amounts of the character's earnings. A teacher might volunteer to work without pay as a reward for something the character has already done, or simply ask for a favor in return."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Disallowed Options","entries":["While some character options can't normally be retrained, you can invent ways for a character to retrain even these—special rituals, incredible quests, or the perfect tutor. For example, ability scores can't normally be retrained, as that can unbalance the game. But not all players necessarily want to exploit the system—maybe a player simply wants to swap an ability boost between two low stats. In situations like this, you could let them spend a few months working out or studying to reassign an ability boost."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":489,"name":"Running a Game Session","entries":["A campaign happens over a series of sessions. Each session is usually several hours long, with multiple encounters, some exploration, and possibly downtime. Your session can be compared to an episode of a TV show; it should include some twists, turns, and changes, and end leaving people excited about what comes next.",{"type":"pf2-h3","page":489,"name":"Planning a Session","entries":["One of the greatest challenges in gaming is scheduling a time for everyone to get together and play. Often, this responsibility falls on you as the GM, since you're the one who has to prepare your game between sessions. Many games have a set schedule, such as once per week, once every 2 weeks, or once per month. The less frequently your group meets, the better notes and recaps you'll need to keep everyone on the same page.","Plan a time for everybody will arrive, and also try to set a time when playing the game will begin. This can make it easier for everyone to finish chatting, catching up, and eating in a timely fashion so you can start playing the game. Having an end time in mind is also fairly important. A typical game session lasts about 4 hours, though some groups hold 2-hour sessions or play marathon games. Less than 2 hours usually isn't enough time to get much done in most Pathfinder campaigns. If your session will be longer than 2 hours, plan out some 15-minute breaks (in addition to bathroom and beverage breaks, which players can take as needed)."],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Starting a Session","entries":["Once everyone is ready, get everyone's attention and cover the following topics. These are in a rough order that you can change based on your group's style or a session's needs.",{"type":"list","items":["Recap what happened during the previous sessions.","Establish where the characters are at the beginning of this session. Have they been resting since their last challenge? Are they in a hallway, preparing to raid the next room of a dungeon? Tell players whether their characters had time to rest or recover since the last session.","Remind players that they each have 1 Hero Point at the start of the session ({@quickref here||4|rewards|1}).","Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session.","Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react."]}],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Running a Session","entries":["During a session, you're in charge of keeping the game's action moving, managing the different modes of play, fielding questions, and making rules decisions. You'll also want to keep a rough eye on the time, so you can end when most convenient for the group.","You're the interface between the rules and the imagined world you and the other players share. They will ask you questions, and they'll act based on their own assumptions. It's up to you to establish what's true in the world, but you don't do this unilaterally. You're informed by the setting's backstory, your preparations, and the suggestions and assumptions the other players bring to the table. Keep in mind that until you announce something, your own plans are subject to change. For example, if you originally intended the owner of a tavern to be kindly and well-intentioned, but a player misreads her and invents an interesting conspiracy theory regarding her intentions that sounds fun, you might convert the tavern owner into an agent of evil after all.","You'll also determine when PCs and foes need to attempt checks, as well as the consequences of those rolls. This comes up most often outside of encounters, as encounters are more regimented about when checks happen and how they are resolved. In an encounter, a player can usually determine their own character's turn, with you chiming in only to say whether an attack hits or if something in the environment requires a character to attempt a check.",{"type":"pf2-h4","page":490,"name":"The Spotlight","entries":["As you run the game, keep track of who has the spotlight. It can be easy to keep attention on the most outgoing player or character, but you need to check in with all the players. If a player hasn't contributed in some time, stop and ask, \"What's your character doing at this point?\" If the player's not sure, add a detail or nonplayer character to the scene that the player might find interesting."],"source":"CRB"},{"type":"pf2-h4","page":490,"name":"Distractions and Interrupting","entries":["Maintaining the players' attention keeps a game moving and leads to memorable moments when everyone's in the same zone. Too many interruptions break the flow. This is fine in moderation. Distractions become a problem if they're too frequent, as they cause people to miss things and make misinformed decisions as the session becomes disconnected. Yet every game includes breaks—sometimes intentional, sometimes not—and digressions. Finding the right balance of diversions for your group is essential.","A game is a social gathering, so there's definitely a place for conversation that's not directly related to playing the game. These interruptions become a problem if they're too frequent, or if people are talking over others. If a player repeatedly interrupts you or other people or undercuts every crucial moment of the game with a joke, talk to them about limiting their comments to appropriate times. Often, all you need to do is hold up your hand or otherwise indicate that the player is talking out of turn to delay them until after you or another speaker finishes talking.","Phones and other mobile devices are another major source of distraction. Banning them entirely is often impractical—many players use apps to roll dice or manage their character sheets, or they need to answer texts from their partner, check in on a work project, or otherwise stay connected with people who rely on them. However, you can set ground rules against using a device for anything that's not time-sensitive or game-related, such as refreshing social media, checking the score of a hockey game, playing a mobile game, or answering a non-urgent text. You can relax these rules for players when their characters are \"offstage.\" If a player's character isn't in a scene, that might be a good time for the player to use a mobile device."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":491,"name":"OFF-SESSION GAMING","entries":["Session play with a full group isn't the only way to play Pathfinder. Finding opportunities to expand on the game outside of its regular schedule can keep your group engaged between sessions.","You can get together with a single player to run a mini-session for their character, covering a mission that's important to their story but doesn't concern the rest of the group. You and the players can work out what their characters do during solid stretches of downtime via e-mail or chat messages. You can also give players opportunities to collaborate on details of the story, like having a player design a heraldic symbol for the adventuring group or map out their home base. You might even decide to award a Hero Point at the next session to a player for events that happened outside a session.","Some events aren't suitable for handling outside of sessions. Any event that strongly affects a character whose player isn't present should be handled at the table when everyone can attend. It's also helpful to recap events that took place outside of the session for all characters so no one feels excluded or lost."],"source":"CRB"},{"type":"pf2-h3","page":491,"name":"Adjudicating the Rules","entries":["As the GM, you are responsible for solving any rules disputes. Remember that keeping your game moving is more important than being 100% correct. Looking up rules at the table can slow the game down, so in many cases it's better to make your best guess rather than scour the book for the exact rule. (It can be instructive to look those rules up during a break or after the session, though!)","To make calls on the fly, use the following guidelines, which are the same principles the game rules are based on. You might want to keep printouts of these guidelines and the DC guidelines (page 503) for quick reference.",{"type":"list","items":["If you don't know how long a quick task takes, go with 1 action, or 2 actions if a character shouldn't be able to perform it three times per round.","If you're not sure what action a task uses, look for the most similar basic action. If you don't find one, make up an undefined action (page XXX) adding any necessary traits (usually attack, concentrate, manipulate, or move).","When two sides are opposed, have one roll against the other's DC. Don't have both sides roll (initiative is the exception to this rule). The character who rolls is usually the one acting (except in the case of saving throws).","If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a –1 circumstance penalty.","If you're not sure how difficult a significant challenge should be, use the DC for the party's level.","If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure).","If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to {@action Recall Knowledge}, use an appropriate {@skill Lore} skill (usually at an untrained proficiency rank).","Use the characters' daily preparations as the time to reset anything that lasts roughly a day.","When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described {@quickref here||4|rewards|1}).","When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely."]}],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Special Circumstances","entries":["The player characters in your group will at times attempt tasks that should be easier or harder than the rules or adventure would otherwise lead you to expect, such as a PC Gathering Information in their hometown. In these cases, you can just apply a circumstance bonus or penalty. Usually, this is +1 or –1 for a minor but significant circumstance, but you can adjust this bonus or penalty to +2 or –2 for a major circumstance. The maximum bonus or penalty, +4 or –4, should apply only if someone has an overwhelming advantage or is trying something extremely unlikely but not quite impossible.","You can also add traits to actions. Let's say that during a fight, Seelah dips her sword into a brazier of hot coals before swinging it at an enemy with a weakness to fire. You could add the fire trait to this attack. A PC getting an advantage in this way should usually have to use an action to do so, so Seelah would get the benefit for one attack, but to do it again she'd need to bury her sword in the coals once more."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"SHARING RESPONSIBILITY","entries":["Just because you're the GM and ostensibly in charge doesn't mean you have to do all the extra work to make the campaign run. Some of the tasks described here, like scheduling games, taking notes, and giving recaps, can be delegated to other players. You might also have someone track initiative or the Hit Points of the PCs' foes for you in encounters, or even run those foes if you have a large group and someone would rather do that than control a character of their own. It's also great when someone else can host a session, provide snacks for the group, or take on other responsibilities that aren't directly related to the game.","It's best to figure out a schedule of responsibilities when you're first setting up a game. Ask the players what they're willing to take on. If you start to feel overwhelmed partway through a campaign, you can revisit the topic and try out new options until you find a setup that's comfortable."],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Incorporating Additional Options","entries":["You might grant players access to additional rule or character options. If you feel confident that allowing a character to take a particular option will be a good addition to your game, then go for it! If you're uncertain or worried about a request, you don't have to allow it, and it's your call to make. However, try to meet players halfway or suggest alternatives. If you want to allow an option on a trial basis but are worried it might become a problem later, talk to the player beforehand and explain that you are tentatively allowing the option, but might change your mind later, after you see how the option can be used during play."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"PAIZO'S PUBLISHED ADVENTURES","entries":["You can purchase the following types of adventures at {@b {@link paizo.com|https://paizo.com}}, your local game store, or many book stores. If you want to acquire all the adventures in a given line, you can purchase a subscription at {@b {@link paizo.com|https://paizo.com}}.",{"type":"pf2-title","name":"Pathfinder Adventure Paths"},"Each monthly volume of a Pathfinder Adventure Path leads into the next as part of a greater story spanning multiple volumes. The first volume of each Adventure Path typically starts at 1st level, and each volume has a self-contained story that eventually leads to a big climax at the end of the final volume. Each volume also typically includes new monsters, rules, and details about the world.","Each Adventure Path has a different theme, and their settings range across the Inner Sea region and beyond.",{"type":"pf2-title","name":"Pathfinder Adventures"},"Pathfinder Adventures are standalone adventures that cover several levels of play. They're self-contained and typically have a unique structure or theme. You can play through a Pathfinder Adventure on its own or as part of your ongoing campaign—some make ideal side adventures for Adventure Paths that have similar themes.",{"type":"pf2-title","name":"Pathfinder Society Scenarios"},"Scenarios are the adventures used by the Pathfinder Society Roleplaying Guild; you can play them as part of the Pathfinder Society or on your own. Each takes about 4 to 5 hours to run, so you can tell a whole story in a short amount of time, but they're also part of a larger continuity and can be combined together to form the basis of a longer campaign."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":39,"name":"Starting at a Higher Level","entries":["A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level.","The {@table Character Wealth|CRB} table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want."],"data":{"quickref":5}}]}]}}
\ No newline at end of file
+{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Animal Companions","Archetypes","Character Creation","Characters With Disabilities","Familiars","Leveling Up"]},{"name":"Items & Equipment","headers":["Activating Items","Animals","Armor","Carrying and Using Items","Coins and Currency","Constant Abilities","Creating a Personal Staff","Formulas","Investing Magic Items","Item Damage","Item Level","Items and Sizes","Price","Runes","Scrolls","Services","Shields","Shoddy Items","Staves","Wands","Weapons","Wearing Tools"]},{"name":"Spells","headers":["Cantrips","Casting Spells","Disbelieving Illusions","Durations","Focus Spells","Hostile Actions","Identifying Spells","Innate Spells","Ranges, Areas, and Targets","Reading Spells","Rituals","Saving Throws","Setting Triggers","Spell Attacks","Spell Slots","Walls"]},{"name":"Playing the Game","headers":["Actions","Afflictions","Checks","Concealment and Invisibility","Condition Values","Conditions","Counteracting","Cover","Damage","Downtime Mode","Effects","Encounter Mode","Exploration Mode","Flanking","Game Conventions","Hero Points","Hit Points, Healing, and Dying","Making Choices","Movement","Overriding Conditions","Perception","Special Checks","Specific Checks"]},{"name":"Game Mastering","headers":["Difficulty Classes","Drugs","Environment","Hazards","Planning a Campaign","Preparing an Adventure","Rewards","Running Modes of Play","Running a Game Session","Starting at a Higher Level"]}]},"bookref-gmscreen":{"name":"GM Reference","id":"bookref-gmscreen","contents":[]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","page":214,"name":"Animal Companions","entries":["An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Your animal companion has the {@trait animal} and {@trait minion} traits, and it gains 2 actions during your turn if you use the {@action Command an Animal} action to command it; this is in place of the usual effects of {@action Command an Animal}. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.",{"type":"pf2-h3","page":214,"name":"Riding Animal Companions","entries":["You or an ally can ride your animal companion as long as it is at least one size larger than the rider. If it is carrying a rider, the animal companion can use only its land Speed, and it can't move and Support you on the same turn. However, if your companion has the mount special ability, it's especially suited for riding and ignores both of these restrictions."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Young Animal Companions","entries":["The following are the base statistics for a young animal companion, the first animal companion most characters get. You make adjustments to these statistics depending on the type of animal you choose. As you gain levels, you might make further adjustments as your companion becomes more powerful. An animal companion has the same level you do. Animal companions calculate their modifiers and DCs just as you do with one difference: the only item bonuses they can benefit from are to speed and AC (their maximum item bonus to AC is +2)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Proficiencies","entries":["Your animal companion uses your level to determine its proficiency bonuses. It's trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, {@skill Acrobatics}, and {@skill Athletics}. Animal companions can't use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Ability Modifiers","entries":["An animal companion begins with base ability modifiers of {@b Str} +2, {@b Dex} +2, {@b Con} +1, {@b Int}–4, {@b Wis} +1, {@b Cha} +0. Each type has its own strengths and increases two of these modifiers by 1 each. These increases are already calculated into the stat blocks in Companion Types below."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Hit Points","entries":["Your animal companion has ancestry Hit Points from its type, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Mature Animal Companions","entries":["To advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in {@skill Intimidation}, {@skill Stealth}, and {@skill Survival} to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your companion is Medium or smaller, it grows by one size."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Nimble Animal Companions","entries":["To advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in {@skill Acrobatics} to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Savage Animal Companions","entries":["To advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in {@skill Athletics} to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Companion Types","entries":["The species of animal you choose is called your {@filter companion's type|companionsfamiliars||Type=Companion}. Each {@filter companion type|companionsfamiliars||Type=Companion} has its own statistics. The Size entry indicates your companion's starting size as a young animal companion. Following the size entry are the companion's unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companion's ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companion's special senses. The Speed entry gives your companion's Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion.","The Support Benefit entry indicates a special benefit you gain by {@action Command an Animal||Commanding the Animal} to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Specialized Animal Companions","entries":["Specialized animal companions are more intelligent and engage in more complex behaviors. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Its proficiency ranks for saving throws and Perception increase to master.","Increase its Dexterity modifier by 1 and its Intelligence modifier by 2. Its unarmed attack damage increases from two dice to three dice, and it increases its additional damage with unarmed attacks from 2 to 4 or from 3 to 6.","Each specialization grants additional benefits. Most animal companions can have only one specialization.",{"type":"pf2-h4","page":217,"name":"Ambusher","entries":["In your companion's natural environment, it can use a {@action Sneak} action even if it's currently observed. Its proficiency rank in {@skill Stealth} increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Bully","entries":["Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for {@skill Athletics} and {@skill Intimidation} increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 3."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Daredevil","entries":["Your companion joins the fray with graceful leaps and dives.","It gains the {@classFeature deny advantage|barbarian||3} ability, so it isn't {@condition flat-footed} to hidden, undetected, or flanking creatures unless such a creature's level is greater than yours. Its proficiency rank in {@skill Acrobatics} increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Racer","entries":["Your companion races. It gains a +10-foot status bonus to its Speed, swim Speed, or fly Speed (your choice). Its proficiency in Fortitude saves increases to legendary, and its Constitution modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Tracker","entries":["Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in {@skill Survival} increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Wrecker","entries":["Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its {@skill Athletics} proficiency increases to master, and its Strength modifier increases by 1."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":219,"name":"Archetypes","entries":["Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.","Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).","Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.","Sometimes an archetype feat lets you gain another feat, such as the alchemist's basic concoction. You must always meet the prerequisites of the feat you gain in this way.","Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a fighter can't select the Fighter Dedication feat)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["Archetypes with the class trait represent a fundamental divergence from your class's specialties, but one that exists within the context of your class. You can select a class archetype only if you are a member of the class of the same name. Class archetypes always alter or replace some of a class's static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features.","In that case, you must take that archetype's dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","alias":["Spellcasting Benefits"],"entries":["Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren't multiclass archetypes.","A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.","Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called Master Wizard Spellcasting.","All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.","{@b Basic Spellcasting Feat:} Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the \"basic spellcasting benefits.\"","{@b Expert Spellcasting Feat:} Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the \"expert spellcasting benefits.\"","{@b Master Spellcasting Feat:} Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the \"master spellcasting benefits.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["Unless you're the GM, the first thing you need to do when playing Pathfinder is create your character. It's up to you to imagine your character's past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. You'll use the game's mechanics to determine your character's ability to perform various tasks and use special abilities during the game.","This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer.","Many of the steps on pages 21 –28 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 24 –25; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when you're actually playing the game—but creating a character happens in a different order, so you'll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank.","All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 24 –25, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which aren't shown, the text will tell you.","If you're creating a higher-level character, it's a good idea to begin with the instructions here, then turn to page 29 for instructions on leveling up characters.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["One of the most important aspects of your character is their ability scores. These scores represent your character's raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation.","Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your character's physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your character's learned prowess, awareness, and force of personality.","Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["Strength measures your character's physical power.","Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["Dexterity measures your character's agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character's AC and Reflex saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["Constitution measures your character's overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat.","Your Constitution modifier is added to your Hit Points and Fortitude saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["Each ability score starts at 10, representing human average, but as you make character choices, you'll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions.","{@b Ancestry:} Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["An ability boost normally increases an ability score's value by 2. However, if the ability score to which you're applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score that's higher than 18.","When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a \"free\" ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["Ability flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["The standard method of generating ability scores that's described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume.","If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"Roll four 6-sided dice (4d6) and discard the lowest die result.","Add the three remaining results together and record the sum.","(For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until you've generated six such values. Decide which value you want for each of your ability scores.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character's ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the character's background (you do not get the other free ability boost).","These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to {@table ABILITY MODIFIERS||Table 1–1}. When your character receives additional ability boosts at higher levels, you assign them as any character would."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Modifiers","entries":["Once you've finalized your ability scores, you can use them to determine your ability modifiers, which are used in most other statistics in the game. Find the score in {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers} to determine its ability modifier.",{"type":"data","tag":"table","name":"Ability Modifiers","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":21,"name":"Create a Concept","entries":["What sort of hero do you want to play? The answer to this question might be as simple as \"a brave warrior,\" or as complicated as \"the child of elven wanderers, but raised in a city dominated by humans and devoted to Sarenrae, goddess of the sun.\" Consider your character's personality, sketch out a few details about their past, and think about how and why they adventure. You'll want to peruse Pathfinder's available ancestries, backgrounds, and classes. The summaries on pages 22 –23 might help you match your concept with some of these basic rule elements. Before a game begins, it's also a good idea for the players to discuss how their characters might know each other and how they'll work together throughout the course of their adventures.","There are many ways to approach your character concept.","Once you have a good idea of the character you'd like to play, move on to Step 2 to start building your character.",{"type":"pf2-h3","page":21,"name":"Ancestry, Background, Class, or Details","entries":["If one of Pathfinder's character ancestries, backgrounds, or classes particularly intrigues you, it's easy to build a character concept around these options. The summaries of ancestries and classes on pages 22 –23 give a brief overview of these options (full details appear in Chapters 2 and 3, respectively). Each ancestry also has several heritages that might refine your concept further, such as a human with an elf or orc parent, or an arctic or woodland elf. Additionally, the game has many backgrounds to choose from, representing your character's upbringing, their family's livelihood, or their earliest profession. Backgrounds are detailed later in Chapter 2, beginning on page 60.","Building a character around a specific ancestry, background, or class can be a fun way to interact with the world's lore. Would you like to build a typical member of your character's ancestry or class, as described in the relevant entry, or would you prefer to play a character who defies commonly held notions about their people?","For example, you could play a dwarf with a wide-eyed sense of wonder and a zest for change, or a performing rogue capable of amazing acrobatic feats but with little interest in sneaking about.","You can draw your concept from any aspect of a character's details. You can use roleplaying to challenge not only the norms of Pathfinder's fictional world, but even real-life societal norms. Your character might challenge gender notions, explore cultural identity, have a disability, or any combination of these suggestions. Your character can live any life you see fit."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Faith","entries":["Perhaps you'd like to play a character who is a devout follower of a specific deity. Pathfinder is a rich world with myriad faiths and philosophies spanning a wide range, from Cayden Cailean, the Drunken Hero of good-hearted adventuring; to Desna, the Song of Spheres and goddess of dreaming and the stars; to Iomedae, the Inheritor, goddess of honor, justice, and rulership. Pathfinder's major deities appear on pages 437–440. Your character might be so drawn to a particular faith that you decide they should be a champion or cleric of that deity; they might instead be a lay worshipper who applies their faith's teachings to daily life, or simply the child of devout parents."],"source":"CRB"},{"type":"pf2-brown-box","page":21,"name":"ANCESTRIES AND CLASSES","entries":["Each player takes a different approach to creating a character. Some want a character who will fit well into the story, while others look for a combination of abilities that complement each other mechanically. You might combine these two approaches. There is no wrong way!","When you turn the page, you'll see a graphical representation of ancestries and classes that provide at-aglance information for players looking to make the most of their starting ability scores. In the ancestries overview on page 22, each entry lists which ability scores it boosts, and also indicates any ability flaws the ancestry might have.","You can find more about ability boosts and ability flaws in Ability Scores on page 20.","The summaries of the classes on pages 22 –23 list each class's key ability score—the ability score used to calculate the potency of many of their class abilities. Characters receive an ability boost in that ability score when you choose their class. This summary also lists one or more secondary ability scores important to members of that class.","Keep in mind a character's background also affects their ability scores, though there's more flexibility in the ability boosts from backgrounds than in those from classes. For descriptions of the available backgrounds, see pages 60–64."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Your Allies","entries":["You might want to coordinate with other players when forming your character concept. Your characters could have something in common already; perhaps they are relatives, or travelers from the same village. You might discuss mechanical aspects with the other players, creating characters whose combat abilities complement each other. In the latter case, it can be helpful for a party to include characters who deal damage, characters who can absorb damage, and characters who can provide healing.","However, Pathfinder's classes include a lot of choices, and there are many options for building each type of character, so don't let these broad categories restrict your decisions."],"source":"CRB"},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Once you've developed your character's concept, jot down a few sentences summarizing your ideas under the Notes section on the third page of your character sheet. Record any of the details you've already decided, such as your character's name, on the appropriate lines on the first page."],"source":"CRB"}],"step":"1","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Start Building Ability Scores","entries":["At this point, you need to start building your character's ability scores. See the overview of ability scores on pages 19 –20 for more information about these important aspects of your character and an overview of the process.","Your character's ability scores each start at 10, and as you select your ancestry, background, and class, you'll apply ability boosts, which increase a score by 2, and ability flaws, which decrease a score by 2. At this point, just note a 10 in each ability score and familiarize yourself with the rules for ability boosts and flaws on page 20. This is also a good time to identify which ability scores will be most important to your character. See The Six Ability Scores on page 19 and the class summaries on pages 22 –23 for more information."],"step":"2","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Select an Ancestry","entries":["Select an ancestry for your character. The ancestry summaries on page 22 provide an overview of Pathfinder's core ancestry options, and each is fully detailed in Chapter 2. Ancestry determines your character's size, Speed, and languages, and contributes to their Hit Points.","Each also grants ability boosts and ability flaws to represent the ancestry's basic capabilities.","You'll make four decisions when you select your character's ancestry:",{"type":"list","items":["Pick the ancestry itself.","Assign any free ability boosts and decide if you are taking any voluntary flaws.","Select a heritage from those available within that ancestry, further defining the traits your character was born with.","Choose an ancestry feat, representing an ability your hero learned at an early age."]},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's ancestry and heritage in the appropriate space at the top of your character sheet's first page. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your ancestry, and subtracting 2 from an ability score if you gained an ability flaw from your ancestry. Note the number of Hit Points your character gains from their ancestry—you'll add more to this number later. Finally, in the appropriate spaces, record your character's size, Speed, and languages. If your character's ancestry provides them with special abilities, write them in the appropriate spaces, such as {@ability darkvision} in the Senses"],"source":"CRB"}],"step":"3","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Pick a Background","entries":["Your character's background might represent their upbringing, an aptitude they've been honing since their youth, or another aspect of their life before they became an adventurer. Character backgrounds appear in Chapter 2, starting on page 60. They typically provide two ability boosts (one that can be applied to either of two specific ability scores, and one that is free), training in a specific skill, training in a Lore skill, and a specific skill feat.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Record your character's background in the space at the top of the first page of your character sheet. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your background. Record the skill feat the background provides in the Skill Feat section of your character sheet's second page. On the first page, check the \"T\" box next to the name of the specific skill and for one Lore skill to indicate your character is trained, then write the name of the Lore skill granted by your background."],"source":"CRB"}],"step":"4","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Choose a Class","entries":["At this point, you need to decide your character's class.","A class gives your character access to a suite of heroic abilities, determines how effectively they fight, and governs how easily they can shake off or avoid certain harmful effects. Each class is fully detailed in Chapter 3, but the summaries on pages 22 –23 provide an overview of each and tells you which ability scores are important when playing that class.","You don't need to write down all of your character's class features yet. You simply need to know which class you want to play, which determines the ability scores that will be most important for your character.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's class in the space at the top of the first page of your character sheet, then write \"1\" in the Level box to indicate that your character is 1st level. Next to the ability scores, note the class's key ability score, and add 2 to that ability score from the ability boost the class provides. Don't worry about recording the rest of your character's class features and abilities yet—you'll handle that in Step 7."],"source":"CRB"}],"step":"5","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Determine Ability Scores","entries":[{"type":"pf2-sidebar","page":26,"name":"OPTIONAL: VOLUNTARY FLAWS","entries":["Sometimes, it's fun to play a character with a major flaw even if you're not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can't apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma.","You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves' ability flaw during this step."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["First, make sure you've applied all the ability boosts and ability flaws you've noted in previous steps (from your ancestry, background, and class).","Then, apply four more ability boosts to your character's ability scores, choosing a different ability score for each and increasing that ability score by 2.","Finally, record your starting ability scores and ability modifiers, as determined using {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers}."]},"Remember that each ability boost adds 2 to the base score of 10, and each ability flaw subtracts 2. You should have no ability score lower than 8 or higher than 18.",{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's starting ability scores in the box provided for each. Record the ability modifier for each ability score in the box to the left of the ability's name."],"source":"CRB"}],"step":"6","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Record Class Details","entries":["Now, record all the benefits and class features that your character receives from the class you've chosen. While you've already noted your key ability score, you'll want to be sure to record the following class features.",{"type":"pf2-sidebar","page":27,"name":"SPELLS AND SPELLCASTING","entries":["Most classes can learn to cast a few focus spells, but the bard, cleric, druid, sorcerer, and wizard all gain spellcasting—the ability to cast a wide variety of spells.","If your character's class grants spells, you should take time during Step 7 to learn about the spells they know and how to cast them. The fourth page of the character sheet provides space to note your character's magic tradition and their proficiency rank for spell attack rolls and spell DCs. It also gives ample space to record the spells in your character's repertoire or spellbook, or that you prepare frequently. Each class determines which spells a character can cast, how they are cast, and how many they can cast in a day, but the spells themselves and detailed rules for spellcasting are located in Chapter 7."],"source":"CRB"},{"type":"list","items":["To determine your character's total starting Hit Points, add together the number of Hit Points your character gains from their ancestry (chosen in Step 2) and the number of Hit Points they gain from their class.","The Initial Proficiencies section of your class entry indicates your character's starting proficiency ranks in a number of areas. Choose which skills your character is trained in and record those, along with the ones set by your class. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in.","See the class advancement table in your class entry to learn the class features your character gains at 1st level—but remember, you already chose an ancestry and background. Some class features require you to make additional choices, such as selecting spells."]},{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's total Hit Points on the first page of your character sheet. Use the proficiency fields (the boxes marked \"T,\" \"E,\" \"M,\" and \"L\") on your character sheet to record your character's initial proficiencies in Perception, saving throws, and the skills granted by their class; mark \"T\" if your character is trained, or \"E\" if your character is expert. Indicate which additional skills you chose for your character to be trained in by marking the \"T\" proficiency box for each skill you selected. Likewise, record your character's their armor proficiencies in the Armor Class section at the top of the first page and their weapon proficiencies at the bottom of the first page. Record all other class feats and abilities on the second page. Don't worry yet about finalizing any values for your character's statistics—you'll handle that in Step 9."],"source":"CRB"}],"step":"7","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Buy Equipment","entries":["At 1st level, your character has 15 gold pieces (150 silver pieces) to spend on armor, weapons, and other basic equipment. Your character's class lists the types of weapons and armor with which they are trained (or better!). Their weapons determine how much damage they deal in combat, and their armor influences their Armor Class; these calculations are covered in more detail in Step 10. Don't forget essentials such as food and traveling gear! For more on the available equipment and how much it costs, see Chapter 6.",{"type":"pf2-tips-box","page":27,"name":"CHARACTER SHEET","entries":["Once you've spent your character's starting wealth, calculate any remaining gp, sp, and cp they might still have and write those amounts in Inventory on the second page. Record your character's weapons in the Melee {@action Strike||Strikes} and Ranged {@action Strike||Strikes} sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["With most of the big decisions for your character made, it's time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["Your character's Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["For each kind of saving throw, add your character's Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your character's Constitution modifier. For Reflex saving throws, use your character's Dexterity modifier. For Will saving throws, use your character's Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee {@action Strike||Strikes} and Dexterity for ranged {@action Strike||Strikes}).","You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon's Strike deals.","Melee weapons usually add your character's Strength modifier to damage rolls, while ranged weapons might add some or all of your character's Strength modifier, depending on the weapon's traits. See the weapon entries in Chapter 6 for more information."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["In the second box to the right of each skill name on your character sheet, there's an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability's modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space.","Record the proficiency bonuses, ability modifiers, and total modifiers for your melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left.","If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["Your character's alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 1 –2: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character.","Your character's alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isn't committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your character's alignment.","If you play a champion, your character's alignment must be one allowed for their deity and cause (pages 437–440 and 106–107), and if you play a cleric, your character's alignment must be one allowed for their deity (pages 437–440).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["Your character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who aren't friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if they're willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, they're likely neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["Your character has a lawful alignment if they value consistency, stability, and predictability over flexibility.","Lawful characters have a set system in life, whether it's meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesn't mean they make decisions by choosing randomly.","Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty.","Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["Alignment can change during play as a character's beliefs change, or as you realize that your character's actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your character's alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["Write down the deity your character worships, if any.","Champions and clerics must worship a deity. See pages 437–440 for more about Pathfinder's deities."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["Decide your character's age and note it on the third page of the character sheet. The description for your character's ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There aren't any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the game's threats, so it's recommended that characters are at least young adults."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["Characters of all genders are equally likely to become adventurers. Record your character's gender, if applicable, and their pronouns on the third page of the character sheet."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["A class DC sets the difficulty for certain abilities granted by your character's class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the class's key ability score."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["Your character's Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character's Dexterity modifier (up to their armor's Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armor's item bonus to AC and any other permanent bonuses and penalties."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["Your character's maximum Bulk determines how much weight they can comfortably carry. If they're carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character can't carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":487,"name":"Characters With Disabilities","entries":["A player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened aren't a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities.",{"type":"pf2-h3","name":"Blindness or Impaired Vision"},"A blind character can't detect anything using vision, critically fails {@skill Perception} checks requiring sight, is immune to {@trait visual} effects, and can't be {@condition blinded} or {@condition dazzled}. You might give this character the {@feat Blind-Fight (Fighter)||Blind-Fight} feat for free.","A character with impaired vision might take a –2 to –4 penalty to vision-based {@skill Perception} checks. {@item Basic Corrective Lenses|LOTGB|Spectacles} or {@filter other corrective devices|items||source=|type=|Subcategory=Vision} might reduce or remove this.",{"type":"pf2-h3","name":"Deafness or Being Hard of Hearing"},"A deaf character can't detect anything using hearing, critically fails {@skill Perception} checks that require hearing, and is immune to {@trait auditory} effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action they're not accustomed to that involves auditory elements, they must succeed at a DC {@flatDC 5} flat check or the action is lost. It's best to give them the {@feat Sign Language} feat for free, and you might give them {@feat Read Lips} as well. You might give one or more other characters in the group {@feat Sign Language} for free as well.","A hard-of-hearing character might take a –2 to –4 penalty to {@skill Perception} checks that are hearing-based. {@filter Corrective devices for hearing|items||Subcategory=Hearing} are less common than spectacles are in a typical Pathfinder world.",{"type":"pf2-h3","name":"Missing Limb"},"Some magic items require certain limbs or other body parts. It's fine to allow an alternative form of the item, turning boots into bracers for a character without legs, for example.","A character with a missing hand or arm might need to spend 2 actions to {@action Interact} with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a {@filter prosthetic hand or arm|items||source=|type=|subcategory=prosthesis} to compensate.","Someone missing a foot or leg might take a small penalty to Speed, but can typically acquire a prosthetic to compensate. If they have no legs, they might use a {@filter wheelchair|items||source=|type=|subcategory=wheelchair}, a dependable mount, or levitation or flight magic.",{"type":"pf2-h3","name":"Mental Illness and Chronic Illness"},"Some disabilities, such as mental illness and chronic illnesses, are best left to the player to roleplay. Mental illness is an especially fraught topic, with a history of insensitive portrayal. Be careful about the intentions of the player and the impact the presentation might have on other players."],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":217,"name":"Familiars","entries":["Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid's leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit.","Familiars have the minion trait (page 634), so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost.","You can have only one familiar at a time.",{"type":"pf2-h3","page":217,"name":"Modifiers and AC","entries":["Your familiar's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, {@skill Acrobatics}, and {@skill Stealth} modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don't have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn't have or use its own ability modifiers and can never benefit from item bonuses."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Hit Points","entries":["Your familiar has 5 Hit Points for each of your levels."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Size","entries":["Your familiar is Tiny."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Senses","entries":["Your familiar has {@ability low-light vision} and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it's within 1 mile of you, sharing emotions. It doesn't understand or speak languages normally, but it can gain speech from a familiar ability."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Movement","entries":["Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar).","It can gain other movement types from familiar abilities."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Familiar and Master Abilities","entries":["Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar can't be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.",{"type":"pf2-h4","page":218,"name":"Familiar Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Amphibious","entries":["It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed)."]},{"name":"Burrower","entries":["It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes."]},{"name":"Climber","entries":["It gains a climb Speed of 25 feet."]},{"name":"Damage Avoidance","entries":["Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn't prevent effects other than damage."]},{"name":"Darkvision","entries":["It gains {@ability darkvision}."]},{"name":"Fast Movement","entries":["Increase one of the familiar's Speeds from 25 feet to 40 feet."]},{"name":"Flier","entries":["It gains a fly Speed of 25 feet."]},{"name":"Kinspeech","entries":["It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level."]},{"name":"Lab Assistant","entries":["It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this."]},{"name":"Manual Dexterity","entries":["It can use up to two of its limbs as if they were hands to use manipulate actions."]},{"name":"Scent","entries":["It gains {@ability scent} (imprecise, 30 feet)."]},{"name":"Speech","entries":["It understands and speaks a language you know."]}]}],"source":"CRB"},{"type":"pf2-h4","page":218,"name":"Master Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Cantrip Connection","entries":["You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can't otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this."]},{"name":"Extra Reagents","entries":["Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability."]},{"name":"Familiar Focus","entries":["Once per day, your familiar can use 2 actions with the {@trait concentrate} to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this."]},{"name":"Lifelink","entries":["If your familiar would be reduced to 0 HP by damage, as a reaction with the {@trait concentrate}, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar."]},{"name":"Spell Battery","entries":["You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability."]},{"name":"Spell Delivery","entries":["If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn't reach the target to touch it this turn, the spell has no effect."]}]}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":31,"name":"Leveling Up","entries":["The world of Pathfinder is a dangerous place, and your character will face terrifying beasts and deadly traps on their journey into legend. With each challenge resolved, a character earns Experience Points (XP) that allow them to increase in level. Each level grants greater skill, increased resiliency, and new capabilities, allowing your character to face even greater challenges and go on to earn even more impressive rewards.","Each time your character reaches 1,000 Experience Points, their level increases by 1. On your character sheet, indicate your character's new level beside the name of their class, and deduct 1,000 XP from their XP total. If you have any Experience Points left after this, record them—they count toward your next level, so your character is already on their way to advancing yet again!","Next, return to your character's class entry. Increase your character's total Hit Points by the number indicated for your class. Then, take a look at the class advancement table and find the row for your character's new level.","Your character gains all the abilities listed for that level, including new abilities specific to your class and additional benefits all characters gain as they level up.","For example, all characters gain four ability boosts at 5th level and every 5 levels thereafter.","You can find all the new abilities specific to your class, including class feats, right in your class entry, though you can also use class feats to take an archetype (page 219).","Your character's class entry also explains how to apply any ability boosts and skill increases your character gains.","If they gain an ancestry feat, head back to the entry for your character's ancestry in Chapter 2 and select another ancestry feat from the list of options. If they gain a skill increase, refer to Chapter 4 when deciding which skill to apply it to. If they gain a general feat or a skill feat, you can choose from the feats listed in Chapter 5. If they can cast spells, see the class entry for details on adding spell slots and spells. It's also a good idea to review your character's spells in Chapter 7 and see if there are heightened versions they can now cast.","Once you've made all your choices for your character's new level, be sure to go over your character sheet and adjust any values that have changed. At a bare minimum, your proficiency bonuses all increase by 1 because you've gained a level, so your AC, attack rolls, Perception, saving throws, skill modifiers, spell attack rolls, and class DC all increase by at least 1. You might need to change other values because of skill increases, ability boosts, or class features that either increase your proficiency rank or increase other statistics at certain levels. If an ability boost increases your character's Constitution modifier, recalculate their maximum Hit Points using their new Constitution modifier (typically this adds 1 Hit Point per level). If an ability boost increases your character's Intelligence modifier, they become trained in an additional skill and language.","Some feats grant a benefit based on your level, such as Toughness, and these benefits are adjusted whenever you gain a level as well.","You can perform the steps in the leveling-up process in whichever order you want. For example, if you wanted to take the skill feat Intimidating Prowess as your skill feat at 10th level, but your character's Strength score was only 14, you could first increase their Strength score to 16 using the ability boosts gained at 10th level, and then take Intimidating Prowess as a skill feat at the same level.",{"type":"pf2-h3","page":31,"name":"Leveling-Up Checklist","entries":["Every time you gain a level, make sure you do each of the following:",{"type":"list","items":["Increase your level by 1 and subtract 1,000 XP from your XP total.","Increase your maximum Hit Points by the amount listed in your class entry in Chapter 3.","Add class features from your class advancement table, including ability boosts and skill increases.","Select feats as indicated on your class advancement table. For ancestry feats, see Chapter 2. For class feats, see your class entry in Chapter 3. For general feats and skill feats, see Chapter 5.","Add spells and spell slots if your class grants spellcasting. See Chapter 7 for spells.","Increase all of your proficiency bonuses by 1 from your new level, and make other increases to your proficiency bonuses as necessary from skill increases or other class features. Increase any other statistics that changed as a result of ability boosts or other abilities.","Adjust bonuses from feats and other abilities that are based on your level."]}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":532,"name":"Activating Items","entries":["Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. {@action Activate an Item||Activating an Item} works much like {@action Cast a Spell||Casting a Spell}, in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item's Activate entry.","If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description. Activations are not necessarily magical—for instance, drinking an alchemical elixir isn't usually a magical effect.",{"type":"data","tag":"action","name":"Activate an Item","source":"CRB"},{"type":"pf2-brown-box","page":532,"name":"DISRUPTING ACTIVATIONS","entries":["Some abilities and effects can disrupt the process of {@action Activate an Item||Activating an Item}. If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends."],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Activation Components","entries":["An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":533,"name":"Command","entries":["This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and {@trait concentrate}s. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Envision","entries":["This component is a specific image or phenomenon you need to imagine. Activate an Item gains the {@trait concentrate}."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Interact","entries":["This component works like the Interact basic action.","Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Cast a Spell","entries":["If an item lists \"{@action Cast a Spell}\" after \"Activate,\" the activation requires you to use the {@action Cast a Spell} activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component.","If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it.","In this case, Activate an Item gains all the traits from the relevant components of the {@action Cast a Spell} activity."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Limited Activations","entries":["Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesn't refresh if another creature later invests or tries to activate the item."],"source":"CRB"},{"type":"pf2-brown-box","page":533,"name":"ITEM CATEGORIES","entries":["Items are grouped into the following categories, shown here with the page number where those items appear and a brief description of the category.",{"type":"list","items":["{@b {@filter Alchemical Items|items||source=CRB|category=Bomb;Poison;Elixir}} are powered by the reactions of alchemical reagents. Almost all alchemical items are consumable items that are used up when you activate them. This category includes bombs, elixirs (including mutagens), poisons, and alchemical tools.","{@b {@filter Ammunition|items||source=CRB|category=Ammunition}}, in Consumables, includes different types of magical arrows, crossbow bolts, and other types of ammunition.","{@b {@filter Apex Items|items||source=CRB|category=Apex}} are a subcategory of worn items of a high level that increase an ability score.","{@b {@filter Armor|items||source=CRB|category=armor}} includes the rules for basic magical armor as well as special suits of armor.","{@b {@filter Companion Items|items||source=CRB|category=companion}} are a category of worn items meant for animal companions and mounts.","{@b {@filter Consumables|items||source=CRB|category=consumable}} are used up when you activate them, and include ammunition, oils, potions, scrolls, and talismans, among others. Categories of items that are consumables but have specific rules, such as alchemical items, are presented separately.","{@b {@filter Held Items|items||source=CRB|category=held}} include a wide variety of items you use with your hands. This doesn't include more narrow categories of held items, such as weapons.","{@b {@filter Materials|items||source=CRB|category=material}} can be used to make items with unique properties and other advantages.","{@b {@filter Oils|items||source=CRB|category=oil}} are consumables applied to the surface of an object or person.","{@b {@filter Potions|items||source=CRB|category=potion}} are consumable magical liquids you drink to activate.","{@b {@filter Runes|items||source=CRB|category=rune}} modify armor and weapons when etched onto them. This section includes fundamental runes for weapons ({@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking}) and armor ({@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient}).","{@b {@filter Scrolls|items||source=CRB|category=scroll}} are consumables that allow spellcasters to cast more spells.","{@b {@filter Shields|items||source=CRB|category=shield}} include more durable shields and ones with special magical powers.","{@b {@filter Snares|items||source=CRB|category=snare}} are single-use traps typically made by rangers.","{@b {@filter Staves|items||source=CRB|category=staff}} provide flexible spellcasting options.","{@b {@filter Structures|items||source=CRB|category=structure}} include buildings, tents, and other larger items.","{@b {@filter Talismans|items||source=CRB|category=talisman}} are consumables that are affixed to items and then activated for a one-time combat or physical benefit.","{@b {@filter Wands|items||source=CRB|category=wand}} hold a spell of the crafter's choice, and can be used to repeatedly cast that spell.","{@b {@filter Weapons|items||source=CRB|category=weapon}} include the rules for basic magical weapons, weapons made from precious materials, and specific magic weapons.","{@b {@filter Worn Items|items||source=CRB|category=worn}} consist of a vast collection of clothing and other items you wear on your body."]}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Sustaining Activations","entries":["Some items, once activated, have effects that can be sustained if you concentrate on them. This works much like the Sustain a Spell action (found on page 304). If an item's description states that you can sustain the effect, that effect lasts until the end of your turn in the round after you Activated the Item. You can use a Sustain an Activation action on that turn to extend the duration.",{"type":"data","tag":"action","name":"Sustain an Activation","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":534,"name":"Dismissing Activations","entries":["Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Animals","entries":["The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become {@condition frightened||frightened 4} and {@condition fleeing} as long as they're {@condition frightened}. If you successfully {@action Command your Animal} using {@skill Nature}, you can keep it from fleeing, though this doesn't remove its frightened condition. If the animal is attacked or damaged, it returns to {@condition frightened||frightened 4} and {@condition fleeing}, with the same exceptions.","Warhorses and warponies are combat trained. They don't become {@condition frightened} or {@condition fleeing} during encounters in this way.",{"type":"data","tag":"table","name":"Animals","source":"CRB"},{"type":"pf2-h3","page":295,"name":"Barding","entries":["You can purchase special armor for animals, called barding (shown on {@table Barding||Table 6–18}). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available.",{"type":"data","tag":"table","name":"Barding","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see below), you reduce the penalty by 5 feet."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["This entry indicates the Strength score at which you are strong enough to overcome some of the armor's penalties. If your Strength is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried or worn usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b {@trait Bulwark}:} The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a {@spell fireball}, you add a +3 modifier instead of your Dexterity modifier.","{@b {@trait Comfort}:} The armor is so comfortable that you can rest normally while wearing it.","{@b {@trait Flexible}:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to {@skill Acrobatics} or {@skill Athletics} checks.","{@b {@trait Noisy}:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity."],"source":"CRB"},{"type":"pf2-h3","page":275,"name":"Armor Specialization Effects","entries":["Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.","{@b {@group Chain}:} The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor's potency rune for medium armor, or 6 + the value of the armor's potency rune for heavy armor. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit.","{@b {@group Composite}:} The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Leather}:} The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Plate}:} The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmored Defense","source":"CRB"},{"type":"data","tag":"table","name":"Armor","source":"CRB"},{"type":"pf2-brown-box","page":275,"name":"MATERIALS","entries":["Most suits of armor and weapons are made from ordinary, commonly available materials like iron, leather, steel, and wood. If you're not sure what a suit of armor is made of, the GM determines the details.","Some armor, shields, and weapons are instead made of precious materials. These often have inherent supernatural properties. Cold iron, for example, which harms fey, and silver can damage werecreatures. These materials are detailed beginning on page 577."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":275,"name":"Armor Descriptions","entries":["Each type of armor is described in more detail below.","{@b {@item Breastplate}:} Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (page 276) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.","{@b {@item Chain Mail}:} A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body.","{@b {@item Chain Shirt}:} Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.","{@b {@item Explorer's Clothing}:} Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes (as described on page 581).","{@b {@item Full Plate}:} Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Half Plate}:} Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Hide}:} A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility.","{@b {@item Leather}:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b {@item Padded Armor}:} This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it's so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat.","{@b {@item Scale Mail}:} Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.","{@b {@item Splint Mail}:} This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor (see above) and a pair of gauntlets (page 285).","{@b {@item Studded Leather}:} This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.",{"type":"data","tag":"table","name":"Damaging Armor","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Carrying and Using Items","entries":["A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access.","Drawing a worn item or changing how you're carrying an item usually requires you to use an {@action Interact} action (though to drop an item, you use the {@action Release} action instead). {@table Changing Equipment||Table 6–2: Changing Equipment} lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so.","Many ways of using items require you to spend multiple actions. For example, drinking a potion stowed in your belt pouch requires using an {@action Interact} action to draw it and then using a second action to drink it as described in its {@action Activate an Item||Activate} entry.",{"type":"pf2-h3","page":271,"name":"Bulk","entries":["Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength score, you usually don't need to worry about Bulk unless you're carrying numerous substantial items.",{"type":"pf2-h4","page":272,"name":"Bulk Limits","entries":["You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can't hold or carry more Bulk than 10 plus your Strength modifier.",{"type":"pf2-beige-box","page":272,"name":"Encumbered","entries":["You are carrying more weight than you can manage. While you're {@condition encumbered}, you're {@condition clumsy 1} and take a –10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk Values","entries":["Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a—) for the purpose of determining Bulk. For instance, {@item full plate} armor is 4 Bulk, a {@item longsword} is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk don't count toward Bulk unless you try to carry vast numbers of them, as determined by the GM."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Estimating an Item's Bulk","entries":["As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn't heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk, as described on page 295."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Coins","entries":["Coins are a popular means of exchange due to their portability, but they can still add up. A thousand coins of any denomination or combination of denominations count as 1 Bulk. It's not usually necessary to determine the Bulk of coins in fractions of 1,000; simply round down fractions of 1,000. In other words, 100 coins don't count as a light item, and 1,999 coins are 1 Bulk, not 2."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Creatures","entries":["You might need to know the Bulk of a creature, especially if you need to carry someone off the battlefield. The table that follows lists the typical Bulk of a creature based on its size, but the GM might adjust this number.",{"type":"table","page":272,"colStyles":["text-center","text-center"],"rows":[["Size of Creature","Bulk"],["{@trait Tiny}","1"],["{@trait Small}","3"],["{@trait Medium}","6"],["{@trait Large}","12"],["{@trait Huge}","24"],["{@trait Gargantuan}","48"]],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Dragging","entries":["In some situations, you might drag an object or creature rather than carry it. If you're dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute unless you have some means to speed it up. Use the total Bulk of what you're dragging, so if you have a sack laden with goods, use the sum of all the Bulk it carries instead of an individual item within."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":272,"name":"Wielding Items","entries":["Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around—you're ready to use it. Other abilities might require you to merely carry or have an item. These apply as long as you have the item on your person; you don't have to wield it."],"source":"CRB"},{"type":"data","tag":"table","name":"Changing Equipment","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Coins and Currency","entries":["Though you might be able to barter valuable items in some areas, currency is the most versatile way to make transactions when you head to market. The most common currency is coins. For most commoners and beginning adventurers, the standard unit is the {@b silver piece} ({@b sp}). Each silver piece is a standard weight of silver and is typically accepted by any merchant or kingdom no matter where it was minted. There are three other common types of coins, each likewise standardized in weight and value. The first is the {@b copper piece} ({@b cp}). Each copper piece is worth one-tenth of a silver piece. The {@b gold piece} ({@b gp}) is often used for purchasing magic items and other expensive items, as 1 gold piece is worth 10 silver pieces or 100 copper pieces. The {@b platinum piece} ({@b pp}) is used by nobles to demonstrate their wealth, for the purchase of very expensive items, or simply as a way to easily transport large sums of currency. A platinum piece is worth 10 gold pieces, 100 silver pieces, or 1,000 copper pieces. See {@table Coin Values||Table 6–1: Coin Values} for the exchange rates of common types of coins.",{"type":"pf2-h3","page":271,"name":"Other Currency","entries":["Art objects, gems, and raw materials (such as those used for the {@action Craft} activity) can be used much like currency: you can sell them for the same Price you can buy them."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Constant Abilities","entries":["Some magic items have abilities that always function. You don't have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work. For example, an {@item everburning torch} always sheds light, and a {@item flaming} weapon deals fire damage every time it deals damage."],"data":{"quickref":2},"source":"CRB"},{"type":"section","name":"Creating a Personal Staff","source":"SoM","page":166,"entries":["Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list.",{"type":"pf2-h3","name":"Determining Level And Price","source":"SoM","page":166,"entries":["Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below.",{"type":"data","name":"Personal Staves","tag":"table","source":"SoM"}]},{"type":"pf2-h3","name":"Picking Your Spells","source":"SoM","page":166,"entries":["Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your {@class sorcerer|crb|undine|undine} {@class sorcerer} might create a {@i deep sea staff} themed around the {@trait water} trait, inscribing it with spells such as {@spell create water} and {@spell hydraulic push}.","You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using {@feat Trick Magic Item}; however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters."]},{"type":"pf2-h4","name":"Example","source":"SoM","page":166,"entries":["Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells:",{"type":"list","style":"list-hang","items":["Cantrip: {@spell tanglefoot}","1st: {@spell protector tree}, {@spell shillelagh}","2nd: {@spell entangle}, {@spell shape wood}","3rd: {@spell tree shape}, {@spell wall of thorns}","4th: {@spell barkskin}, {@spell speak with plants}","5th: {@spell plant form}, {@spell wall of thorns}","6th: {@spell nature's reprisal}, {@spell plant form}"]},"Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot."]},{"type":"pf2-h3","name":"Crafting the Staff","source":"SoM","page":166,"entries":[{"type":"pf2-sidebar","name":"Staff of Nature's Cunning","source":"SoM","page":167,"entries":["You might want to take a version of the {@item Lini's Leafstick} for your own character or to give out as treasure in a campaign. To make that easier, here's a non-unique version with multiple types for different levels.","{@item Staff of Nature's Cunning|SoM}"]},"Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items.","As with normal staves, one casting of all listed levels of all spells in the staff must be provided during {@action Craft||Crafting}.","Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the {@trait magical} trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list.","You still need to {@action Craft} the staff. If you're not good at {@skill Crafting}, you can have somebody use the {@skill Craft} activity for you, but you must be present the whole time. Since the creation of a custom staff is {@trait rare}, you and the GM might decide to have a special quest for esoteric ingredients and methods as part of the story.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini selected mostly transmutation spells for her staff, so she chooses the {@trait transmutation} trait. She could give it the primal trait, but choses to keep it open with the {@trait magical} trait, much like the {@item verdant staff} in the Core Rulebook.","To Craft the staff, Lini follows the normal rules. She provides 3,250 gp in raw materials, spends 4 days at work, and attempts a {@skill Crafting} check. Each day she works on it, she prepares the spells she needs to put into the staff given its Craft Requirements."]}]},{"type":"pf2-h3","name":"Naming The Staff","source":"SoM","page":167,"entries":["When your staff is complete, give it a name—though skeptics might sneer, spellcasters believe that naming a staff upon creation will help it attune to its new master.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini christens her new creation {@i Lini's Leafstick}!",{"type":"data","tag":"item","name":"Lini's Leafstick","source":"SoM"}]}]}],"data":{"quickref":2}},{"type":"section","page":293,"name":"Formulas","entries":["Formulas are instructions for making items with the {@action Craft} activity. You can usually read a formula as long as you can read the language it's written in, though you might lack the skill to {@action Craft} the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals.","You can buy common formulas at the Price listed on {@table formulas||Table 6–13}, or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else's formula book. If you have a formula, you can {@action Craft} a copy of it using the {@skill Crafting} skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all!","If you have an item, you can try to reverse-engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a {@skill Crafting} check against the same DC it would take to {@action Craft} the item. If you succeed, you {@action Craft} the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, you're left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you'd normally be able to salvage.","The item's disassembled parts are worth half its Price in raw materials and can't be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like {@action Craft||Crafting} it from scratch; you use the disassembled parts as the necessary raw materials.",{"type":"data","tag":"table","name":"Formulas","source":"CRB"},{"type":"pf2-h3","page":293,"name":"Items with Multiple Types","entries":["If an item has multiple types of different levels, each type has its own formula, and you need the formula for the specific type of item you want to Craft. For example, {@i if you have a formula for a type I bag of holding but not for a type II bag of holding, you must acquire a separate formula to Craft a type II bag of holding.}"],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Investing Magic Items","entries":["Certain magic items convey their magical benefits only when worn and invested using the Invest an Item activity, tying them to your inner potential. These items have the invested trait. Many invested items have constant abilities that function all the time or that always trigger when you use the item—but only when they're invested. If you don't have an item invested, these abilities don't work. If an invested item can be activated, you must have invested the item to activate it.","You can benefit from no more than 10 invested magic items each day. Because this limit is fairly high, and because it matters only for worn items, you probably won't need to worry about reaching the limit until higher levels, when you've acquired many useful magic items to wear.","You can still gain the mundane benefits of an item if you don't invest it. A suit of {@i +1 resilient armor} still gives you its item bonus to AC when not invested, but it doesn't give its magical bonus to saving throws, and {@item winged boots} still protect your feet even though you can't activate them to fly. Entirely non-magical items don't need to be invested.",{"type":"data","tag":"action","name":"Invest an Item","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":272,"name":"Item Damage","entries":["An item can be broken or destroyed if it takes enough damage. Every item has a {@b Hardness} value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the item's Hit Points. Normally an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesn't normally damage your armor or other gear, even if it hits you. However, the {@feat Shield Block} reaction can cause your shield to take damage as you use it to prevent damage to yourself, and some monsters have exceptional abilities that can damage your items.","An item that takes damage can become and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its {@b Broken Threshold} ({@b BT}); once its Hit Points are reduced to 0, it is {@b destroyed}. A broken item has the broken condition until Repaired above its Broken Threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no {@condition Broken} Threshold, then it has no relevant changes to its function due to being broken, but it's still destroyed at 0 Hit Points. (See the broken condition definition on page 273 for more information.) A destroyed item can't be Repaired.","An item's Hardness, Hit Points, and {@condition Broken} Threshold usually depend on the material the item is made of. This information appears in the {@book Materials|CRB|11|Materials} section of {@book Chapter 11: Crafting & Treasure|CRB|11|Chapter 11: Crafting & Treasure}.",{"type":"pf2-beige-box","page":273,"name":"Broken","entries":["Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses— with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.","A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.","If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold."],"source":"CRB"},{"type":"pf2-h3","page":273,"name":"Object Immunities","entries":["Inanimate objects and hazards are immune to bleed, death effects, disease, healing, mental effects, necromancy, nonlethal attacks, and poison, as well as the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions. An item that has a mind is not immune to mental effects. Many objects are immune to other conditions, at the GM's discretion. For instance, a sword has no Speed, so it can't take a penalty to its Speed, but an effect that causes a Speed penalty might work on a moving blade trap."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Item Level","entries":["Each item has an item level, which represents the item's complexity and any magic used in its construction. Simpler items with a lower level are easier to construct, and you can't Craft items that have a higher level than your own (page 243). If an item's level isn't listed, its level is 0. While characters can use items of any level, GMs should keep in mind that allowing characters access to items far above their current level may have a negative impact on the game."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":295,"name":"Items and Sizes","entries":["The Bulk rules in this chapter are for {@trait Small} and {@trait Medium} creatures, as the items are made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on {@table Bulk Conversions||Table 6–19}.","These rules for Bulk limits come up most often when a group tries to load up a mount or animal companion. The rules for items of different sizes tend to come into play when the characters defeat a big creature that has gear, since in most cases, the only creatures of other sizes are creatures under the GM's control. In most cases, Small or Medium creatures can wield a Large weapon, though it's unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures.",{"type":"pf2-h3","page":295,"name":"Bulk Conversions for Different Sizes","entries":["As shown in {@table Bulk Conversions||Table 6–19}, {@trait Large} or larger creatures are less encumbered by bulky items than {@trait Small} or {@trait Medium} creatures, while {@trait Tiny} creatures become overburdened more quickly. A {@trait Large} creature treats 10 items of 1 Bulk as 1 Bulk, a {@trait Huge} creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A {@trait Tiny} creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a {@trait Huge} creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A {@trait Tiny} creature doesn't treat any items as having negligible Bulk.",{"type":"data","tag":"table","name":"Bulk conversions","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":295,"name":"Items of Different Sizes","entries":["Creatures of sizes other than {@trait Small} or {@trait Medium} need items appropriate to their size. These items have different Bulk and possibly a different Price. {@table Differently Sized Items||Table 6 –20} provides the Price and Bulk conversion for such items.",{"type":"data","tag":"table","name":"Differently Sized Items","source":"CRB"},"For example, a {@item morningstar} sized for a {@trait Medium} creature has a Price of 1 gp and 1 Bulk, so one made for a {@trait Huge} creature has a Price of 4 gp and 4 Bulk. One made for a {@trait Tiny} creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk.","Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, {@trait Tiny} or {@trait Large} (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a {@trait Medium} creature.","Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on {@table Differently Sized Items||Table 6 –20}, then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Price","entries":["Most items in the following tables have a Price, which is the amount of currency it typically takes to purchase that item. An item with a Price of \"—\" can't be purchased. An item with a Price of 0 is normally free, but its value could be higher based on the materials used to create it. Most items can be sold for half their Price, but coins, gems, art objects, and raw materials (such as components for the Craft activity) can be exchanged for their full Price.",{"type":"pf2-key-box","page":271,"name":"STARTING MONEY","entries":[{"type":"pf2-title","name":"15 GP (150 SP)"}],"source":"CRB"},{"type":"data","tag":"table","name":"Coin Values","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":580,"name":"Runes","entries":["Most magic weapons and armor gain their enhancements from potent eldritch runes etched into them. These runes allow for in-depth customization of items.","Runes must be physically engraved on items through a special process to convey their effects. They take two forms:","fundamental runes and property runes. Fundamental runes offer the most basic and essential benefits: a {@item weapon potency (generic)||weapon potency} rune adds a bonus to a weapon's attack rolls, and the {@item striking (generic)||striking} rune adds extra weapon damage dice. An {@item armor potency (generic)||armor potency} rune increases the armor's item bonus to AC, and the {@item resilient (generic)||resilient} rune grants a bonus to the wearer's saving throws. Property runes, by contrast, grant more varied effects—typically powers that are constant while the armor is worn or that take effect each time the weapon is used, such as a rune that grants energy resistance or one that adds fire damage to a weapon's attacks.","The number of property runes a weapon or armor can have is equal to the value of its potency rune. A +1 weapon can have one property rune, but it could hold another if the {@item +1 weapon potency} rune were upgraded to a {@item +2 weapon potency} rune. Since the {@item striking (generic)||striking} and {@item resilient (generic)||resilient} runes are fundamental runes, they don't count against this limit.","An item with runes is typically referred to by the value of its potency rune, followed by any other fundamental runes, then the names of any property runes, and ends with the name of the base item. For example, you might have a {@runeItem longsword||+1 weapon potency|} or {@runeItem chain mail||+2 armor potency||greater resilient||fire-resistant|}.","Rune-etched armor and weapons have the same Bulk and general characteristics as the non-magical version unless noted otherwise. The level of an item with runes etched onto it is equal to the highest level among the base item and all runes etched on it; therefore, a {@runeItem mace||+1 weapon potency||striking|} (a 4th-level item) with a {@item disrupting} rune (a 5th-level rune) would be a 5th-level item.","Each rune can be etched into a specific type of armor or weapon, as indicated in the Usage entry of the rune's stat block. Explorer's clothing can have armor runes etched on it even though it's not armor, but because it's not in the light, medium, or heavy armor category, it can't have runes requiring any of those categories.",{"type":"pf2-h3","page":580,"name":"Investiture","entries":["If a suit of armor has any runes, it has the {@trait invested} trait, requiring you to invest it to get its magical benefits."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Rune Formulas","entries":["The Price of a rune's formula is the same as the Price of a formula for an item of the same level; it can be acquired in the same way as an {@quickref item formula||1|formulas}."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"The Etching Process","entries":["Etching a rune on an item follows the same process as using the {@action Craft} activity to make an item. You must have the formula for the rune, the item you're adding the rune to must be in your possession throughout the etching process, and you must meet any special Craft Requirements of the rune. The rune has no effect until you complete the {@action Craft} activity. You can etch only one rune at a time.",{"type":"pf2-h4","page":580,"name":"Transferring Runes","entries":["You can transfer runes between one item and another, including a {@item runestone}. This also uses the {@action Craft} activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property).","If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can't accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your {@action craft||Crafting} check. If you transfer a potency rune, you might end up with property runes on an item that can't benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.","The DC of the {@skill Crafting} check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune's Price, unless transferring from a {@item runestone}, which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft."],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Fundamental Runes","entries":["Four fundamental runes produce the most essential magic of protection and destruction: {@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient} runes for armor, and {@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking} runes for weapons. A potency rune is what makes a weapon a magic weapon (page 599) or armor magic armor (page 556).","An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each rune's entry). As you level up, you typically alternate between increasing an item's potency rune and its {@item striking (generic)||striking} or {@item resilient (generic)||resilient} rune when you can afford to.",{"type":"data","tag":"table","name":"Fundamental Runes","source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"SPECIFIC ARMOR AND WEAPONS","entries":["Unlike armor and weapons enhanced with runes, specific armor and weapons (such as {@item ghoul hide} or a {@item holy avenger}) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes."],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"RUNE TRANSFER EXAMPLES","entries":["You could transfer a {@item flaming} rune from a {@runeItem greatsword||+1 weapon potency||striking||flaming|} to a {@runeItem longsword||+2 weapon potency||striking|}, resulting in a {@runeItem longsword||+2 weapon potency||striking||flaming|} and a {@runeItem greatsword||+1 weapon potency||striking|}. You could swap the weapon potency runes from a {@runeItem longsword||+1 weapon potency} and a {@runeItem greatsword||+2 weapon potency}, resulting in a {@runeItem longsword||+2 weapon potency} and a {@runeItem greatsword||+1 weapon potency}. However, you couldn't swap a {@item +1 weapon potency} rune from one weapon with a {@item flaming} property rune from another weapon, as the two runes don't have the same form.","When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items.","For example, a +2 weapon can hold two property runes. If you transferred a {@item flaming} rune from a {@runeItem rapier||+1 weapon potency||striking||flaming|} to a {@runeItem warhammer||+2 weapon potency||striking||frost|}, you would decide whether you wanted to end up with a {@runeItem rapier||+1 weapon potency||striking|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming||frost|} or a {@runeItem rapier||+1 weapon potency||striking||frost|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming|}."],"source":"CRB"},{"type":"pf2-brown-box","page":582,"name":"UPGRADING ARMOR AND WEAPON RUNES","entries":["You'll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item's level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don't include progressions that aren't as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon.",{"type":"data","tag":"table","name":"Armor Upgrade Prices","source":"CRB"},{"type":"data","tag":"table","name":"Weapon Upgrade Price","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":582,"name":"Property Runes","entries":["Property runes add special abilities to armor or a weapon in addition to the item's fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune.","Rune abilities that must be activated follow the rules for activating magic items on page 532."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":564,"name":"Scrolls","entries":["A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of {@spell magic missile} (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.","If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single {@action Recall Knowledge} action and automatically succeed at identifying the scroll's spell. If it's not, you must use {@action Identify Magic} to learn what spell the scroll holds.",{"type":"pf2-h4","page":564,"name":"Casting a Spell from a Scroll","entries":["{@action Cast a Spell||Casting a Spell} from a scroll requires holding the scroll in one hand and activating it with a {@action Cast a Spell} activity using the normal number of actions for that spell.","To {@action Cast a Spell} from a scroll, the spell must appear on your spell list. Because you're the one {@action Cast a Spell||Casting the Spell}, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).","Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when {@action Cast a Spell||Casting a Spell} from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to {@action Cast a Spell||Cast the Spell} from a scroll."],"source":"CRB"},{"type":"pf2-h4","page":564,"name":"Scroll Statistics","entries":["All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated."],"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Varying Statistics","entries":["Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to {@action Cast a Spell||Cast the Spell} are added to the scroll's Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll's rarity matches the spell's rarity.","The traits for a scroll vary based on the spell it contains.","A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it."],"source":"CRB"},{"type":"data","tag":"table","name":"Scroll Statistics","source":"CRB"},{"type":"pf2-h4","page":565,"name":"Crafting a Scroll","entries":["The process to {@action Craft} a scroll is much like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either {@action Cast a Spell||Cast that Spell} during the crafting process, or someone else must do so in your presence. {@action Cast a Spell||Casting that Spell} doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot.","You can't {@action Craft} a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to {@spell Craft} scrolls.","Like other {@trait consumable||consumables}, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Sample Scrolls","entries":["A wide variety of spells can appear on scrolls. The following specific scrolls are just examples.",{"type":"data","tag":"item","data":{"name":"Scroll of Illusory Disguise","source":"CRB","page":565,"type":"Item","level":1,"traits":["consumable","illusion","magical","scroll"],"price":{"coin":"gp","amount":3},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can cast {@spell illusory disguise} as a 1st-level spell."],"craftReq":["Supply one casting of illusory disguise."]}},{"type":"data","tag":"item","data":{"name":"Scroll of Glitterdust","source":"CRB","page":565,"type":"Item","level":3,"traits":["consumable","evocation","magical","scroll"],"price":{"coin":"gp","amount":12},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can be used to cast {@spell glitterdust} as a 2nd-level spell."],"craftReq":["Supply one casting of glitterdust."]}}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Services","entries":["The services listed on {@table Basic Services and Consumables||Table 6–14} describe expenditures for common services and consumables.",{"type":"data","tag":"table","name":"Basic Services and Consumables","source":"CRB"},{"type":"pf2-h3","page":294,"name":"Hirelings","entries":["Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings' rates double if they're going adventuring with you."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Transportation","entries":["The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Spellcasting","entries":["Spellcasting services, listed on {@table Spellcasting Services||Table 6–15}, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It's hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.",{"type":"data","tag":"table","name":"Spellcasting Services","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":["{@action Raise a Shield} is the action most commonly used with shields. Most shields must be held in one hand, so you can't hold anything with that hand and {@action Raise a Shield}. A {@item buckler}, however, doesn't take up your hand, so you can {@action Raise a Shield} with a {@item buckler} if the hand is free (or, at the GM's discretion, if it's holding a simple, lightweight object that's not a weapon). You lose the benefits of {@action Raise a Shield} if that hand is no longer free.","When you have a {@item tower shield} raised, you can use the {@action Take Cover} action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide {@quickref lesser cover||3|cover} against an attack, having your tower shield raised provides {@quickref standard cover||3|cover} against it (and other creatures can {@action Take Cover} as normal using the cover from your shield).","If you have access to the {@feat Shield Block} reaction (from your class or from a feat), you can use it while {@action Raise a Shield||Raising your Shield} to reduce the damage you take by an amount equal to the shield's Hardness. Both you and the shield then take any remaining damage.",{"type":"pf2-h2","page":277,"name":"Shield Statistics","entries":["Shields have statistics that follow the same rules as armor:","Price, Speed Penalty, and Bulk. See page 274 for the rules for those statistics. Their other statistics are described here.",{"type":"pf2-h3","page":277,"name":"AC Bonus","entries":["A shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the Raise a Shield action, found on page 472."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"Hardness","entries":["Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the {@feat Shield Block} feat (page 266). The rules for Hardness appear on page 272."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"HP (BT)","entries":["This column lists the shield's Hit Points (HP) and Broken Threshold (BT). These measure how much damage the shield can take before it's destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the {@feat Shield Block} reaction."],"source":"CRB"},{"type":"data","tag":"table","name":"Shields","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Attacking with a Shield","entries":["A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on {@table Melee Weapons||Table 6–7: Melee Weapons}. The shield bash is an option only for shields that weren't designed to be used as weapons. A shield can't have runes added to it. You can also buy and attach a {@item shield boss} or {@item shield spikes} to a shield to make it a more practical weapon. These can be found on {@table Melee Weapons||Table 6–7}. These work like other weapons and can even be etched with runes."],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Shield Descriptions","entries":["Each type of shield is described in more detail below.","{@b {@item Buckler}:} This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand.","{@b {@item Wooden Shield}:} Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily.","{@b {@item Steel Shield}:} Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.","{@b {@item Tower Shield}:} These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":273,"name":"Shoddy Items","entries":["Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case. Attacks and checks involving a shoddy item take a –2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor). A shoddy suit of armor also worsens the armor's check penalty by 2. A shoddy item's Hit Points and Broken Threshold are each half that of a normal item of its type."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":592,"name":"Staves","entries":["A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait.",{"type":"pf2-h3","page":592,"name":"Casting Spells from a Staff","entries":["A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can {@action Cast a Spell} from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell's level. {@action Cast a Spell||Casting a Spell} from a staff requires holding the staff (typically in one hand) and {@action Activate an Item||Activating} the staff by {@action Cast a Spell||Casting the Spell}, which takes the spell's normal number of actions.","Use your spell attack roll and spell DC when {@action Cast a Spell||Casting a Spell} from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.","Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below).",{"type":"pf2-h4","page":592,"name":"Casting Cantrips from a Staff","entries":["If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrip's level is heightened to the same level as cantrips you cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Preparing a Staff","entries":["During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren't used within 24 hours, they're lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff's spells on your spell list.",{"type":"pf2-h4","page":592,"name":"Prepared Spellcasters","entries":["A prepared spellcaster—such as a cleric, druid, or wizard— can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They can't expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell."],"source":"CRB"},{"type":"pf2-h4","page":592,"name":"Spontaneous Spellcasters","entries":["A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesn't change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Attacking with a Staff","entries":["Staves are also {@item staff} weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":597,"name":"Wands","entries":["Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals can't be placed in wands.","If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single {@action Recall Knowledge} action and automatically succeed.","If it's not, you must {@action Identify Magic}.",{"type":"pf2-h3","page":597,"name":"Casting Spells from a Wand","entries":["A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a {@action Cast a Spell} activity using the normal number of actions for the spell.","To cast a spell from a wand, it must be on your spell list. Because you're the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition.","A spell cast from a wand doesn't require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand.",{"type":"pf2-h4","page":597,"name":"Overcharging a Wand","entries":["After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. {@action Cast a Spell||Cast the Spell} again, then roll a DC {@flatDC 10} flat check. On a success, the wand is broken.","On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Wand Statistics","entries":["A wand's base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell. When you activate a wand, you can only cast the spell at the specified level, but you can craft a wand with a heightened version of a spell.",{"type":"pf2-h4","page":597,"name":"Varying Statistics","entries":["Each type of wand has a Level and Price determined by the spell's level. The wand's rarity matches the spell's rarity. The item's traits also vary, based on the spell. A wand has any traits listed in its stat block (usually just magical and wand), plus any traits of the spell stored on it. A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."],"source":"CRB"},{"type":"pf2-brown-box","page":597,"name":"EXAMPLE WAND","entries":["This example {@item magic wand (generic)} has the {@spell heal} spell.",{"type":"data","tag":"item","data":{"name":"Wand of Heal","source":"CRB","page":597,"type":"Item","level":"3+","traits":["magical","necromancy","positive","wand"],"usage":"held in 1 hand","bulk":"L","category":"Wand","entries":["The golden end caps on this white wooden wand are adorned with ruby cabochons.",{"type":"ability","style":"compact","components":["{@action Cast a Spell}"],"frequency":{"freq":1,"unit":"day","overcharge":true,"number":"once "},"entries":["You cast a {@spell heal} spell at the indicated level."]}],"craftReq":["Supply a listed-level casting of heal."],"generic":"G","variants":[{"type":"1st-level spell","level":3,"price":{"coin":"gp","amount":60},"entries":[]},{"type":"2nd-level spell","level":5,"price":{"coin":"gp","amount":160},"entries":[]},{"type":"3rd-level spell","level":7,"price":{"coin":"gp","amount":360},"entries":[]},{"type":"4th-level spell","level":9,"price":{"coin":"gp","amount":700},"entries":[]},{"type":"5th-level spell","level":11,"price":{"coin":"gp","amount":1500},"entries":[]},{"type":"6th-level spell","level":13,"price":{"coin":"gp","amount":3000},"entries":[]},{"type":"7th-level spell","level":15,"price":{"coin":"gp","amount":6500},"entries":[]},{"type":"8th-level spell","level":17,"price":{"coin":"gp","amount":15000},"entries":[]},{"type":"9th-level spell","level":19,"price":{"coin":"gp","amount":40000},"entries":[]}]}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Crafting a Wand","entries":["For the most part, the process to {@action Craft} a wand is like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured inside the wand. The caster doesn't need to pay any cost of the spell.","The casting must come from a spellcaster expending a spell slot. You can't make a wand from a spell that comes from another magic item, for example."],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Magic Wand","entries":["The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the {@trait magical} and {@trait wand} traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply \"wand of,\" followed by the spell's name. You only need to learn one 1st-level formula to {@action Craft} a {@i magic wand}."],"source":"CRB"},{"type":"pf2-h3","page":598,"name":"Specialty Wands","entries":["Specialty wands can contain only certain kinds of spells, as noted in the stat block, and either alter the spell's effects or affect how it can be cast. The Craft Requirements entry lists what kinds of spells the wand can hold."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":278,"name":"Weapons","entries":[{"type":"pf2-h2","page":278,"name":"Attack Rolls","entries":["When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a {@trait finesse} weapon)} + proficiency bonus + other bonuses + penalties"],"source":"CRB"},"Bonuses, and penalties apply to these rolls just like with other types of checks. Weapons with potency runes (page 581) add an item bonus to your attack rolls.",{"type":"pf2-h3","page":278,"name":"Multiple Attack Penalty","entries":["If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty.","The multiple attack penalty doesn't apply to attacks you make when it isn't your turn (such as attacks made as part of a reaction). You can use a weapon with the {@trait agile} trait to reduce your multiple attack penalty."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Damage Rolls","entries":["When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target's AC, you hit your target! Roll the weapon or unarmed attack's damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows.",{"type":"pf2-inset","page":278,"entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"],"source":"CRB"},"Ranged weapons don't normally add an ability modifier to the damage roll, though weapons with the propulsive trait (page 283) add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier.","Magic weapons with {@item striking}, {@item greater striking}, or {@item major striking} runes (page 581) add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At higher levels, most characters also gain extra damage from weapon specialization."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Critical Hits","entries":["When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target's AC by 10, you achieve a critical success (also known as a critical hit).","If you critically succeed at a {@action Strike}, your attack deals {@book double damage|CRB|9|Doubling and Halving Damage}. Other attacks, such as spell attack rolls and some uses of the {@skill Athletics} skill, describe the specific effects that occur when their outcomes are critical successes."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Unarmed Attacks","entries":["Almost all characters start out trained in unarmed attacks. You can {@action Strike} with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group (page 280), and they might have weapon traits (page 282). However, unarmed attacks aren't weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so.","{@table Unarmed Attacks||Table 6–6: Unarmed Attacks} lists the statistics for an unarmed attack with a fist, though you'll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. Details for those unarmed attacks are provided in the abilities that grant them."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Improvised Weapons","entries":["If you attack with something that wasn't built to be a weapon, such as a chair or a vase, you're making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have."],"source":"CRB"},{"type":"pf2-h2","page":279,"name":"Weapon Statistics","entries":["The tables on pages 280 –282 list the statistics for various melee and ranged weapons that you can purchase, as well as the statistics for striking with a fist (or another basic unarmed attack). The tables present the following statistics. All weapons listed in this chapter have an item level of 0.",{"type":"pf2-h3","page":279,"name":"Damage","entries":["This entry lists the weapon's damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing.",{"type":"pf2-beige-box","page":279,"name":"Damage Dice","entries":["Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical {@item striking (generic)||striking} rune can increase the number of dice rolled, as can some special actions and spells. These additional dice use the same die size as the weapon or unarmed attack's normal damage die.",{"type":"pf2-title","name":"Counting Damage Dice"},"Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a {@item striking (generic)||striking} rune. They don't count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.",{"type":"pf2-title","name":"Increasing Die Size"},"When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, you'd use a d6, and so on). If you are already using a d12, the size is already at its maximum. You can't increase your weapon damage die size more than once.","{@c {@b {@dice 1d4} ➞ {@dice 1d6} ➞ {@dice 1d8} ➞ {@dice 1d10} ➞ {@dice 1d12}}}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Range","entries":["Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon's range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible.","For example, a shortbow takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, and a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Reload","entries":["While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many {@action Interact} actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.","An item with an entry of \"—\" must be drawn to be thrown, which usually takes an {@action Interact} action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Bulk","entries":["This entry gives the weapon's Bulk. A weapon's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-brown-box","page":279,"name":"SELECTING WEAPONS","entries":["Characters who focus on combat need to carefully consider their choice of weapons, evaluating whether they want to fight in melee or at range, the weapons' damage potential, and the special features of various weapons. Characters who are primarily spellcasters usually just need to pick a backup weapon in the best category they're trained or better in.","When selecting weapons, start by identifying the weapon types you're trained or better in. You should then compare weapons within these types to determine which ones you will have the highest melee or ranged attack modifier with. It's usually considered best practice to select both a melee and ranged weapon during character creation so you can contend with a broader variety of foes and situations.",{"type":"pf2-title","name":"Weapon Categories"},"Weapons fall into broad categories depending on how much damage they deal and what traits they have. Martial weapons generally deal more damage than simple weapons, and advanced weapons generally have more advantageous traits than martial weapons with the same damage. Generally, you'll want to select weapons that deal more damage, but if you're a highly skilled combatant, you might want to pick a weapon with interesting traits, even if it has a lower weapon damage die. You can also purchase multiple weapons within your budget, allowing you to switch between them for different situations."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Hands","entries":["Some weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free.","Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn't require two hands or have the two-hand trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Group","entries":["A weapon or unarmed attack's group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack's critical specialization effects; for full details, see page 283."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Weapon Traits","entries":["The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a \"weapon\" can also apply to an unarmed attack that has that trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Ammunition","entries":["Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmed Attacks","source":"CRB"},{"type":"data","tag":"table","name":"Melee Weapons","source":"CRB"},{"type":"data","tag":"table","name":"Ranged Weapons","source":"CRB"},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||categories=item}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.","{@b Axe:} Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b Bow:} If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 {@skill Athletics} check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["{@note Please visit the {@filter items page|items||source=CRB|category=weapon|type=equipment} to view all weapons.}"],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":287,"name":"Wearing Tools","entries":["You can make a set of tools (such as {@item alchemist's tools} or {@item healer's tools}) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an {@action Interact} action to use."],"data":{"quickref":2},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":300,"name":"Cantrips","entries":["A cantrip is a special type of spell that's weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip's stat block says \"Cantrip\" instead of \"Spell.\" Casting a cantrip doesn't use up your spell slots; you can cast a cantrip at will, any number of times per day. If you're a prepared caster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot.","A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its level is equal to the highest level of spell slot you have."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Casting Spells","entries":["The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. {@action Cast a Spell||Casting a Spell} is a special activity that takes a number of actions defined by the spell. When you {@action Cast a Spell}, your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell (page 210) and Melodious Spell (page 101) can help hide such manifestations or otherwise prevent observers from noticing that you are casting.",{"type":"data","tag":"action","name":"Cast a Spell","source":"CRB"},{"type":"pf2-h3","page":303,"name":"Spell Components","entries":["A spell description lists the components required to {@action Cast a Spell||Cast the Spell}. For most spells, the number of components is equal to the number of actions you must spend to {@action Cast a Spell||Cast the Spell}. Each component adds certain traits to the {@action Cast a Spell} activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":303,"name":"Material","entries":["A material component is a bit of physical matter consumed in the casting of the spell. The spell gains the manipulate trait and requires you to have a free hand to retrieve and manipulate a material component. That component is expended in the casting (even if the spell is disrupted).","Except in extreme circumstances, you can assume all common components are included in a material component pouch (page 290)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Somatic","entries":["A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.","Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it's through a glove or gauntlet)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Verbal","entries":["A verbal component is a vocalization of words of power.","You must speak them in a strong voice, so it's hard to conceal that you're {@action Cast a Spell||Casting a Spell}. The spell gains the {@trait concentrate}. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Focus","entries":["A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand.","As part of {@action Cast a Spell||Casting the Spell}, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.","Foci tend to be expensive, and you need to acquire them in advance to {@action Cast a Spell||Cast the Spell}."],"source":"CRB"},{"type":"pf2-brown-box","page":303,"name":"Component Substitution","entries":["Some classes can substitute one component for another or alter how a component works.","If you're a {@class bard} {@action Cast a Spell||Casting a Spell} from the {@trait occult} tradition you can usually play an {@item musical instrument||instrument} for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.","If you're a {@class cleric} {@action Cast a Spell||Casting a Spell} from the {@trait divine} tradition while holding a divine focus (such as a {@item religious symbol (generic)||religious symbol} or {@item religious text||text}), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class druid} {@action Cast a Spell||Casting a Spell} from the {@trait primal} tradition while holding a primal focus (such as {@item holly and mistletoe}), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class sorcerer} {@action Cast a Spell||Casting a Spell} from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component.","Any character casting an innate spell can replace any material component with a somatic component."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":304,"name":"Metamagic","entries":["Many spellcasters can gain access to metamagic actions, typically by selecting metamagic feats. Actions with the metamagic trait tweak the properties of your spells, changing their range, damage, or any number of other properties. You must use a metamagic action directly before the spell you want to alter. If you use any action (including free actions, reactions, and additional metamagic actions) other than {@action Cast a Spell} directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Disbelieving Illusions","entries":["Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature {@action Seek||Seeks} or otherwise spends actions to engage with the illusion, comparing the result of its {@skill Perception} check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. {@trait Mental} illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save).","If the illusion is {@trait visual}, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Durations","entries":["The duration of a spell is how long the spell effect lasts.","Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spell's duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster's turns, ending when the duration reaches 0.","Some spells have effects that remain even after the spell's magic is gone. Any ongoing effect that isn't part of the spell's duration entry isn't considered magical.","For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldn't be counteracted because it is not itself magical (though it might be cured by other magic, such as {@spell restore senses}).","If a spell's caster dies or is incapacitated during the spell's duration, the spell remains in effect till its duration ends.","You might need to keep track of the caster's initiative after they stopped being able to act to monitor spell durations.",{"type":"pf2-h3","page":304,"name":"Sustaining Spells","entries":["If the spell's duration is \"sustained,\" it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell.",{"type":"data","tag":"action","name":"Sustain a Spell","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Long Durations","entries":["If a spell's duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell's slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell's duration until your next daily preparations. This effectively Sustains the Spell over a long period of time.","If you prepare a new spell in the slot (or don't expend a spell slot), the spell ends. You can't do this if the spell didn't come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you {@action Cast a Spell||Cast the Spell} or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don't need to keep a spell slot open for these spells."],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Dismissing","entries":["Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":300,"name":"Focus Spells","entries":["Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells. Even some classes that don't normally grant spellcasting, such as the champion and monk, can grant focus spells.","Focus spells are automatically heightened to half your level rounded up, just like cantrips are. You can't cast a focus spell if its minimum level is greater than half your level rounded up, even if you somehow gain access to it.","Casting any of your focus spells costs you 1 Focus Point. You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell.","You replenish all the Focus Points in your pool during your daily preparations. You can also use the {@action Refocus} activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point.","Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. Your focus pool can't have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number.",{"type":"data","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":302,"name":"Focus Points from Multiple Sources","entries":["It's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let's say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1.","Focus Points are not differentiated by source; you can spend any of your Focus Points on any of your focus spells. Likewise, when you {@action Refocus}, you get back a point as long as you follow the guidelines of any abilities that granted you focus spells. Having Focus Points from multiple sources doesn't change the tradition of your spells; if you had both cleric domain spells and druid order spells, your domain spells would remain divine and the order spells primal. This could mean that you need to keep track of a different proficiency and ability modifier with the spell DC and spell attack roll of different focus spells."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Spellcasters with Focus Spells","entries":["If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A {@class bard||bard's} are occult, a {@class cleric||cleric's} are divine, a {@class druid||druid's} are primal, a {@class wizard||wizard's} are arcane, and a {@class sorcerer||sorcerer's} are determined by their bloodline."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Non-Spellcasters with Focus Spells","entries":["If you get focus spells from a class or other source that doesn't grant spellcasting ability (for example, if you're a monk with the {@feat Ki Strike} feat), the ability that gives you focus spells also provides your proficiency rank for spell attack rolls and spell DCs, as well as the magical tradition of your focus spells. You gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your focus spells (see below). However, you don't qualify for feats and other rules that require you to be a spellcaster."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Hostile Actions","entries":["Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm.","For instance, lobbing a {@spell fireball} into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Identifying Spells","entries":["Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened.","If you want to identify a spell but don't have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using {@action Recall Knowledge}. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified.","You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.","If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.","You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found {@quickref here||3|Areas}. If the spell originates from your position, the spell has only an area; if you can cause the spell's area to appear farther away from you, the spell has both a range and an area."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Targets","entries":["Some spells allow you to directly target a creature, an object, or something that fits a more specific category. The target must be within the spell's range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it normally. At the GM's discretion, you can attempt to target a creature you can't see, as described in Detecting Creatures on pages 465–467. If you fail to target a particular creature, this doesn't change how the spell affects any other targets the spell might have.","If you choose a target that isn't valid, such as if you thought a vampire was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature. If a creature starts out as a valid target but ceases to be one during a spell's duration, the spell typically ends, but the GM might decide otherwise in certain situations.","Spells that affect multiple creatures in an area can have both an Area entry and a Targets entry. A spell that has an area but no targets listed usually affects all creatures in the area indiscriminately.","Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character's condition (such as when a character is paralyzed, unconscious, or even dead)."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Line of Effect","entries":["You usually need an unobstructed path to the target of a spell, the origin point of an area, or the place where you create something with a spell. More information on line of effect can be found {@quickref here||3|line of effect}."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Reading Spells","entries":["Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. The spell's name line also lists the type of spell if it's a cantrip or focus spell, as well as the level.",{"type":"data","tag":"generic","style":"book","data":{"name":"SPELL NAME","traits":["traits"],"category":"SPELL","level":"(LEVEL)","sections":[[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Tradition","entries":["This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions."]},{"name":"Cast","entries":["The number of actions required to {@action Cast a Spell||Cast the Spell} are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as \"1 minute.\" After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell."]},{"name":"Range, Area, and Targets","entries":["This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster."]},{"name":"Saving Throw and Duration","entries":["If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw, which follows the rules found on page 449. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell."]}]}]],[["A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure."]],[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Heightened (level)","entries":["If the spell has special effects when heightened, those effects appear at the end of the stat block."]}]}]]]}}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you can't cast spells. You must know the ritual, and the ritual's spell level can be no higher than half your level rounded up.","You must also have the required proficiency rank in the skill used for the ritual's primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the ritual's effects. The primary skill check determines the tradition.","Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it's possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual's casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["A ritual's Cost entry lists valuable components required to cast the ritual. If a ritual doesn't have any such components, it won't have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target's level and sometimes the spell's level. If the target's level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target's level or another value as appropriate. Most rituals that create permanent creatures, such as {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["Many rituals need additional secondary casters, who also don't need to be able to cast spells. Unlike a primary caster, a secondary caster doesn't need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["At the ritual's culmination, you must attempt the skill check listed in the Primary Check entry to determine the ritual's outcome. Primary checks usually have a very hard DC for a level that's twice the ritual's spell level. As with other downtime activities, fortune and misfortune effects can't modify your checks for the ritual, nor can bonuses or penalties that aren't active throughout the process.","The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.",{"type":"data","tag":"table","name":"Creature Creation Rituals","source":"CRB"}],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":408,"name":"Secondary Checks","entries":["Often, a ritual requires secondary checks to represent aspects of its casting, usually with a standard DC for a level twice the ritual's spell level. A different secondary caster must attempt each secondary check. If there are more secondary casters than checks, the others don't attempt any.","Secondary casters attempt their checks before you attempt the primary check; no matter their results, the ritual proceeds to the primary check. Secondary checks affect the primary check depending on their results.",{"type":"successDegree","entries":{"Critical Success":"You gain a +2 circumstance bonus to the primary check.","Success":"No bonus or penalty.","Failure":"You take a –4 circumstance penalty to the primary check.","Critical Failure":"As failure, and you reduce the degree of success of the primary skill check by one step."}}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":409,"name":"Effect","entries":["A ritual's effect depends on the result of the primary check.","If an effect lists a save DC, use your spell DC for the ritual's magic tradition (or 12 + your level + your highest mental ability modifier, if you don't have a spell DC)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":409,"name":"Rituals","entries":["{@note Please visit the {@filter rituals page|rituals||source=CRB} to view all Rituals.}"],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Saving Throws","entries":["Spells that require a target to attempt a save to resist some or all of the spell's effects have a Saving Throw entry. This entry presents the type of save for quick reference, and specific details appear in the spell description. Whenever a spell allows a saving throw, it uses the caster's spell DC.",{"type":"pf2-h3","page":305,"name":"Basic Saving Throws","entries":["If a spell's Saving Throw entry specifies a \"basic\" saving throw, the spell's potential effects all relate to the damage listed in the spell's description. The target takes no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure. The rules for basic saving throws are found on page 449."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Setting Triggers","entries":["If a spell is meant to respond only to certain events or under certain conditions—such as {@spell magic mouth}—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell's sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as \"red-haired dwarven women,\" or it could be an observed action, such as \"whenever someone enters the spell's area.\" Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful {@skill Stealth} check to Hide (against the spell's DC). For auditory detection, line of sight isn't necessary, though the sound must be audible at the spell's origin point. A {@skill Stealth} check to Sneak can fool the sensor."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Spell Attacks","entries":["Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. A spell attack roll is compared to the target's AC.","Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks don't deal any damage beyond what's listed in the spell description.","In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Spell Slots","entries":["Characters of spellcasting classes can cast a certain number of spells each day; the spells you can cast in a day are referred to as spell slots. At 1st level, a character has only a small number of 1st-level spell slots per day, but as you advance in level, you gain more spell slots and new slots for higher-level spells. A spell's level indicates its overall power, from 1 to 10.",{"type":"pf2-h3","page":298,"name":"Prepared Spells","entries":["If you're a prepared spellcaster—such as a cleric, druid, or wizard—you must spend time each day preparing spells for that day. At the start of your daily preparations, you select a number of spells of different spell levels determined by your character level and class. Your spells remain prepared until you cast them or until you prepare spells again.","Each prepared spell is expended after a single casting, so if you want to cast a particular spell more than once in a day, you need to prepare that spell multiple times. The exceptions to this rule are spells with the cantrip trait; once you prepare a cantrip, you can cast it as many times as you want until the next time you prepare spells. See page 300 for more information on cantrips.","You might gain an ability that allows you to swap prepared spells or perform other aspects of preparing spells at different times throughout the day, but only your daily preparation counts for the purpose of effects that last until the next time you prepare spells."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Spontaneous Spells","entries":["If you're a spontaneous spellcaster—such as a bard or a sorcerer—you choose which spell you're using a spell slot for at the moment you decide to cast it. This provides you with more freedom in your spellcasting, but you have fewer spells in your spell repertoire, as determined by your character level and class. When you make your daily preparations, all your spell slots are refreshed, but you don't get to change the spells in your repertoire."],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"Magical Traditions","entries":["Spellcasters cast spells from one of four different spell list, each representing a different magical tradition: arcane, divine, occult, and primal.","Your class determines which tradition of magic your spells use. In some cases, such as when a cleric gains spells from their deity or when a sorcerer gets spells from their bloodline, you might be able to cast spells from a different spell list. In these cases, the spell uses your magic tradition, not the list the spell normally comes from. When you cast a spell, add your tradition's trait to the spell.","Some types of magic, such as that of most magic items, don't belong to any single tradition. These have the magical trait instead of a tradition trait.",{"type":"table","style":"pf2-box__table--red","rows":[["Arcane","Divine","Occult","Primal"],["Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them. Because of its far-reaching approach, the arcane tradition has the broadest spell list, though it's generally poor at affecting the spirit or the soul. Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane sorcerers study the secrets of their blood to unlock the power within themselves.","The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane. Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and champions call upon their gods to grant them martial prowess through divine guidance.","The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult sorcerers strive to understand the mysterious power in their blood.","An instinctual connection to and faith in the world, the cycle of day and night, theturning of the seasons, and the natural selection of predator and prey drive the primal tradition. Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal sorcerers call upon their fey or beast blood to harness the same natural energies."]]}],"source":"CRB"},{"type":"pf2-h3","page":299,"name":"Heightened Spells","entries":["Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell.","This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level (see Heightened Spontaneous Spells below). When you heighten your spell, the spell's level increases to match the higher level of the spell slot you've prepared it in or used to cast it. This is useful for any spell, because some effects, such as counteracting, depend on the spell's level.","In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell's stat block. Some heightened entries specify one or more levels at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given level. Read the heightened entry only for the spell level you're using or preparing; if its benefits are meant to include any of the effects of a lower-level heightened entry, those benefits will be included in the entry.","Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, {@spell fireball} says \"{@b Heightened (+1)} The damage increases by 2d6.\" Because {@spell fireball} deals {@damage 6d6} fire damage at 3rd level, a 4th-level {@spell fireball} would deal {@dice 8d6} fire damage, a 5th-level spell would deal {@dice 10d6} fire damage, and so on.",{"type":"pf2-h4","page":299,"name":"Heightened Spontaneous Spells","entries":["If you're a spontaneous spellcaster, you must know a spell at the specific level that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single level so that you have more options when casting it. For example, if you added {@spell fireball} to your repertoire as a 3rd-level spell and again as a 5th-level spell, you could cast it as a 3rd-level or a 5th-level spell; however, you couldn't cast it as a 4th-level spell.","Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single level."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"The Four Essences","entries":["Spells that affect certain physical or metaphysical forces tend to be grouped into particular magical traditions. Scholars of magic widely agree that all of existence is composed of some combination of four essences, though they disagree on the names and particular qualities of each essence.","The following entries discuss each essence and the traditions and spell schools relevant to it; for instance, evocation spells tend to manipulate matter. The abjuration school is an unusual case, as abjuration spells draw upon different essences depending on who they are warding and what they are protecting against.",{"type":"table","style":"pf2-box__table--red","rows":[["Matter","Spirit","Mind","Life"],["Also called body, material essence, or physical essence, matter is the fundamental building block that makes up all physical things in the universe. The arcane and primal traditions are especially attuned toward manipulating and shaping matter. Spells that are used to create or alter matter most often come from the conjuration, evocation, or transmutation schools.","Also called soul, ethereal essence, or spiritual essence, spirit is an otherworldly building block that makes up a being's immaterial and immortal self. The spirit travels through the Ethereal Plane and into the Great Beyond after the death of the physical body. The spirit is most easily affected by divine and occult spells. Spirit spells are usually of the divination or necromancy schools.","Also called thought or astral essence, the mind essence allows thinking creatures to have rational thoughts, ideas, plans, logic, and memories. Mind touches even nonsapient creatures like animals, though in a more limited capacity. Arcane and occult casters usually excel at mind spells. Spells that use mind essence are usually found in the divination, enchantment, and illusion schools.","Also called heart, faith, instinct, or vital essence, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for unconscious responses and belief, such as ancestral instincts and divine guidance. The divine and primal traditions hold power over life. Life spells are usually necromancy."]]}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Walls","entries":["Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square. The path of a shaped wall can't enter the same space more than once, but it can double back so one section is adjacent to another section of the wall."],"data":{"quickref":3},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":461,"name":"Actions","entries":["You affect the world around you primarily by using actions, which produce effects. Actions are most closely measured and restricted during the encounter mode of play, but even when it isn't important for you to keep strict track of actions, they remain the way in which you interact with the game world. There are four types of actions: single actions, activities, reactions, and free actions.","{@b Single actions} can be completed in a very short time. They're self-contained, and their effects are generated within the span of that single action. During an encounter, you get 3 actions at the beginning of your turn, which you can use as described on page 468.","{@b Activities} usually take longer and require using multiple actions, which must be spent in succession. Stride is a single action, but Sudden Charge is an activity in which you use both the Stride and Strike actions to generate its effect.","{@b Reactions} have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether it's your turn or not. In an encounter, you get 1 reaction each round, which you can use as described on page 468. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control.","{@b Free actions} don't cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost), and a free action with a trigger follows the same rules as a reaction (except the reaction cost).",{"type":"pf2-brown-box","page":461,"name":"ACTION ICON KEY","entries":["These icons appear in stat blocks as shorthand for each type of action.","{@as 1} Single Action","{@as 2} Two-Action Activity","{@as 3} Three-Action Activity","{@as R} Reaction","{@as F} Free Action"],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Activities","entries":["An activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to produce an effect that's different from merely the sum of those actions. In some cases, usually when spellcasting, an activity can consist of only 1 action, 1 reaction, or even 1 free action.","An activity might cause you to use specific actions within it. You don't have to spend additional actions to perform them—they're already factored into the activity's required actions. (See Subordinate Actions on page 462.) You have to spend all the actions of an activity at once to gain its effects. In an encounter, this means you must complete it during your turn. If an activity gets interrupted or disrupted in an encounter (page 462), you lose all the actions you committed to it.",{"type":"pf2-h4","page":461,"name":"Exploration and Downtime Activities","entries":["Outside of encounters, activities can take minutes, hours, or even days. These activities usually have the exploration or downtime trait to indicate they're meant to be used during these modes of play. You can often do other things off and on as you carry out these activities, provided they aren't significant activities of their own. For instance, if you're Repairing an item, you might move around to stretch your legs or have a brief discussion—but you couldn't also Decipher Writing at the same time.","If an activity that occurs outside of an encounter is interrupted or disrupted, as described in Disrupting Actions below, you usually lose the time you put in, but no additional time beyond that."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":462,"name":"IN-DEPTH ACTION RULES","entries":["These rules clarify some of the specifics of using actions.",{"type":"pf2-title","name":"Simultaneous Actions"},"You can use only one single action, activity, or free action that doesn't have a trigger at a time. You must complete one before beginning another. For example, the Sudden Charge activity states you must Stride twice and then Strike, so you couldn't use an Interact action to open a door in the middle of the movement, nor could you perform part of the move, make your attack, and then finish the move.","Free actions with triggers and reactions work differently. You can use these whenever the trigger occurs, even if the trigger occurs in the middle of another action.",{"type":"pf2-title","name":"Subordinate Actions"},"An action might allow you to use a simpler action—usually one of the Basic Actions on page 469—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn't gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn't require you to spend more actions or reactions to do so; that cost is already factored in.","Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the {@spell haste} spell lets you spend an extra action each turn to Stride or Strike, but you couldn't use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, \"If the next action you use is a Strike,\" an activity that includes a Strike wouldn't count, because the next thing you are doing is starting an activity, not using the Strike basic action."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Actions with Triggers","entries":["You can use free actions that have triggers and reactions only in response to certain events. Each such reaction and free action lists the trigger that must happen for you to perform it. When its trigger is satisfied—and {@i only} when it is satisfied—you can use the reaction or free action, though you don't have to use the action if you don't want to.","There are only a few basic reactions and free actions that all characters can use. You're more likely to gain actions with triggers from your class, feats, and magic items.",{"type":"pf2-h4","page":462,"name":"Limitations on Triggers","entries":["The triggers listed in the stat blocks of reactions and some free actions limit when you can use those actions. You can use only one action in response to a given trigger. For example, if you had a reaction and a free action that both had a trigger of \"your turn begins,\" you could use either of them at the start of your turn—but not both. If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether they're effectively the same thing. Usually, this decision will be based on what's happening in the narrative.","This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Other Actions","entries":["Sometimes you need to attempt something not already covered by defined actions in the game. When this happens, the rules tell you how many actions you need to spend, as well any traits your action might have. For example, a spell that lets you switch targets might say you can do so \"by spending a single action, which has the {@trait concentrate}.\" Game masters can also use this approach when a character tries to do something that isn't covered in the rules."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Gaining and Losing Actions","entries":["Conditions can change the number of actions you can use on your turn, or whether you can use actions at all. The slowed condition, for example, causes you to lose actions, while the quickened condition causes you to gain them.","Conditions are detailed in the appendix on pages 618–623.","Whenever you lose a number of actions—whether from these conditions or in any other way—you choose which to lose if there's any difference between them. For instance, the {@spell haste} spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while {@spell haste} was active, you might want to lose the action from haste first, since it's more limited than your normal actions.","Some effects are even more restrictive. Certain abilities, instead of or in addition to changing the number of actions you can use, say specifically that you can't use reactions. The most restrictive form of reducing actions is when an effect states that you can't act: this means you can't use any actions, or even speak. When you can't act, you don't regain your actions and reaction on your turn."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action's effects don't occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a {@action Cast a Spell} activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity.","The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn't transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["The affliction's name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["When you're first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster's spell DC.","On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.","If you fail the initial saving throw, after the affliction's onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["Some afflictions have onset times. For these afflictions, once you fail your initial save, you don't gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.","At the end of a stage's listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction's stage is ever reduced below stage 1, the affliction ends and you don't need to attempt further saves unless you're exposed to the affliction again.","On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you're within the poison's onset period, though it doesn't change the onset length."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["Afflictions with the {@trait virulent} trait are harder to remove.","You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Checks","entries":["When success isn't certain—whether you're swinging a sword at a foul beast, attempting to leap across a chasm, or straining to remember the name of the earl's second cousin at a soiree—you'll attempt a check. Pathfinder has many types of checks, from skill checks to attack rolls to saving throws, but they all follow these basic steps.",{"type":"list","style":"list-decimal","items":["Roll a d20 and identify the modifiers, bonuses, and penalties that apply.","Calculate the result.","Compare the result to the difficulty class (DC).","Determine the degree of success and the effect."]},"Checks and difficulty classes (DC) both come in many forms. When you swing your sword at that foul beast, you'll make an attack roll against its Armor Class, which is the DC to hit another creature. If you are leaping across that chasm, you'll attempt an {@skill Athletics} skill check with a DC based on the distance you are trying to jump. When calling to mind the name of the earl's second cousin, you attempt a check to {@action Recall Knowledge}. You might use either the Society skill or a Lore skill you have that's relevant to the task, and the DC depends on how common the knowledge of the cousin's name might be, or how many drinks your character had when they were introduced to the cousin the night before.","No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below.",{"type":"pf2-h3","page":444,"name":"Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply","entries":["Start by rolling your d20. You'll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A {@b modifier} can be either positive or negative, but a {@b bonus} is always positive, and a {@b penalty} is always negative.","The sum of all the modifiers, bonuses, and penalties you apply to the d20 roll is called your total modifier for that statistic.","Nearly all checks allow you to add an {@b ability modifier} to the roll. An ability modifier represents your raw capabilities and is derived from an ability score, as described on page 20. Exactly which ability modifier you use is determined by what you're trying to accomplish. Usually a sword swing applies your Strength modifier, whereas remembering the name of the earl's cousin uses your Intelligence modifier.","When attempting a check that involves something you have some training in, you will also add your {@b bonus}. This bonus depends on your proficiency rank:","untrained, trained, expert, master, or legendary. If you're untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your character's level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Proficiency Rank","Proficiency Bonus"],["Untrained","0"],["Trained","Your level + 2"],["Expert","Your level + 4"],["Master","Your level + 6"],["Legendary","Your level + 8"]]},"There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonus that would apply to the same roll, you'll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they don't \"stack.\" For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses that could apply to the same check, you add only the higher of the two.","{@b Circumstance bonuses} typically involve the situation you find yourself in when attempting a check. For instance, using Raise a Shield with a buckler grants you a +1 circumstance bonus to AC. Being behind cover grants you a +2 circumstance bonus to AC. If you are both behind cover and Raising a Shield, you gain only the +2 circumstance bonus for cover, since they're the same type and the bonus from cover is higher.","{@b Item bonuses} are granted by some item that you are wearing or using, either mundane or magical. For example, armor gives you an item bonus to AC, while expanded alchemist's tools grant you an item bonus to {@skill Crafting} checks when making alchemical items.","{@b Status bonuses} typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level {@spell heroism} spell grants a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks. If you were under the effect of {@spell heroism} and someone cast the {@spell bless} spell, which also grants a +1 status bonus on attacks, your attack rolls would gain only a +1 status bonus, since both spells grant a +1 status bonus to those rolls, and you only take the highest status bonus.","Penalties work very much like bonuses. You can have {@b circumstance penalties {@b status penalties}, and sometimes even {@b item penalties.} Like bonuses of the same type, you take only the worst all of various penalties of a given type. However, you can apply both a bonus and a penalty of the same type on a single roll. For example, if you had a +1 status bonus from a {@spell heroism} spell but a –2 status penalty from the sickened condition, you'd apply them both to your roll—so {@spell heroism} still helps even though you're feeling unwell.","Unlike bonuses, penalties can also be {@b untyped}, in which case they won't be classified as \"circumstance,\" \"item,\" or \"status.\" Unlike other penalties, you always add all your untyped penalties together rather than simply taking the worst one. For instance, when you use attack actions, you incur a multiple attack penalty on each attack you make on your turn after the first attack, and when you attack a target that's beyond your weapon's normal range increment, you incur a range penalty on the attack.","Because these are both untyped penalties, if you make multiple attacks at a faraway target, you'd apply both the multiple attack penalty and the range penalty to your roll.","Once you've identified all your various modifiers, bonuses, and penalties, you move on to the next step."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 2: Calculate the Result","entries":["This step is simple. Add up all the various modifiers, bonuses, and penalties you identified in Step 1—this is your total modifier. Next add that to the number that came up on your d20 roll. This total is your check result."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 3: Compare the Result to the DC","entries":["This step can be simple, or it can create suspense. Sometimes you'll know the {@b Difficulty Class} ({@b DC}) of your check. In these cases, if your result is equal to or greater than the DC, you succeed! If your roll anything less than the DC, you fail.","Other times, you might not know the DC right away. Swimming across a river would require an {@skill Athletics} check, but it doesn't have a specified DC—so how will you know if you succeed or fail? You call out your result to the GM and they will let you know if it is a success, failure, or otherwise. While you might learn the exact DC through trial and error, DCs sometimes change, so asking the GM whether a check is successful is the best way to determine whether or not you have met or exceeded the DC.",{"type":"pf2-h4","page":445,"name":"Calculating DCs","entries":["Whenever you attempt a check, you compare your result against a DC. When someone or something else attempts a check against you, rather than both forces rolling against one another, the GM (or player, if the opponent is another PC) compares their result to a fixed DC based on your relevant statistic. Your DC for a given statistic is 10 + the total modifier for that statistic."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 4: Determine the Degree of Success and Effect","entries":["Many times, it's important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed at or critically fail a check.","You critically succeed at a check when a check's result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that's a critical failure.","If you rolled a 20 on the die (a \"natural 20\"), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a \"natural 1\"), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1! If a feat, magic item, spell, or other effect does not list a critical success or critical failure, treat is as an ordinary success or failure instead.","Some other abilities can change the degree of success for rolls you get. When resolving the effect of an ability that changes your degree of success, always apply the adjustment from a natural 20 or natural 1 before anything else."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Concealment and Invisibility","entries":["The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see.",{"type":"pf2-h4","page":467,"name":"Concealed","entries":["This condition protects a creature if it's in mist, within dim light, or amid something else that obscures sight but does not provide a physical barrier to effects. An effect or type of terrain that describes an area of concealment makes all creatures within it concealed.","When you target a creature that's {@condition concealed} from you, you must attempt a DC {@flatDC 5} flat check before you roll to determine your effect. If you fail, you don't affect the target. the {@condition concealed} condition doesn't change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though it's concealed."],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Invisible","entries":["A creature with the invisible condition (by way of an {@spell invisibility} spell or {@item invisibility potion}, for example) is automatically {@condition undetected} to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition.","You can use the {@action Seek} basic action to attempt to figure out an {@condition invisible} creature's location, making it instead only {@condition hidden} from you. This lasts until the {@condition invisible} creature successfully uses {@action Sneak} to become {@condition undetected} again. If you're already {@condition observed||observing} a creature when it becomes {@condition invisible}, it starts out {@condition hidden}, since you know where it was when it became {@condition invisible}, though it can then {@action Sneak} to become {@condition undetected}.","Other effects might make an {@condition invisible} creature hidden or even observed but concealed. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden.","Similarly, throwing a net over an {@condition invisible} creature would make it {@condition observed} but {@condition concealed} for as long as the net is on the creature."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Condition Values","entries":["Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Conditions","entries":["The results of various checks might apply conditions to you or, less often, an item. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item. One condition represents what happens when a creature successfully drains your blood or life essence, while others represent creatures' attitudes toward you and how they interact with you.","Conditions are persistent; when you're affected by a condition, its effects last until the stated duration ends, the condition is removed, or terms dictated in the condition cause it to end. The rules for conditions are summarized on page 454 and described in full on pages 618–623.",{"type":"pf2-brown-box","name":"CONDITIONS","entries":["These conditions appear often in the game and are defined in detail in the Conditions Appendix on pages 618–623. Here's a brief summary of each.","{@b {@condition Blinded}:} You're unable to see.","{@b {@condition Broken}:} This item can't be used for its normal function until repaired.","{@b {@condition Clumsy}:} You can't move as easily or gracefully as usual.","{@b {@condition Concealed}:} Fog or similar obscuration makes you difficult to see and target.","{@b {@condition Confused}:} You attack indiscriminately.","{@b {@condition Controlled}:} Another creature determines your actions.","{@b {@condition Dazzled}:} Everything is {@condition concealed} to you.","{@b {@condition Deafened}:} You're unable to hear.","{@b {@condition Doomed}:} With your soul in peril, you are now closer to death.","{@b {@condition Drained}:} Blood loss or something similar has leached your vitality.","{@b {@condition Dying}:} You're slipping closer to death.","{@b {@condition Encumbered}:} You're carrying more weight than you can manage.","{@b {@condition Enfeebled}:} Your strength has been sapped away.","{@b {@condition Fascinated}:} You are compelled to focus your attention on something.","{@b {@condition Fatigued}:} Your defenses are lower and you can't focus while exploring.","{@b {@condition Flat-Footed}:} You're unable to defend yourself to your full capability.","{@b {@condition Fleeing}:} You must run away.","{@b {@condition Friendly}:} An NPC with this condition has a good attitude toward you.","{@b {@condition Frightened}:} Fear makes you less capable of attacking and defending.","{@b {@condition Grabbed}:} A creature, object, or magic holds you in place.","{@b {@condition Helpful}:} An NPC with this condition wants to assist you.","{@b {@condition Hidden}:} A creature you're {@condition hidden} from knows your location but can't see you.","{@b {@condition Hostile}:} An NPC with this condition wants to harm you.","{@b {@condition Immobilized}:} You can't move.","{@b {@condition Indifferent}:} An NPC with this condition doesn't have a strong opinion about you.","{@b {@condition Invisible}:} Creatures can't see you.","{@b {@condition Observed}:} You're in plain view.","{@b {@condition Paralyzed}:} You body is frozen in place.","{@b {@condition Persistent Damage|CRB|Persistent Damage}:} You keep taking damage every round.","{@b {@condition Petrified}:} You've been turned to stone.","{@b {@condition Prone}:} You're lying on the ground and easier to attack.","{@b {@condition Quickened}:} You get an extra action each turn.","{@b {@condition Restrained}:} You're tied up and can't move, or a grappling creature has you pinned.","{@b {@condition Sickened}:} You're sick to your stomach.","{@b {@condition Slowed}:} You lose actions each turn.","{@b {@condition Stunned}:} You can't use actions.","{@b {@condition Stupefied}:} Your can't access your full mental faculties, and you have trouble casting spells.","{@b {@condition Unconscious}:} You're asleep or knocked out.","{@b {@condition Undetected}:} A creature you're {@condition undetected} by doesn't know where you are.","{@b {@condition Unfriendly}:} An NPC with this condition doesn't like you.","{@b {@condition Unnoticed}:} A creature is entirely unaware you're present.","{@b {@condition Wounded}:} You've been brought back from the brink of death but haven't fully recovered."]}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":458,"name":"Counteracting","entries":["Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise.","When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target's DC. If you're counteracting an affliction, the DC is in the affliction's stat block. If it's a spell, use the caster's DC. The GM can also calculate a DC based on the target effect's level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the target's level. If an effect is a spell, its level is the counteract level.","Otherwise, halve its level and round up to determine its counteract level. If an effect's level is unclear and it came from a creature, halve and round up the creature's level.",{"type":"successDegree","entries":{"Critical Success":"Counteract the target if its counteract level is no more than 3 levels higher than your effect's counteract level.","Success":"Counteract the target if its counteract level is no more than 1 level higher than your effect's counteract level.","Failure":"Counteract the target if its counteract level is lower than your effect's counteract level.","Critical Failure":"You fail to counteract the target."}}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":477,"name":"Cover","entries":["When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to {@skill Stealth} checks to {@action Hide}, {@action Sneak}, or otherwise avoid detection. You can increase this to greater cover using the {@action Take Cover} basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use {@skill Stealth} to {@action Hide}, but lesser cover isn't sufficient.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Type of Cover","Bonus","Can Hide"],["Lesser","+1 to AC","No"],["Standard","+2 to AC, Reflex, {@skill Stealth}","Yes"],["Greater","+4 to AC, Reflex, {@skill Stealth}","Yes"]]},"Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have {@quickref line of effect||3|line of effect} and typically can't target it at all.","Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has {@action Take Cover||Taken Cover}). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.",{"type":"pf2-h4","page":477,"name":"Cover and Large Creatures","entries":["If a creature between you and a target is two or more sizes larger than both you and your target, that creature's space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn't gain cover from terrain that it's significantly larger than. For example, a Huge dragon probably wouldn't receive any benefit from being behind a 1-foot-wide pillar."],"source":"CRB"},{"type":"pf2-h4","page":477,"name":"Special Circumstances","entries":["Your GM might allow you to overcome your target's cover in some situations. If you're right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Damage","entries":["In the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage. Damage decreases a creature's Hit Points on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points). The full rules can be found in the Hit Points, Healing, and Dying section on page 459.","Damage is sometimes given as a fixed amount, but more often than not you'll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it is often enhanced by various modifiers, bonuses, and penalties.","Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below.",{"type":"list","style":"list-decimal","items":["Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll.","Determine the damage type.","Apply the target's immunities, weaknesses, and resistances to the damage.","If any damage remains, reduce the target's Hit Points by that amount."]},{"type":"pf2-h3","page":450,"name":"Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties","entries":["Your weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if you're using a normal longsword, you'll roll {@dice 1d8}. If you're casting a 3rd-level {@spell fireball} spell, you'll roll {@dice 6d6}. Sometimes, especially in the case of weapons, you'll apply modifiers, bonuses, and penalties to the damage.","When you use melee weapons, unarmed attacks, and thrown ranged weapons, the most common modifier you'll add to damage is your Strength ability modifier. Weapons with the propulsive trait sometimes add half your Strength modifier. You typically do not add an ability modifier to spell damage, damage from most ranged weapons, or damage from alchemical bombs and similar items.","As with checks, you might add circumstance, status, or item bonuses to your damage rolls, but if you have multiple bonuses of the same type, you add only the highest bonus of that type. Again like checks, you may also apply circumstance, status, item, and untyped penalties to the damage roll, and again you apply only the greatest penalty of a specific type but apply all untyped penalties together.","Use the formulas below.",{"type":"pf2-inset","entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"]},{"type":"pf2-inset","entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"]},{"type":"pf2-inset","entries":["Spell (and similar effects) damage roll = damage die of the effect + bonuses + penalties"]},"If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage.",{"type":"pf2-h4","page":451,"name":"Increasing Damage","entries":["In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the {@item striking} rune can add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At certain levels, most characters gain the ability to deal extra damage from the weapon specialization class feature."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Persistent Damage","entries":["Persistent damage is a condition that causes damage to recur beyond the original effect. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC {@flatDC 15} flat check to see if you recover from the persistent damage.","Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw.","See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Doubling and Halving Damage","entries":["Sometimes you'll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it). The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for singletarget attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the {@item flaming} weapon rune's persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a {@spell lightning bolt} spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the {@action Strike||Strikes} and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b Slashing damage} is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap.","Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magical trait) and most other damage types.",{"type":"pf2-title","name":"Energy Damage"},"Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b Sonic damage} assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage.","Two special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create {@b positive damage} that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b lawful} damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b poison damage}, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b bleed damage}. This is persistent damage that represents loss of blood.","As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b precision damage}, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6.","Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to physical damage, like a gargoyle, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage.",{"type":"pf2-title","name":"Precious Materials"},"While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity applies to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; you just don't apply the effect. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.","Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as {@action Grapple} and {@action Shove}).","Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a {@creature stone golem} has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don't affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature's ability, it doesn't matter who created the effect. For example, the {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} on that creature again before 1 minute passes, the spell has no effect.","Temporary immunity doesn't prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don't immediately lose the frightened condition due to the immunity you just gained—you simply don't become frightened if you're targeted by the ability again before the immunity ends."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage.","If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your {@runeItem mace||+1 weapon potency|} (since it's magical) or a non-magical {@item spear} (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.","If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.","It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["After applying the target's immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target's Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section on page 459.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying on page 459). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon.","Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":["Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining.","Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor.","Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).","When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in {@skill Performance} and {@skill Stealth}, and an expert in {@skill Occultism}, you could reduce the character's proficiency in {@skill Stealth} to expert and become a master in {@skill Occultism}, but you couldn't reassign that skill increase to become legendary in {@skill Performance}. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites.","You can also spend a week to retrain an initial trained skill you gained during character creation."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Class Features","entries":["You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes—always at least a month."],"source":"CRB"},{"type":"pf2-brown-box","page":481,"name":"SKILL DOWNTIME ACTIVITIES","entries":["Chapter 4: Skills includes several downtime activities, which are summarized here.","{@b {@action Craft}:} Using the {@skill Crafting} skill, you can create items from raw materials (page 244).","{@b {@action Create Forgery}:} You forge a document (page 251).","{@b {@action Earn Income}:} You earn money, typically using {@skill Crafting}, Lore, or {@skill Performance} (page 236).","{@b {@action Subsist}:} You find food and shelter in the wilderness or within a settlement (page 240).","{@b {@action Treat Disease}:} You spend time caring for a diseased creature in the hope of curing that creature (page 248)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Other Downtime Activities","entries":["Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294).","You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Effects","entries":["Anything you do in the game has an {@b effect}. Many of these outcomes are easy to adjudicate during the game.","If you tell the GM that you draw your sword, no check is needed, and the result is that your character is now holding a sword. Other times, the specific effect requires more detailed rules governing how your choice is resolved.","Many spells, magic items, and feats create specific effects, and your character will be subject to effects caused by monsters, hazards, the environment, and other characters.","While a check might determine the overall impact or strength of an effect, a check is not always part of creating an effect. Casting a {@spell fly} spell on yourself creates an effect that allows you to soar through the air, but casting the spell does not require a check. Conversely, using the Intimidate skill to Demoralize a foe does require a check, and your result on that check determines the effect's outcome.","The following general rules are used to understand and apply effects.",{"type":"pf2-h3","page":455,"name":"Duration","entries":["Most effects are discrete, creating an instantaneous effect when you let the GM know what actions you are going to use. Firing a bow, moving to a new space, or taking something out of your pack all resolve instantly. Other effects instead last for a certain duration. Once the duration has elapsed, the effect ends. The rules generally use the following conventions for durations, though spells have some special durations detailed on pages 304–305.","For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. This is common for beneficial effects that target you or your allies. Detrimental effects often last \"until the end of the target's next turn\" or \"through\" a number of their turns (such as \"through the target's next 3 turns\"), which means that the effect's duration decreases at the end of the creature's turn, rather than the start.","Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the effects last until those conditions are met."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Range and Reach","entries":["Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a {@b range}—the maximum distance from the creature or object creating the effect in which the effect can occur.","Ranged and thrown weapons have a {@b range increment}.","Attacks with such weapons work normally up to that range. Attacks against targets beyond that range take a –2 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a –10 penalty after five additional range increments. Attacks beyond this range are not possible. For example, if you are using a shortbow, your attacks take no penalty against a target up to 60 feet away, a –2 penalty if a target is over 60 and up to 120 feet away, a –4 if a target is over 120 and up to 180 feet away, and so on, up to a maximum distance of 360 feet.","{@b Reach} is how far you can physically reach with your body or a weapon. Melee {@action Strike||Strikes} rely on reach. Your reach also creates an area around your space where other creatures could trigger your reactions. Your reach is typically 5 feet, but weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, an ogre has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach 3 squares diagonally, 25-foot reach can reach 4, and so on."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Targets","entries":["Some effects require you to choose specific targets.","Targeting can be difficult or impossible if your chosen creature is undetected by you, if the creature doesn't match restrictions on who you can target, or if some other ability prevents it from being targeted.","Some effects require a target to be willing. Only you can decide whether your PC is willing, and the GM decides whether an NPC is willing. Even if you or your character don't know what the effect is, such as if your character is unconscious, you still decide if you're willing.","Some effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you are trying to protect. You are not your own ally. If it isn't clear, the GM decides who counts as an ally or an enemy."],"source":"CRB"},{"type":"pf2-h3","page":456,"name":"Areas","entries":["Some effects occupy an area of a specified shape and size.","An area effect always has a point of origin and extends out from that point. There are four types of areas: emanations, bursts, cones, and lines. When you're playing in encounter mode and using a grid, areas are measured in the same way as movement (page 463), but areas' distances are never reduced or affected by {@quickref difficult terrain||3|terrain} or lesser cover (page 476). You can use the diagrams below as common reference templates for areas, rather than measuring squares each time. Many area effects describe only the effects on creatures in the area. The GM determines any effects to the environment and unattended objects.",{"type":"pf2-h4","page":456,"name":"Burst","entries":["A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius. For instance, when you cast {@spell fireball}, it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Cone","entries":["A cone shoots out from you in a quarter circle on the grid.","When you aim a cone, the first square of that cone must share an edge with your space if you're aiming orthogonally, or it must touch a corner of your space if you're aiming diagonally. If you're Large or larger, the first square can run along the edge of any square of your space. You can't aim a cone so that it overlaps your space. The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram. For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge.","If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or object's space instead of your own."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Emanation","entries":["An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the {@spell bless} spell's emanation radiates 5 or more feet outward from the caster. Because the sides of a creature's space are the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature. Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Line","entries":["A line shoots forth from you in a straight line in a direction of your choosing. The line affects each creature whose space it overlaps. Unless a line effect says otherwise, it is 5 feet wide. For example, the {@spell lightning bolt} spell's area is a 60-foot line that's 5 feet wide."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Effect","entries":["When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect's area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesn't matter for line of effect, nor do portcullises and other barriers that aren't totally solid. If you're unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call.","In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there's no line of effect between the origin of the area and the target, the effect doesn't apply to that target. For example, if there's a solid wall between the origin of a {@spell fireball} and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the {@spell fireball} and doesn't need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Sight","entries":["Some effects require you to have line of sight to your target. As long as you can precisely sense the area (as described in Perception on page 464) and it is not blocked by a solid barrier (as described in {@quickref Cover||3|Cover}), you have line of sight. An area of darkness prevents line of sight if you don't have {@ability darkvision}, but portcullises and other obstacles that aren't totally solid do not. If you're unsure whether a barrier is solid enough to block line of sight, usually a 1-foot-square gap is enough to maintain line of sight, though the GM makes the final call."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":468,"name":"Encounter Mode","entries":[{"type":"pf2-h2","page":468,"name":"Structure","entries":["An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence.","You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["When the GM calls for it, you'll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter's participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you'll roll initiative when you enter a battle.","Typically, you'll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you'd roll a {@skill Stealth} check. A social encounter could call for a {@skill Deception} or {@skill Diplomacy} check.","The GM rolls initiative for anyone other than the player characters in the encounter. If these include a number of identical creatures, the GM could roll once for the group as a whole and have them take their turns within the group in any order. However, this can make battles less predictable and more dangerous, so the GM might want to roll initiative for some or all creatures individually unless it's too much of a burden.","Unlike a typical check, where the result is compared to a DC, the results of initiative rolls are ranked. This ranking sets the order in which the encounter's participants act—the initiative order. The character with the highest result goes first. The second highest follows, and so on until whoever had the lowest result takes their turn last.","If your result is tied with a foe's result, the adversary goes first. If your result is tied with another PC's, you can decide between yourselves who goes first when you reach that place in the initiative order. After that, your places in the initiative order usually don't change during the encounter."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 2: Play a Round","entries":["A round begins when the participant with the highest initiative roll result starts their turn, and it ends when the one with the lowest initiative ends their turn. The process of taking a turn is detailed below. Creatures might also act outside their turns with reactions and free actions."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 3: Begin the Next Round","entries":["Once everyone in the encounter has taken a turn, the round is over and the next one begins. Don't roll initiative again; the new round proceeds in the same order as the previous one, repeating the cycle until the encounter ends."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 4: End the Encounter","entries":["When your foes are defeated, some sort of truce is reached, or some other event or circumstance ends the combat, the encounter is over. You and the other participants no longer follow the initiative order, and a more free-form style of play resumes, with the game typically moving into exploration mode. Sometimes at the end of an encounter, the GM will award Experience Points to the party or you'll find treasure to divvy up."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Turns","entries":["When it's your turn to act, you can use single actions ({@as 1}), short activities ({@as 2} and {@as 3}), reactions ([reaction]), and free actions ({@as f}). When you're finished, your turn ends and the character next in the initiative order begins their turn.","Sometimes it's important to note when during your turn something happens, so a turn is divided into three steps.",{"type":"pf2-h3","page":468,"name":"Step 1: Start Your Turn","entries":["Many things happen automatically at the start of your turn—it's a common point for tracking the passage of time for effects that last multiple rounds. At the start of each of your turns, take these steps in any order you choose:",{"type":"list","items":["If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn.","You can use 1 free action or reaction with a trigger of \"Your turn begins\" or something similar.","If you're {@condition dying}, roll a recovery check (page 459).","Do anything else that is specified to happen at the start of your turn."]},"The last step of starting your turn is always the same.",{"type":"list","items":["Regain your 3 actions and 1 reaction. If you haven't spent your reaction from your last turn, you lose it—you can't \"save\" actions or reactions from one turn to use during the next turn. If a condition prevents you from being able to act, you don't regain any actions or your reaction. Some abilities or conditions (such as {@condition quickened} and {@condition slowed}) can change how many actions you regain and whether you regain your reaction. If you lose actions and gain additional actions (such as if you're both {@condition quickened} and {@condition slowed}), you choose which actions to lose."]}],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 2: Act","entries":["You can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you can't use a single action in the middle of performing a 2-action activity. What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions below. Some effects might prevent you from acting. If you can't act, you can't use any actions, including reactions and free actions.","If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You can't, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn.","Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creature's turn begins. You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions."],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 3: End Your Turn","entries":["Once you've done all the things you want to do with the actions you have available, you reach the end of your turn.","Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order.",{"type":"list","items":["End any effects that last until the end of your turn. For example, spells with a sustained duration end at the end of your turn unless you used the {@action Sustain a Spell} action during your turn to extend them. Some effects caused by enemies might also last through a certain number of your turns, and you decrease the remaining duration by 1 during this step, ending the effect if its duration is reduced to 0.","If you have a {@condition Persistent Damage|CRB|persistent damage} condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the {@condition Persistent Damage|CRB|persistent damage}. You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the {@condition frightened} condition decreasing in severity. These take place after you've taken any {@condition Persistent Damage|CRB|persistent damage}, attempted flat checks to end the {@condition Persistent Damage|CRB|persistent damage}, and attempted saves against any afflictions.","You can use 1 free action or reaction with a trigger of \"Your turn ends\" or something similar.","Resolve anything else specified to happen at the end of your turn."]}],"source":"CRB"},{"type":"pf2-brown-box","page":469,"name":"TRACKING INITIATIVE","entries":["The GM keeps track of the initiative order for an encounter.","It's usually okay for the players to know this order, since they'll see who goes when and be aware of one another's results. However, the GM might want to conceal the names of adversaries the PCs have yet to identify.","Once the encounter's order is set, it's usually not necessary to track the original initiative numbers. The GM can create a simple list, use a series of cards or other indicators, or use a {@i Pathfinder Combat Pad}, which has magnetic markers to allow for easily rearranging the order.",{"type":"pf2-title","name":"Changing the Initiative Order"},"Any method used to track the initiative order needs to be flexible because the order can change. A creature can use the Delay basic action to change its place in the order, in which case you can erase it from the list or pull its marker aside until it reenters the initiative order. When a creature gets knocked out, its initiative order also changes (see Knocked Out and Dying on page 459). Using the Ready basic action doesn't change a creature's place in the initiative order, though, because the designated action becomes a reaction."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":469,"name":"Basic Actions","entries":["Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you'll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike.","Actions that are used less frequently but are still available to most creatures are presented in Specialty Basic Actions starting on page 472. These typically have requirements that not all characters are likely to meet, such as wielding a shield or having a burrow Speed.","In addition to the actions in these two sections, the actions for spellcasting can be found on pages 302–305, and the actions for using magic items appear on pages 531–534.","{@note To view all actions, please visit the {@filter Actions page.|actions||source=CRB}}",{"type":"pf2-brown-box","page":471,"name":"SPEAKING","entries":["As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a {@skill Deception} skill check to Lie, require spending actions and follow their own rules.","All speech has the {@trait auditory} trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is {@trait visual} instead of {@trait auditory}."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["Activities that take longer than a turn can't normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["Your reactions let you respond immediately to what's happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens.","Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone's turn (including your own), but only when its trigger occurs. If you don't use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn.","Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically.","One example of such a reaction is {@action Attack of Opportunity}, which {@class fighter||fighters} gain at 1st level.","This reaction lets you make a melee {@action Strike} if a creature within reach uses a {@trait manipulate} or {@trait move} action, makes a ranged attack, or leaves a square during a {@trait move} action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an {@action Attack of Opportunity} from a creature without reach and one with reach.","You'll notice this reaction allows you to use a modified basic action, a {@action Strike}. This follows the rules on subordinate actions found on page 462.","Because your {@action Attack of Opportunity} takes place outside of your turn, the attack roll doesn't incur a multiple attack penalty."],"source":"CRB"},{"type":"pf2-h2","page":473,"name":"Movement in Encounters","entries":["Your movement during encounter mode depends on the actions and other abilities you use. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed. Certain feats or magic items can grant you other movement types, allowing you to swiftly burrow, climb, fly, or swim (page 463).","When the rules refer to a \"movement cost\" or \"spending movement,\" they are describing how many feet of your Speed you must use to move from one point to another. Normally, movement costs 5 feet per square when you're moving on a grid, or it costs the number of feet you move if you're not using a grid. However, sometimes it's harder to move a certain distance due to {@quickref difficult terrain||3|terrain} or other factors. In such a case, you might have to spend a different amount of movement to move from one place to another.","For example, a form of movement might require 10 feet of movement to move 1 square, and moving through some types of terrain costs an extra 5 feet of movement per square.",{"type":"pf2-h3","page":473,"name":"Grid Movement","entries":["If an encounter involves combat, it's often a good idea to track the movement and relative position of the participants using a Pathfinder Flip-Mat, Flip-Tiles, or some other form of grid to display the terrain, and miniatures to represent the combatants. When a character moves on a grid, every 1-inch square of the play area is 5 feet across in the game world. Hence, a creature moving in a straight line spends 5 feet of its movement for every map square traveled.","Because moving diagonally covers more ground, you count that movement differently. The first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two. For example, as you move across 4 squares diagonally, you would count 5 feet, then 10, then 5, and then 10, for a total of 30 feet. You track your total diagonal movement across all your movement during your turn, but reset your count at the end of your turn."],"source":"CRB"},{"type":"pf2-h3","page":473,"name":"Size, Space, and Reach","entries":["Creatures and objects of different sizes occupy different amounts of space. The sizes and the spaces they each take up on a grid are listed in {@table Size and Reach||Table 9–1: Size and Reach}.","Table 9–1 also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). See page 455 for more about reach.","The Space entry lists how many feet on a side a creature's space is, so a Large creature fills a 10-foot-by-10-foot space (4 squares on the grid). Sometimes part of a creature extends beyond its space, such as if a giant octopus is grabbing you with its tentacles. In that case, the GM will usually allow attacking the extended portion, even if you can't reach the main creature. A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes can't usually share spaces except in situations like a character riding a mount. Rules for moving through other creatures' spaces appear below.",{"type":"data","tag":"table","source":"CRB","name":"Size and Reach"},"Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can occupy a space occupied by a larger creature as well, and if their reach is 0 feet, they must do so in order to attack."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Move Actions That Trigger Reactions","entries":["Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity. Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creature's reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but don't move out of a square, the trigger instead happens at the end of that action or ability.","Some actions, such as Step, specifically state they don't trigger reactions or free actions based on movement."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Moving Through a Creature's Space","entries":["You can move through the space of a willing creature. If you want to move through an unwilling creature's space, you can {@action Tumble Through} that creature's space using {@skill Acrobatics}. You can't end your turn in a square occupied by another creature, though you can end a move action in its square provided that you immediately use another move action to leave that square. If two creatures end up in the same square by accident, the GM determines which one is forced out of the square (or whether one falls prone).",{"type":"pf2-h4","page":474,"name":"Prone and Incapacitated Creatures","entries":["You can share a space with a prone creature if that creature is willing, unconscious, or dead and if it is your size or smaller. The GM might allow you to climb atop the corpse or unconscious body of a larger creature in some situations. A prone creature can't stand up while someone else occupies its space, but it can Crawl to a space where it's able to stand, or it can attempt to Shove the other creature out of the way."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Creatures of Different Sizes","entries":["In most cases, you can move through the space of a creature at least three sizes larger than you (Table 9-1). This means a Medium creature can move through the space of a Gargantuan creature and a Small creature can move through the space of a Huge creature. Likewise, a bigger creature can move through the space of a creature three sizes smaller than itself or smaller. You still can't end your movement in a space occupied by a creature.","Tiny creatures are an exception. They can move through creatures' spaces and can even end their movement there."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Objects","entries":["Because objects aren't as mobile as creatures are, they're more likely to fill a space. This means you can't always move through their spaces like you might move through a space occupied by a creature. You might be able to occupy the same square as a statue of your size, but not a wide column. The GM determines whether you can move into an object's square normally, whether special rules apply, or if you are unable to move into the square at all."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Forced Movement","entries":["When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions that are triggered by movement.","If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If you're pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way can't put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there's doubt on where forced movement can move a creature."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Terrain","entries":["Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.",{"type":"pf2-h4","page":475,"name":"Difficult Terrain","entries":["Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@b difficult terrain} (or moving 5 feet into or within an area of difficult terrain, if you're not using a grid) costs an extra 5 feet of movement.","Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. You can't Step into difficult terrain.","Movement you make while you are jumping ignores the terrain you're jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain. Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn't let you ignore greater difficult terrain unless the ability specifies otherwise."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Hazardous Terrain","entries":["Hazardous terrain damages you whenever you move through it. An acid pool and a pit of burning embers are both examples of hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Narrow Surfaces","entries":["A narrow surface is so precariously thin that you need to {@action Balance} or risk falling. Even on a success, you are {@condition flat-footed} on a narrow surface.","Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to {@action Balance}) or fall."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Uneven Ground","entries":["Uneven ground is an area unsteady enough that you need to {@action Balance} or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are {@condition flat-footed} on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to Balance) or fall prone."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Inclines","entries":["An incline is an area so steep that you need to {@action Climb} using the {@skill Athletics} skill in order to progress upward.","You're {@condition flat-footed} when {@action Climb||Climbing} an incline."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":477,"name":"Special Battles","entries":["Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.",{"type":"pf2-h3","page":478,"name":"Mounted Combat","entries":["You can ride some creatures into combat. As noted in the {@action Mount} specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the {@action Command an Animal} action (page 249) to get your mount to spend its actions. If you don't, the animal wastes its actions. If you have the Ride general feat, you succeed automatically when you {@action Command an Animal} that's your mount.","For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to {@action Command an Animal} and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.",{"type":"pf2-h4","page":478,"name":"Mounted Attacks","entries":["You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then {@action Command an Animal} to have your mount Strike, your mount's attack takes a –5 multiple attack penalty.","You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach."],"source":"CRB"},{"type":"pf2-h4","page":478,"name":"Mounted Defenses","entries":["When you're mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you're mounted if the mount would be in the way.","Because you can't move your body as freely while you're riding a mount, you take a –2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":478,"name":"THREE-DIMENSIONAL COMBAT","entries":["In aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods:",{"type":"list","items":["Find platforms to place flying creatures' miniatures on.","Set a die next to a creature with the number indicating how many squares up in the air it is.","Make a stack of dice or tokens, 1 per 5 feet of elevation.","Write the elevation next to the monster on the grid. In underwater combat, choose a plane to be the baseline, typically the waterline, the sea floor, or a stationary object you can measure from."]},"As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action (page 472) to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using {@skill Acrobatics} to Maneuver in Flight. Creatures might fall from the sky, using the falling rules found on page 463. At the GM's discretion, some ground-based actions might not work in the air. For instance, a flying creature couldn't Leap."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aquatic Combat","entries":["Use these rules for battles in water or underwater:",{"type":"list","items":["You're {@condition flat-footed} unless you have a swim Speed.","You gain resistance 5 to acid and fire.","You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.","Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.","You can't cast fire spells or use actions with the fire trait underwater.","At the GM's discretion, some ground-based actions might not work underwater or while floating."]},{"type":"pf2-h4","page":478,"name":"Drowning and Suffocating","entries":["You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.","When you run out of air, you fall {@condition unconscious} and start suffocating. You can't recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points)."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":479,"name":"Exploration Mode","entries":["Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you'll engage in an exploration activity, and you'll typically spend some time every day resting and making your daily preparations.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below.",{"type":"data","tag":"table","source":"CRB","name":"Travel Speed"},"The rates in Table 9 –2 assume traveling over flat and clear terrain at a determined pace, but one that's not exhausting.","Moving through {@quickref difficult terrain||3|terrain} halves the listed movement rate. {@quickref greater difficult terrain||3|terrain} reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress."],"source":"CRB"},{"type":"pf2-h2","page":479,"name":"Exploration Activities","entries":["While you're traveling and exploring, tell the GM what you'd generally like to do along the way. If you to do nothing more than make steady progress toward your goal, you move at the full travel speeds given in Table 9 –2.","When you want to do something other than simply travel, you describe what you are attempting to do. It isn't necessary to go into extreme detail, such as \"Using my dagger, I nudge the door so I can check for devious traps.\" Instead, \"I'm searching the area for hazards\" is sufficient. The GM finds the best exploration activity to match your description and describes the effects of that activity. Some exploration activities limit how fast you can travel and be effective.","These are most common exploration activities.",{"type":"pf2-brown-box","page":480,"name":"SKILL EXPLORATION ACTIVITIES","entries":["Chapter 4: Skills includes numerous additional exploration activities, which are summarized here.","{@b {@action Borrow an Arcane Spell}:} You use {@skill Arcana} to prepare a spell from someone else's spellbook (page 241).","{@b {@action Coerce}:} You use {@skill Intimidation} to threaten a creature so it does what you want (page 247).","{@b {@action Cover Tracks}:} You use {@skill Survival} to obscure your passing (page 252).","{@b {@action Decipher Writing}:} You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234).","{@b {@action Gather Information}:} You use {@skill Diplomacy} to canvass the area to learn about a specific individual or topic (page 246).","{@b {@action Identify Alchemy}:} You use Craft and alchemist's tools to identify an alchemical item (page 245).","{@b {@action Identify Magic}:} Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238).","{@b {@action Impersonate}:} You use {@skill Deception} and usually a disguise kit to create a disguise (page 245).","{@b {@action Learn a Spell}:} You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238).","{@b {@action Make an Impression}:} You use {@skill Diplomacy} to make a good impression on someone (page 246).","{@b {@action Repair}:} With a repair kit and the {@skill Crafting} skill, you fix a damaged item (page 243).","{@b {@action Sense Direction}:} You use {@skill Survival} to get a sense of where you are or determine the cardinal directions (page 252).","{@b {@action Squeeze}:} Using {@skill Acrobatics}, you squeeze though very tight spaces (page 241).","{@b {@action Track}:} You use {@skill Survival} to find and follow creatures' tracks (page 252).","{@b {@action Treat Wounds}:} You use {@skill Medicine} to treat a living creature's wounds (page 249)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":480,"name":"Rest and Daily Preparations","entries":["You perform at your best when you take enough time to rest and prepare. Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (page 453). Sleeping in armor results in poor rest that leaves you {@condition fatigued}. If you go more than 16 hours without resting, you become {@condition fatigued} (you cannot recover from this until you rest at least 6 continuous hours).","After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if you've rested, and only once per day. Preparing includes the following:",{"type":"list","items":["Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day.","Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset.","You don armor and equip weapons and other gear.","You invest up to 10 worn magic items to gain their benefits for the day."]}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":476,"name":"Flanking","entries":["When you and an ally are flanking a foe, it has a harder time defending against you. A creature is {@condition flat-footed} (taking a –2 circumstance penalty to AC) to melee attacks from creatures that are flanking it.","To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your {@trait reach} with that weapon for this purpose."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":444,"name":"Game Conventions","entries":["Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing.",{"type":"pf2-h3","name":"The GM Has the Final Say"},"If you're ever uncertain how to apply a rule, the GM decides.","Of course, Pathfinder is a game, so when adjudicating the rules, the GM is encouraged to listen to everyone's point of view and make a decision that is both fair and fun.",{"type":"pf2-h3","name":"Specific Overrides General"},"A core principle of Pathfinder is that specific rules override general ones. If two rules conflict, the more specific one takes precedence. If there's still ambiguity, the GM determines which rule to use. For example, the rules state that when attacking a concealed creature, you must attempt a DC {@flatDC 5} flat check to determine if you hit. Flat checks don't benefit from modifiers, bonuses, or penalties, but an ability that's specifically designed to overcome concealment might override and alter this. If a rule doesn't specify otherwise, default to the general rules presented in this chapter. While some special rules may also state the normal rules to provide context, you should always default to the normal rules even if effects don't specifically say to.",{"type":"pf2-h3","name":"Rounding"},"You may need to calculate a fraction of a value, like halving damage. Always round down unless otherwise specified.","For example, if a spell deals 7 damage and a creature takes half damage from it, that creature takes 3 damage.",{"type":"pf2-h3","name":"Multiplying"},"When more than one effect would multiply the same number, don't multiply more than once. Instead, combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value. For instance, if one ability doubled the duration of one of your spells and another one doubled the duration of the same spell, you would triple the duration, not quadruple it.",{"type":"pf2-h3","name":"Duplicate Effects"},"When you're affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using {@spell mage armor} and then cast it again, you'd still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage.",{"type":"pf2-h3","name":"Ambiguous Rules"},"Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn't work as intended, work with your group to find a good solution, rather than just playing with the rule as printed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Hero Points","entries":["Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.","The GM is in charge of awarding Hero Points (guidelines for doing so can be found {@quickref here||4|rewards|1}).","Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.","You can spend your Hero Points in one of two ways.","Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.",{"type":"list","items":["{@b Spend 1 Hero Point} to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on a check).","{@b Spend all your Hero Points} (minimum 1) to avoid death. You can do this when your {@condition dying} condition would increase. You lose the {@condition dying} condition entirely and stabilize with 0 Hit Points. You don't gain the {@condition wounded} condition or increase its value from losing the {@condition dying} condition in this way, but if you already had that condition, you don't lose it or decrease its value."]},{"type":"pf2-h3","page":467,"name":"Describing Heroic Deeds","entries":["Because spending Hero Points reflects heroic deeds or tasks that surpass normal expectations, if you spend a Hero Point, you should describe the deed or task your character accomplishes with it to the other players.","Your character's deed might invoke a lesson learned in a past adventure, could be spurred by a determination to save someone else, or might depend on an item that ended up on their person due to a previous exploit. If you don't want to describe the deed or don't have any strong ideas about how to do so, ask the GM to come up with something for you. This can be a collaborative process, too. The GM might remind you of a long-forgotten event in the campaign, and all you have to do is fill in how that event comes to mind just at the right time, motivating you to push past your limits."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":459,"name":"Hit Points, Healing, and Dying","entries":["All creatures and objects have Hit Points (HP). Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your class, and any you gain from other sources (like the Toughness general feat). When you take damage, you reduce your current Hit Points by a number equal to the damage dealt.","Some spells, items, and other effects, as well as simply resting, can heal living or undead creatures. When you are healed, you regain Hit Points equal to the amount healed, up to your maximum Hit Points.",{"type":"pf2-h3","page":459,"name":"Knocked Out and Dying","entries":["Creatures cannot be reduced to fewer than 0 Hit Points.","When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out for a significant amount of time (usually 1 minute or more). When undead and construct creatures reach 0 Hit Points, they are destroyed.","Player characters, their companions, and other significant characters and creatures don't automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GM's discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well.","As a player character, when you are reduced to 0 Hit Points, you're knocked out with the following effects:",{"type":"list","items":["You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.","You gain the {@condition dying 1} condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying 2} condition instead. If you have the {@condition wounded} condition (page 460), increase your {@condition dying} value by an amount equal to your {@condition wounded} value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you are instead unconscious with 0 Hit Points."]},{"type":"pf2-h4","page":459,"name":"Taking Damage while Dying","entries":["If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker's critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Recovery Checks","entries":["When you're dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows.",{"type":"successDegree","entries":{"Critical Success":"Your {@condition dying} value is reduced by 2.","Success":"Your {@condition dying} value is reduced by 1.","Failure":"Your {@condition dying} value increases by 1.","Critical Failure":"Your {@condition dying} value increases by 2."}}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Conditions Related to Death and Dying","entries":["To understand the rules for getting knocked out and how dying works in the game, you'll need some more information on the conditions used in those rules.","Presented below are the rules for the {@condition dying}, {@condition unconscious}, wounded, and doomed conditions.",{"type":"pf2-h4","page":459,"name":"Dying","entries":["You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Dying always includes a value. If this value ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse.","If you lose the {@condition dying} condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described on page 460. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition."],"source":"CRB"},{"type":"pf2-h4","page":459,"name":"Unconscious","entries":["You're sleeping, or you've been knocked out. You can't act.","You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and {@condition flat-footed} conditions.","When you gain this condition, you fall {@condition prone} and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't.","{@b If you're {@condition unconscious} because you're {@condition dying}}, you can't wake up as long as you have 0 Hit Points. If you're restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.","If you are {@condition unconscious} and at 0 Hit Points, but not {@b dying}, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.","If you're {@condition unconscious} and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways.","Each causes you to lose the {@condition unconscious} condition.",{"type":"list","items":["You take damage, provided the damage doesn't reduce you to 0 Hit Points. (If the damage reduces you to 0 Hit Points, you remain {@condition unconscious} and gain the {@condition dying} condition as normal.)","You receive healing, other than the natural healing you get from resting.","Someone nudges or shakes you awake using an Interact action.","Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their {@skill Stealth} DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.","If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest."]}],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Wounded","entries":["You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn't already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition's value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes."],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Doomed","entries":["Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were {@condition doomed 1}, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed.","Your {@condition doomed} value decreases by 1 each time you get a full night's rest."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Death","entries":["After you die, you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@ritual resurrect} ritual or the {@spell raise dead} spell."],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Heroic Recovery","entries":["If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value. You lose the dying condition and become conscious. You do not gain the wounded condition (or increase its value) when you perform a heroic recovery."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Death Effects and Instant Death","entries":["Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve negative energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Massive Damage","entries":["You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Temporary Hit Points","entries":["Some spells or abilities give you temporary Hit Points.","Track these separately from your current and maximum Hit Points; when you take damage, reduce your temporary Hit Points first. Most temporary Hit Points last for a limited duration. You can't regain lost temporary Hit Points through healing, but you can gain more via other abilities. You can have temporary Hit Points from only one source at a time. If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Fast Healing and Regeneration","entries":["A creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Items and Hit Points","entries":["Items have Hit Points like creatures, but the rules for damaging them are different (page 272). An item has a Hardness statistic that reduces damage the item takes by that amount. The item then takes any damage left over. If an item is reduced to 0 HP, it's destroyed. An item also has a Broken Threshold. If its HP are reduced to this amount or lower, it's broken, meaning it can't be used for its normal function and it doesn't grant bonuses. Damaging an unattended item usually requires attacking it directly, and can be difficult due to that item's Hardness and immunities. You usually can't attack an attended object (one on a creature's person)."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Making Choices","entries":["Pathfinder is a game where your choices determine the story's direction. Throughout the game, the GM describes what's happening in the world and then asks the players, \"So what do you do?\" Exactly what you choose to do, and how the GM responds to those choices, builds a unique story experience. Every game is different, because you'll rarely, if ever, make the same decisions as another group of players.","This is true for the GM as well—two GMs running the exact same adventure will put different emphasis and flourishes on the way they present each scenario and encounter.","Often, your choices have no immediate risk or consequences. If you're traveling along a forest path and come across a fork in the trail, the GM will ask, \"Which way do you go?\" You might choose to take the right fork or the left. You could also choose to leave the trail, or just go back to town. Once your choice is made, the GM tells you what happens next. Down the line, that choice may impact what you encounter later in the game, but in many cases nothing dangerous happens immediately.","But sometimes what happens as a result of your choices is less than certain. In those cases, you'll attempt a check."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":463,"name":"Movement","entries":["Your movement and position determine how you can interact with the world. Moving around in exploration and downtime modes is relatively fluid and free form.","Movement in encounter mode, by contrast, is governed by rules explained in Movement in Encounters (page 473). The rules below apply regardless of which mode you're playing in.",{"type":"pf2-h3","page":463,"name":"Movement Types","entries":["Creatures in Pathfinder soar through the clouds, scale sheer cliffs, and tunnel underfoot. Most creatures have a Speed, which is how fast they can move across the ground. Some abilities give you different ways to move, such as through the air or underground.","Each of these special movement types has its own Speed value. Many creatures have these Speeds naturally. The various types of movement are listed below. Since the Stride action can be used only with your normal Speed, moving using one of these movement types requires using a special action, and you can't Step while using one of these movement types. Since Speed by itself refers to your land Speed, rules text concerning these special movement types specifies the movement types to which it applies. Even though Speeds aren't checks, they can have item, circumstance, and status bonuses and penalties. These can't reduce your Speeds below 5 feet unless stated otherwise.","Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet.",{"type":"pf2-h4","page":463,"name":"Speed","entries":["Most characters and monsters have a speed statistic—also called land Speed—which indicates how quickly they can move across the ground. When you use the Stride action, you move a number of feet equal to your Speed. Numerous other abilities also allow you to move, from Crawling to Leaping, and most of them are based on your Speed in some way. Whenever a rule mentions your Speed without specifying a type, it's referring to your land Speed."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Burrow Speed","entries":["A burrow Speed lets you tunnel through the ground. You can use the {@action Burrow} action if you have a burrow Speed. Burrowing doesn't normally leave behind a tunnel unless the ability specifically states that it does. Most creatures need to hold their breath when burrowing, and they may need tremorsense (page 465) to navigate with any accuracy."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Climb Speed","entries":["A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt {@skill Athletics} checks to Climb, you automatically succeed and move up to your climb Speed instead of the listed distance.","You might still have to attempt {@skill Athletics} checks to Climb in hazardous conditions, to Climb extremely difficult surfaces, or to cross horizontal planes such as ceilings. You can also choose to roll an {@skill Athletics} check to Climb rather than accept an automatic success in hopes of getting a critical success. Your climb Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to Climb.","If you have a climb Speed, you're not {@condition flat-footed} while climbing."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Fly Speed","entries":["As long as you have a fly Speed, you can use the {@action Fly} and {@action Arrest a Fall} actions. You can also attempt to {@action Maneuver in Flight} if you're trained in the {@skill Acrobatics} skill.","Wind conditions can affect how you use the {@action Fly} action. In general, moving against the wind uses the same rules as moving through {@quickref difficult terrain||3|terrain} (or {@quickref greater difficult terrain||3|terrain}, if you're also flying upward), and moving with the wind allows you to move 10 feet for every 5 feet of movement you spend (not cumulative with moving straight downward). For more information on spending movement, see Movement in Encounters on page 473.","Upward and downward movement are both relative to the gravity in your area; if you're in a place with zero gravity, moving up or down is no different from moving horizontally."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Swim Speed","entries":["With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting {@skill Athletics} checks to {@action Swim}, you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through {@quickref difficult terrain||3|terrain}.","You might still have to attempt checks to {@action Swim} in hazardous conditions or to cross turbulent water. You can also choose to roll an {@skill Athletics} check to {@action Swim} rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to {@action Swim}.","Having a swim Speed doesn't necessarily mean you can breathe in water, so you might still have to hold your breath if you're underwater to avoid {@quickref drowning||3|drowning and suffocating}."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":463,"name":"Falling","entries":["When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land prone. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter.","You can Grab an Edge as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can't be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).",{"type":"pf2-h4","page":464,"name":"Falling on a Creature","entries":["If you land on a creature, that creature must attempt a DC 15 Reflex save. Landing exactly on a creature after a long fall is almost impossible.",{"type":"successDegree","entries":{"Critical Success":"The creature takes no damage.","Success":"The creature takes bludgeoning damage equal to one-quarter the falling damage you took.","Failure":"The creature takes bludgeoning damage equal to half the falling damage you took.","Critical Failure":"The creature takes the same amount of bludgeoning damage you took from the fall."}}],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Falling Objects","entries":["A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Overriding Conditions","entries":["Some conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition's duration continues to elapse, and it might run out while suppressed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":464,"name":"Perception","entries":["Your Perception measures your ability to notice things, search for what's hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and it's also used for the {@action Seek} action.","The rules for rolling a Perception check are found on page 448. The rules below describe the effects of light and visibility on your specific senses to perceive the world, as well as the rules for sensing and locating creatures with Perception.",{"type":"pf2-h3","page":464,"name":"Light","data":{"quickrefIndex":true},"entries":["The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.",{"type":"pf2-h4","page":464,"name":"Bright Light","data":{"quickrefIndex":true},"entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are {@condition dazzled} or {@condition blinded} by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","data":{"quickrefIndex":true},"entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision}, or a {@quickref precise sense|CRB|3|precise sense|0} other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","data":{"quickrefIndex":true},"entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a {@quickref precise sense|CRB|3|precise sense|0} other than vision. A creature without {@ability darkvision} or another means of perceiving in darkness has the {@condition blinded} condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you {@condition dazzled} for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","data":{"quickrefIndex":true},"entries":["The ways a creature can use {@skill Perception} depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.",{"type":"pf2-h4","page":464,"name":"Precise Senses","data":{"quickrefIndex":true},"entries":["Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","data":{"quickrefIndex":true},"entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a {@quickref precise sense|CRB|3|precise sense|0} can. You can usually sense a creature automatically with an imprecise sense, but it has the {@condition hidden} condition instead of the {@condition observed} condition. It might be {@condition undetected} by you if it's using {@skill Stealth} or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the {@action Seek} basic action to detect the creature. At best, an imprecise sense can be used to make an {@condition undetected} creature (or one you didn't even know was there) merely {@condition hidden}—it can't make the creature {@condition observed}."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","data":{"quickrefIndex":true},"entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an {@condition unnoticed} creature, making it {@condition undetected}. Even then, the vague sense isn't sufficient to make the creature {@condition hidden} or {@condition observed}.","When one creature might detect another, the GM almost always uses the most {@quickref precise sense|CRB|3|precise sense|0} available.","Pathfinder's rules assume that a given creature has vision as its only {@quickref precise sense|CRB|3|precise sense|0} and hearing as its only {@quickref imprecise sense|CRB|3|imprecise sense|0}. Some characters and creatures, however, have {@quickref precise|CRB|3|precise sense|0} or {@quickref imprecise senses|CRB|3|imprecise sense|0} that don't match this assumption. For instance, a character with poor vision might treat that sense as {@quickref imprecise|CRB|3|imprecise sense|0}, an animal with the {@ability scent} ability can use its sense of smell as an {@quickref imprecise sense|CRB|3|imprecise sense|0}, and a creature with echolocation or a similar ability can use hearing as a {@quickref precise|CRB|3|precise sense|0} sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","data":{"quickrefIndex":true},"entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in {@quickref Detecting Creatures|CRB|3|Detecting Creatures|0} below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).","If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable {@skill Stealth} action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.","In some cases, rolling a Dexterity-based {@skill Stealth} skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the {@skill Stealth} check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check."],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Detecting Creatures","data":{"quickrefIndex":true},"entries":["There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the {@pf2etools Conditions|conditions.html} page.","With the exception of {@condition invisible}, these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.","Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has {@ability darkvision}.","You can attempt to avoid detection by using the {@skill Stealth} skill to {@action Avoid Notice}, {@action Hide}, or {@action Sneak}, or by using {@skill Deception} to {@action Create a Diversion}.",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either {@condition hidden}, {@condition undetected}, or {@condition unnoticed}, and you'll need to factor in the targeting restrictions. Even if a creature is {@condition observed}, it might still be {@condition concealed}."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 11} flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition undetected} creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a {@condition hidden} creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["When the chance something will happen or fail to happen is based purely on chance, you'll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks' DCs; most such effects affect only certain types of flat checks.","If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["Sometimes you as the player shouldn't know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn't reveal the result. Instead, the GM simply describes the information or effects determined by the check's result. If you don't know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can't use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with {@action Recall Knowledge} or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they'll apply the ability to the check.","The GM can choose to make any check secret, even if it's not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["While most checks follow these basic rules, it's useful to know about a few specific types of checks, how they're used, and how they differ from one another.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the {@trait finesse} trait, then you can use your Dexterity modifier instead.",{"type":"pf2-inset","entries":["Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a {@trait finesse} weapon) + proficiency bonus + other bonuses + penalties"]},"{@b Ranged attack rolls} use Dexterity as their ability modifier.",{"type":"pf2-inset","entries":["Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"When attacking with a weapon, whether melee or ranged, you add your proficiency bonus for the weapon you're using. Your class determines your proficiency rank for various weapons. Sometimes, you'll have different proficiency ranks for different weapons. For instance, at 5th level, a fighter gains the weapon mastery class feature, which grants master proficiency with the simple and martial weapons of one weapon group, expert proficiency with advanced weapons of that group and other simple and martial weapons, and trained proficiency in all other advanced weapons.","The bonuses you might apply to attack rolls can come from a variety of sources. Circumstance bonuses can come from the aid of an ally or a beneficial situation. Status bonuses are typically granted by spells and other magical aids. The item bonus to attack rolls comes from magic weapons—notably, a weapon's potency rune (page 580).","Penalties to attack rolls come from situations and effects as well. Circumstance penalties come from risky tactics or detrimental circumstances, status penalties come from spells and magic working against you, and item penalties occur when you use a shoddy item (page 273). When making attack rolls, two main types of untyped penalties are likely to apply. The first is the multiple attack penalty, and the second is the range penalty. The first applies anytime you make more than one attack action during the course of your turn, and the other applies only with ranged or thrown weapons. Both are described below.",{"type":"pf2-h4","page":446,"name":"Multiple Attack Penalty","entries":["The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an {@trait attack} action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the {@trait attack} trait counts toward your multiple attack penalty, including {@action Strike||Strikes}, spell attack rolls, certain skill actions like {@action Shove}, and many others.","Some weapons and abilities reduce multiple attack penalties, such as {@trait agile} weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Attack","Multiple Attack Penalty","Agile"],["First","None","None"],["Second","–5","–4"],["Third or subsequent","–10","–8"]]},"Always calculate your multiple attack penalty for the weapon you're using on that attack. For example, let's say you're wielding a {@item longsword} in one hand and a {@item shortsword} (which has the {@trait agile} trait) in your other hand, and you are going to make three {@action Strike||Strikes} with these weapons during the course of your turn. The first {@action Strike} you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a –5 penalty if you use the {@item longsword} or a –4 penalty if you use the {@item shortsword}.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular {@action Strike}. It would be a –10 penalty with the {@item longsword} and a –8 penalty with the {@item shortsword}, no matter what weapon you used for your previous {@action Strike||Strikes}.","The multiple attack penalty applies only during your turn, so you don't have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else's turn.",{"type":"pf2-h4","page":446,"name":"Range Penalty","entries":["Ranged and thrown weapons each have a listed range increment, and attacks with them grow less accurate against targets farther away (range and range increments are covered in depth on page 279). As long as your target is at or within the listed range increment, also called the first range increment, you take no penalty to the attack roll. If you're attacking beyond that range increment, you take a –2 penalty for each additional increment beyond the first.","You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target.","For example, the range increment of a crossbow is 120 feet. If you are shooting at a target no farther away than that distance, you take no penalty due to range. If they're beyond 120 feet but no more than 240 feet away, you take a –2 penalty due to range. If they're beyond 240 feet but no more than 360 feet away, you take a –4 penalty due to range, and so on, until you reach the last range increment: beyond 600 feet but no more than 720 feet away, where you take a –10 penalty due to range."],"source":"CRB"},{"type":"pf2-h4","page":447,"name":"Armor Class","entries":["Attack rolls are compared to a special difficulty class called an {@b Armor Class} ({@b AC}), which measures how hard it is for your foes to hit you with {@action Strike||Strikes} and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you.","Armor Class is calculated using the following formula.",{"type":"pf2-inset","entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"]},"Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.","Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor.","Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} is an action that has the move trait and that allows you to move a number of feet up to your Speed.","You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet.","{@b {@action Strike}} is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist).","If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks.","Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments.","Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are {@action Strike||Strikes}, special attacks like the Grapple action of the {@skill Athletics} skill, or spell attack rolls."],"source":"CRB"},{"type":"pf2-h3","page":447,"name":"Spell Attack Rolls","entries":["If you cast spells, you might be able to make a spell attack roll. These rolls are usually made when a spell makes an attack against a creature's AC.","The ability modifier for a spell attack roll depends on how you gained access to your spells. If your class grants you spellcasting, use your key ability modifier. Innate spells use your Charisma modifier unless the ability that granted them states otherwise. Focus spells and other sources of spells specify which ability modifier you use for spell attack rolls in the ability that granted them. If you have spells from multiple sources or traditions, you might use different ability modifiers for spell attack rolls for these different sources of spells. For example, a dwarf cleric with the Stonewalker ancestry feat would use her Charisma modifier when casting {@spell meld into stone} from that feat, since it's a divine innate spell, but she would use her Wisdom modifier when casting {@spell heal} and other spells using her cleric divine spellcasting.","Determine the spell attack roll with the following formula.",{"type":"pf2-inset","entries":["Spell attack roll result = d20 roll + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]},"If you have the ability to cast spells, you'll have a proficiency rank for your spell attack rolls, so you'll always add a proficiency bonus. Like your ability modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty.","Many times, instead of requiring you to make a spell attack roll, the spells you cast will require those within the area or targeted by the spell to attempt a saving throw against your {@b Spell DC} to determine how the spell affects them.","Your spell DC is calculated using the following formula.",{"type":"pf2-inset","entries":["Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Perception","entries":["Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature's senses (described on page 464). Whenever you need to attempt a check based on your awareness, you'll attempt a Perception check.","Your Perception uses your Wisdom modifier, so you'll use the following formula when attempting a Perception check.",{"type":"pf2-inset","entries":["Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments, and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, a fine spyglass grants a +1 item bonus to Perception when attempting to see something a long distance away. Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception.","Many abilities are compared to your {@b Perception DC} to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier.",{"type":"pf2-h4","page":448,"name":"Perception for Initiative","entries":["Often, you'll roll a Perception check to determine your order in initiative. When you do this, instead of comparing the result against a DC, everyone in the encounter will compare their results. The creature with the highest result acts first, the creature with the second-highest result goes second, and so on. Sometimes you may be called on to roll a skill check for initiative instead, but you'll compare results just as if you had rolled Perception. The full rules for initiative are found in the rules for encounter mode on page 468."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Saving Throws","entries":["There are three types of saving throws: Fortitude saves, Reflex saves, and Will saves. In all cases, saving throws measure your ability to shrug off harmful effects in the form of afflictions, damage, or conditions. You'll always add a proficiency bonus to each save. Your class might give a different proficiency to each save, but you'll be trained at minimum. Some circumstances and spells might give you circumstance or status bonuses to saves, and you might find {@item resilient} armor or other magic items that give an item bonus.","{@b Fortitude saving throws} allow you to reduce the effects of abilities and afflictions that can debilitate the body.","They use your Constitution modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties"]},"{@b Reflex saving throws} measure how well you can respond quickly to a situation and how gracefully you can avoid effects that have been thrown at you. They use your Dexterity modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"{@b Will saving throws} measure how well you can resist attacks to your mind and spirit. They use your Wisdom modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Will save result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Sometimes you'll need to know your DC for a given saving throw. The DC for a saving throw is 10 + the total modifier for that saving throw.","Most of the time, when you attempt a saving throw, you don't have to use your actions or your reaction. You don't even need to be able to act to attempt saving throws. However, in some special cases you might have to take an action to attempt a save. For instance, you can try to recover from the sickened condition by spending an action to attempt a Fortitude save.",{"type":"pf2-h4","page":449,"name":"Basic Saving Throws","entries":["Sometimes you will be called on to attempt a basic saving throw. This type of saving throw works just like any other saving throw—the \"basic\" part refers to the effects.","For a basic save, you'll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you would any other saving throw. Then one of the following outcomes applies based on your degree of success—no matter what caused the saving throw.",{"type":"successDegree","entries":{"Critical Success":"You take no damage from the spell, hazard, or effect that caused you to attempt the save.","Success":"You take half the listed damage from the effect.","Failure":"You take the full damage listed from the effect.","Critical Failure":"You take double the listed damage from the effect."}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":449,"name":"FORTUNE AND MISFORTUNE EFFECTS","entries":["Fortune and misfortune effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and use the higher result, or force you to roll twice and use the lower result.","You can never have more than one fortune and more than one misfortune effect come into play on a single roll. For instance, if an effect lets you roll twice and use the higher roll, you can't then use Halfling Luck (a fortune effect) to reroll if you fail. If multiple fortune effects would apply, you have to pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it.","If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally."],"source":"CRB"},{"type":"pf2-h3","page":449,"name":"Skill Checks","entries":["Pathfinder has a variety of skills, from {@skill Athletics} to {@skill Medicine} to {@skill Occultism}. Each grants you a set of related actions that rely on you rolling a skill check. Each skill has a key ability score, based on the scope of the skill in question. For instance, {@skill Athletics} deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. {@skill Medicine} deals with the ability to diagnose and treat wounds and ailments, so its key ability score is Wisdom. The key ability score for each skill is listed in Chapter 4: Skills. No matter which skill you're using, you calculate a check for it using the following formula.",{"type":"pf2-inset","entries":["Skill check result = d20 roll + modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties"]},"You're unlikely to be trained in every skill. When using a skill in which you're untrained, your proficiency bonus is +0; otherwise, it equals your level plus 2 for trained, or higher once you become expert or better. The proficiency rank is specific to the skill you're using. Aid from another character or some other beneficial situation may grant you a circumstance bonus. A status bonus might come from a helpful spell or magical effect. Sometimes tools related to the skill grant you an item bonus to your skill checks. Conversely, unfavorable situations might give you a circumstance penalty to your skill check, while harmful spells, magic, or conditions might also impose a status penalty. Using shoddy or makeshift tools might cause you to take an item penalty. Sometimes a skill action can be an attack, and in these cases, the skill check might take a multiple attack penalty, as described on page 446.","When an ability calls for you to use the DC for a specific skill, you can calculate it by adding 10 + your total modifier for that skill."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Notating Total Modifiers","entries":["When creating your character and adventuring you'll record the total modifier for various important checks on your character sheet. Since many bonuses and penalties are due to the immediate circumstances, spells, and other temporary magical effects, you typically won't apply them to your notations.","Item bonuses and penalties are often more persistent, so you will often want to record them ahead of time. For instance, if you are using a weapon with a {@item +1 weapon potency} rune, you'll want to add the +1 item bonus to your notation for your attack rolls with that weapon, since you will include that bonus every time you attack with that weapon. But if you have a fine spyglass, you wouldn't add its item bonus to your Perception check notation, since you gain that bonus only if you are using sight—and the spyglass!—to see long distances."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","name":"Difficulty Classes","page":503,"alias":["DCs"],"entries":[{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to {@action Recall Knowledge}, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"type":"data","tag":"table","name":"Simple DCs","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Level-Based DCs","entries":["When you're determining a skill DC based on something that has a level, use Table 10–5 to set the DC. Find the level of the subject, and assign the corresponding DC. Since spells use a 1–10 scale, use the Spell Level column for them.","Use these DCs when a PC needs to Identify a Spell or {@action Recall Knowledge} about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!","Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.",{"type":"data","tag":"table","name":"DCs by Level","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Adjusting Difficulty","entries":["You might decide a DC should differ from the baseline, whether to account for PCs' areas of expertise or to represent the rarity of spells or items. A DC adjustment represents an essential difference in the difficulty of a task and applies to anyone attempting a specific check for it.","Adjustments happen most often with tasks whose DCs are based on their level. Adjustments use a scale of –10 to +10, from incredibly easy checks to incredibly hard ones, and are broken into increments of 2, 5, and 10.","You'll often apply the adjustments for uncommon, rare, or unique subjects.",{"type":"data","tag":"table","name":"DC Adjustments","source":"CRB"},"The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.","You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an {@skill Occultism} check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using {@skill Arcana} and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.",{"type":"pf2-h3","page":504,"name":"Group Attempts","entries":["The DCs in this chapter give an individual character a strong and increasing chance of success if they have some proficiency. On occasion, though, you'll have a task that only one person in the group needs to succeed at, but that everyone can attempt. The number of dice being rolled means that there's a very high chance at least one of them will succeed. Most of the time, that's perfectly fine, but sometimes you'll want the task to be a challenge, with some uncertainty as to whether the party can succeed. In these cases, make the check very hard, or incredibly hard if you want it to be particularly difficult or at high levels.","At these DCs, most of the party will probably fail, but someone will probably still succeed, likely a character who has heavily invested in the given skill, as is expected for specialized characters."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Minimum Proficiency","entries":["Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of {@skill Thievery}. A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in {@skill Arcana} to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!","For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Specific Actions","entries":["Several parts of this book, most notably Chapter 4: Skills, state that you as the GM set the DCs for certain checks or determine other parameters. Here are guidelines for the most common tasks. Remember that all of these are guidelines, and you can adjust them as necessary to suit the situation.",{"type":"pf2-h3","page":504,"name":"Craft","entries":["When a character Crafts an item, use the item's level to determine the DC, applying the adjustments from Table 10–6 for the item's rarity if it's not common. You might also apply the easy DC adjustment for an item the crafter has made before. Repairing an item usually uses the DC of the item's level with no adjustments, though you might adjust the DC to be more difficult for an item of a higher level than the character can Craft."],"source":"CRB"},{"type":"pf2-h3","page":504,"name":"Earn Income","entries":["You set the task level when someone tries to Earn Income.","The highest-level task available is usually the same as the level of the settlement where the character is located. If you don't know the settlement's level, it's usually 0–1 for a village, 2–4 for a town, or 5–7 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for {@skill Performance}, and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore.","Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 10–5. You might adjust the DC to be more difficult if there's inclement weather during an outdoor job, a rowdy audience for a performance, or the like."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Gather Information","entries":["To set the DC to Gather Information, use a simple DC representing the availability of information about the subject. Adjust the DC upward if the PC Gathering Information seeks in-depth information. For example, if a character wants to Gather Information about a visiting caravan, you might decide that a common person wouldn't know much about it, but any merchant or guard would, so learning basic facts uses the simple DC for trained proficiency. A caravan leader's name is superficial, so discovering it might be DC 15 (the simple trained DC in Table 10–4). Learning the identity of the leader's employers, however, might be DC 20 if the employers are more obscure."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Identify Magic or Learn a Spell","entries":["The DC to {@action Identify Magic} or {@action Learn a Spell} is usually the DC listed in Table 10–5 for the spell or item's level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Recall Knowledge","entries":["On most topics, you can use simple DCs for checks to {@action Recall Knowledge}. For a check about a specific creature, trap, or other subject with a level, use a {@quickref level-based DCs||4|level-based dcs} (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.",{"type":"pf2-h4","page":505,"name":"Alternative Skills","entries":["As noted in the action's description, a character might attempt to {@action Recall Knowledge} using a different skill than the ones listed as the default options. If the skill is highly applicable, like using {@skill Medicine} to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in {@quickref Adjusting Difficulty||4|Adjusting Difficulty}."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Additional Knowledge","entries":["Sometimes a character might want to follow up on a check to {@action Recall Knowledge}, rolling another check to discover more information. After a success, further uses of {@action Recall Knowledge} can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Creature Identification","entries":["A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions.","The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use {@skill Occultism} to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).",{"type":"data","tag":"table","name":"Creature Identification Skills","source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":506,"name":"DETERMINING THE SCOPE OF LORE","entries":["{@skill Lore} skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which {@skill Lore} subcategories are acceptable for characters to select. A {@skill Lore} subcategory represents a narrow focus, and thus it shouldn't replace all or even most of an entire skill, nor should it convey vast swaths of information. For example, a single {@skill Lore} subcategory doesn't cover all religions—that's covered by the {@skill Religion} skill—but a character could have a {@skill Lore} subcategory that covers a single deity. One {@skill Lore} subcategory won't cover an entire country or all of history, but it could cover a city, an ancient civilization, or one aspect of a modern country, like Taldan History {@skill Lore}. A single {@skill Lore} subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Sense Direction","entries":["Pick the most appropriate simple DC when someone uses {@skill Survival} to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Social Skills","entries":["When a character uses {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance} to influence or impress someone whose level or Will DC you don't know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don't worry about being exact. It often makes sense to adjust the DC based on the target's attitude for {@skill Deception}, {@skill Diplomacy}, or {@skill Performance}, making the DC easy for a friendly creature, very easy for a helpful one, hard for an unfriendly one, or very hard for a hostile one. You might adjust the DC further or differently based on the PC's goal; for instance, the DC to Request something an indifferent NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Subsist","entries":["A simple DC is usually sufficient for the Subsist action, with a trained DC for a typical situation. Use the disposition of the environment or city as a guide; an environment with scarce resources or a city with little tolerance for transience might require an expert or higher DC."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Track","entries":["Often when a PC uses {@skill Survival} to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their {@skill Survival} DC as the DC to Track."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Train an Animal","entries":["Train Animal (page 268) allows PCs to teach animals tricks. Use the level of the animal as the baseline; you can adjust the DC up if the trick is especially difficult, or down if the animal is especially domesticated, like a dog."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":120,"name":"Drugs","entries":["Drugs offer short-term benefits with harmful side effects and long-term consequences. These short-term benefits, such as euphoria, draw many to drugs, but addiction keeps users hooked long after their first dose. A character can voluntarily fail their initial save against a drug, but for each dose they consume, they must attempt a saving throw against addiction, a disease that represents cravings and withdrawal. Addiction is unique to each drug, so a character can be affected by multiple instances of addiction at once.","Certain drugs alter how addiction works for that drug, adding the {@trait virulent} trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction.",{"type":"data","tag":"disease","data":{"source":"GMG","page":120,"name":"Addiction","level":", level varies","type":"disease","entries":["Track the maximum stage you reach with each drug's addiction. This maximum stage is separate from your current addiction stage for the drug. The maximum stage can't be reduced, even if you fully remove the disease. When you take the drug, two things happen: you attempt a saving throw against addiction, and you suppress the effects of addiction for 1 day. Failing a save against addiction caused by taking the drug causes you to go to 1 stage higher than the maximum stage you had previously reached (2 stages higher on a critical failure). If you're currently suffering from addiction when you attempt a save from taking the drug, you can't improve your stage; if you succeed at the save, the stage remains the same as it was.","When you attempt your save against addiction each week, the stage you are currently at can't get worse—it can only stay the same or improve. The conditions from addiction can't be removed while you are affected by the addiction, and suppressing addiction by taking the drug only avoids the effects—it doesn't remove the disease.",{"type":"affliction","savingThrow":"Fortitude (DC equals that of the drug)","onset":"1 day","stages":[{"stage":1,"entry":"{@condition fatigued}","duration":"1 week"},{"stage":2,"entry":"{@condition fatigued} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":3,"entry":"{@condition fatigued}, {@condition drained||drained 1} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":4,"entry":"{@condition fatigued}, {@condition drained||drained 2}, {@condition sickened||sickened 2} and {@condition stupefied||stupefied 2}","duration":"1 week"}]}]}},{"type":"pf2-brown-box","source":"GMG","page":120,"name":"DRUGS IN YOUR GAME","entries":["Drugs are socially complex, and including them in your game has the potential to make some of your players uncomfortable—particularly players who have struggled with substance abuse themselves or seen friends and family members go through that struggle. As with any potentially difficult subject matter, you should discuss the role drugs play in your game with your players and ensure that all the players at the table are comfortable with the material; if they aren't, avoid the topic.","If you do include drugs in your game, consider the role they'll play. In some campaigns, drugs might simply be an element of flavor and a tool characters use to reach their goals; in others, the side effects and risk of addiction might be a terrible price to pay. The rules assume something of a middle path, where drugs are addictive substances that may provide a short-term benefit but have consequences. To make drugs more accessible in your game, remove some of the more severe stages of addiction. To make them more dangerous, add the {@trait virulent} trait to the addiction affliction, add more stages with increasingly severe effects, or increase the DC of the save against the addiction by 1 for every use of the drug, decreasing back to normal over time as they stop using the drug."]}],"data":{"quickref":5}},{"type":"section","page":512,"name":"Environment","entries":["Each of the environments presented in this section uses the terrain rules (which are summarized on page 514 and appear in full beginning on page 475) in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate (page 517) and natural disasters (beginning on page 517). Many places have the traits of multiple environments; a snow-covered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even {@quickref difficult terrain||3|terrain}).","Table 10–12 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature.",{"type":"data","tag":"table","name":"Enviromental Features","source":"CRB"},{"type":"pf2-h2","page":512,"name":"Environmental Damage","entries":["Some environmental features or natural disasters deal damage. Because the amount of damage can vary based on the specific circumstances, the rules for specific environments and natural disasters use damage categories to describe the damage, rather than exact numbers.","Use Table 10–11 below to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be.",{"type":"data","tag":"table","name":"Enviromental Damage","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Aquatic","entries":["Aquatic environments are among the most challenging for PCs short of other worlds and unusual planes. PCs in an aquatic environment need a way to breathe (typically a {@spell water breathing} spell) and must usually {@action Swim} to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for {@quickref greater difficult terrain||3|terrain}.","Characters in aquatic environments make frequent use of the {@quickref aquatic combat||3|aquatic combat} and {@quickref drowning and suffocation||3|drowning and suffocating} rules.",{"type":"pf2-h3","page":512,"name":"Currents and Flowing Water","entries":["Ocean currents, flowing rivers, and similar moving water are {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain} (depending on the speed of the water) for a creature Swimming against the current. At the end of a creature's turn, it moves a certain distance depending on the current's speed. For instance, a 10-foot current moves a creature 10 feet in the current's direction at the end of that creature's turn."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Visibility","entries":["It's much harder to see things at a distance underwater than it is on land, and it's particularly difficult if the water is murky or full of particles. In pure water, the maximum visual range is roughly 240 feet to see a small object, and in murky water, visibility can be reduced to only 10 feet or even less."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Arctic","entries":["The main challenge in an arctic environment is the low temperature, but arctic environments also contain ice and snow. The disasters that most often strike in arctic environments are avalanches, blizzards, and floods.",{"type":"pf2-h3","page":512,"name":"Ice","entries":["Icy ground is both uneven ground and {@quickref difficult terrain||3|terrain}, as characters slip and slide due to poor traction."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Snow","entries":["Depending on the depth of snow and its composition, most snowy ground is either {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain}. In denser snow, characters can attempt to walk along the surface without breaking through, but some patches might be loose or soft enough that they're uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Desert","entries":["Desert encompasses sandy and rocky deserts as well as badlands. Though tundra is technically a desert, it's classified as arctic, as the climate is the primary challenge in such areas. Sandy deserts often have quicksand hazards (page 526) and sandstorms.",{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Rocky deserts are strewn with rubble, which is {@quickref difficult terrain||3|terrain}. Rubble dense enough to be walked over rather than navigated through is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Sand","entries":["Packed sand doesn't usually significantly impede a character's movement, but loose sand is either {@quickref difficult terrain||3|terrain} (if it's shallow) or uneven ground (if it's deep).","The wind in a desert often shifts sand into dunes, hills of loose sand with uneven ground facing the wind and steeper inclines away from the wind."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Forest","entries":["These diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires.",{"type":"pf2-h3","page":513,"name":"Canopies","entries":["Particularly dense forests, such as rain forests, have a canopy level above the ground. A creature trying to reach the canopy or travel along it must Climb. Swinging on vines and branches usually requires an {@skill Acrobatics} or {@skill Athletics} check. A canopy provides cover, and a thicker one can prevent creatures in the canopy from seeing those on the ground, and vice versa."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Trees","entries":["While trees are omnipresent in a forest, they typically don't provide cover unless a character uses the Take Cover action. Only larger trees that take up an entire 5-foot square on the map (or more) are big enough to provide cover automatically."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that automatically provides cover. Some sorts of undergrowth, such as thorns, might also be hazardous terrain, and areas with plenty of twisting roots might be uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Mountain","entries":["Mountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches.",{"type":"pf2-h3","page":513,"name":"Chasms","entries":["Chasms are natural pits, typically at least 20 feet long and clearly visible (barring mundane or magical efforts to conceal them). The main danger posed by a chasm is that characters must Long Jump to get across. Alternatively, characters can take the safer but slower route of Climbing down the near side of the chasm and then ascending the far side to get across."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Cliffs","entries":["Cliffs and rock walls require creatures to {@action Climb} to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Mountains often have extremely rocky areas or shifting, gravelly scree that makes for {@quickref difficult terrain||3|terrain}. Especially deep or pervasive rubble is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Slopes","entries":["Slopes vary from the gentle rises of normal terrain to {@quickref difficult terrain||3|terrain} and inclines, depending on the angle of elevation. Moving down a slope is typically normal terrain, but characters might need to Climb up particularly steep slopes."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is common in mountains. It is {@quickref difficult terrain||3|terrain} and allows a character to Take Cover."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Plains","entries":["The plains environment encompasses grasslands such as savannas and farmland. The most common disasters in plains are tornadoes and wildfires.",{"type":"pf2-h3","page":514,"name":"Hedges","entries":["Hedges are planted rows of bushes, shrubs, and trees.","Their iconic appearance in adventures consists of tall hedges grown into mazes. A typical hedge is 2 to 5 feet tall, takes up a row of squares, and provides cover. A character trying to push through a hedge faces {@quickref greater difficult terrain||3|terrain}; it's sometimes faster to Climb over."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Undergrowth in plains is usually light with a few scattered areas of heavy undergrowth, but fields of certain crops, like corn, are entirely heavy undergrowth."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Swamp","entries":["Wetlands are the most common kind of swamp, but this category also includes drier marshes such as moors.","Swamps often contain quicksand hazards (page 526).","Despite their soggy nature, swamps aren't very likely to experience heavy flooding, since they act as natural sponges and absorb a great deal of water before they flood.",{"type":"pf2-h3","page":514,"name":"Bogs","entries":["Also called mires, bogs are watery areas that accumulate peat, are covered by shrubs and moss, and sometimes feature floating islands of vegetation covering deeper pools.","Shallow bogs are {@quickref difficult terrain||3|terrain} for a Medium creature, and deep bogs are {@quickref greater difficult terrain||3|terrain}. If a bog is deep enough that a creature can't reach the bottom, the creature has to Swim. Bogs are also acidic, so particularly extreme or magical bogs can be hazardous terrain."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover, while heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Some sorts of undergrowth, such as thorns, are also hazardous terrain, and areas with plenty of twisting roots are uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":514,"name":"TERRAIN RULES","entries":["Environments make frequent use of the rules for {@quickref difficult terrain||3|terrain}, {@quickref greater difficult terrain||3|terrain}, and hazardous terrain, so those rules are summarized here.","{@b Difficult terrain} is any terrain that impedes movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@quickref difficult terrain||3|terrain} (or moving 5 feet into or within an area of {@quickref difficult terrain||3|terrain}, if you're not using a grid) costs an extra 5 feet of movement. Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. Creatures can't normally Step into {@quickref difficult terrain||3|terrain}.","Any movement creatures make while jumping ignores terrain that the creature is jumping over. Some abilities (such as flight or being incorporeal) allow creatures to avoid the movement reduction from some types of {@quickref difficult terrain||3|terrain}. Certain other abilities let creatures ignore {@quickref difficult terrain||3|terrain} while traveling on foot; such an ability also allows a creature to move through {@quickref greater difficult terrain||3|terrain} using the movement cost for {@quickref difficult terrain||3|terrain}, but unless the ability specifies otherwise, these abilities don't let creatures ignore {@quickref greater difficult terrain||3|terrain}.","{@b Hazardous terrain} damages creatures whenever they move through it. For instance, an acid pool, a pit of burning embers, and a spike-filled passageway all constitute hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Urban","entries":["Urban environments include open city spaces as well as buildings. The building information in this section also applies to ruins and constructed dungeons. Depending on their construction and location, cities might be vulnerable to many sorts of disasters, especially fires and floods.",{"type":"pf2-h3","page":514,"name":"Crowds","entries":["Crowded thoroughfares and similar areas are {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} if an area is truly packed with people. You might allow a character to get a crowd to part using {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance}.","A crowd exposed to an obvious danger, like a fire or a rampaging monster, attempts to move away from the danger as quickly as possible, but it is slowed by its own mass. A fleeing crowd typically moves at the Speed of an average member each round (usually 25 feet), potentially trampling or leaving behind slower-moving members of the crowd."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Doors","entries":["Opening an unlocked door requires an Interact action (or more than one for a particularly complicated or large door). Stuck doors must be Forced Open, and locked ones require a character to Pick the Lock or Force them Open."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Floors","entries":["Wooden floors are easy to walk on, as are flagstone floors made of fitted stones. However, floors of worn flagstone often contain areas of uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Gates","entries":["Walled settlements often have gates that the city can close for defense or open to allow travel. A typical gate consists of one portcullis at each end of a gatehouse, with murder holes in between or other protected spots from which guards can attack foes."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Guards","entries":["Most settlements of significant size have guards working in shifts to protect the settlement at all hours, patrolling the streets and guarding various posts. The size of this force varies from one guard for every 1,000 residents to a force 10 times this number."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Portcullises","entries":["A portcullis is a wooden or iron grate that descends to seal off a gate or corridor. Most are raised on ropes or chains operated by a winch, and they have locking mechanisms that keep them from being lifted easily. The rules on lifting a portcullis or bending its bars appear in the sidebar on this page. If a portcullis falls on a creature, use a slamming door trap (page 523)."],"source":"CRB"},{"type":"pf2-brown-box","page":515,"name":"DOORS, GATES, AND WALLS","entries":["Some of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls.",{"type":"pf2-title","name":"Climbing"},"The table below gives the typical DC for {@skill Athletics} checks to Climb a structure, which is usually a simple DC. You might adjust the difficulty based on the specifics of the structure and environment.",{"type":"pf2-title","name":"Demolishing"},"A character might want to smash their way through a door, a window, or certain walls. The Hardness, Hit Point, and Broken Threshold values provided in the table below are based on the material the structure is typically made out of, so a portcullis made of iron, for example, has a higher Hardness than one of wood. For more on damaging objects, see page 272.","Strong walls, such as well-maintained masonry or hewn stone, can't be broken without dedicated work and proper tools. Getting through such walls requires downtime.",{"type":"table","rowLabelIdx":[0,5,11],"colStyles":["text-center","text-center","text-center"],"rows":[["Door","Climb DC","Hardness, HP (BT)"],["Wood","20","10, 40 (20)"],["Stone","30","14, 56 (28)"],["Reinforced Wood","15","15, 60 (30)"],["Iron","30","18, 72 (36)"],["Wall","Climb DC","Hardness, HP (BT)"],["Crumbling masonry","15","10, 40 (20)"],["Wooden slats","15","10, 40 (20)"],["Masonry","20","14, 56 (28)"],["Hewn stone","30","14, 56 (28)"],["Iron","40","18, 72 (36)"],["Portcullis","Climb DC","Hardness, HP (BT)"],["Wood","10","10, 40 (20)"],["Iron","10","18, 72 (36)"]]},{"type":"pf2-title","name":"Forcing Open"},"Structures that can be opened—such as doors, gates, and windows—can be Forced Open using {@skill Athletics}. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the {@skill Thievery} DC of its lock but adjusts it to be very hard (increasing the DC by 5).","If there's no lock, use the following table; when lifting a portcullis, use the lock DC or the DC from the table, whichever is higher."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Rooftops","entries":["Rooftops make for memorable ambushes, chase scenes, infiltrations, and running fights. Flat roofs are easy to move across, but they're rare in any settlement that receives significant snowfall, since heavy buildups of snow can collapse a roof. Angled roofs are uneven ground, or inclines if they're especially steep. The peak of an angled roof is a narrow surface.","Hurdling from roof to roof often requires a Long Jump, though some buildings are close enough to Leap between.","A High Jump might be necessary to reach a higher roof, or a Leap followed by Grabbing an Edge and Climbing up."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Sewers","entries":["Sewers are generally 10 feet or more below street level and are equipped with ladders or other means to ascend and descend. Raised paths along the walls allow sewer workers access, while channels in the center carry the waste itself. Less sophisticated sewers, or sections those workers don't usually access, might require wading through diseaseridden waste. Sewers can be accessed through sewer grates, which usually require 2 or more Interact actions to open.",{"type":"pf2-h4","page":516,"name":"Sewer Gas","entries":["Sewer gas often contains pockets of highly flammable gas. A pocket of sewer gas exposed to a source of flame explodes, dealing moderate environmental fire damage to creatures in the area."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stairs","entries":["Stairs are {@quickref difficult terrain||3|terrain} for characters moving up them, and shoddy stairs might also be uneven ground. Some temples and giant-built structures have enormous stairs that are {@quickref greater difficult terrain||3|terrain} both up and down, or might require Climbing every step."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Streets","entries":["Most settlements have narrow and twisting streets that were largely established organically as the settlement grew. These roads are rarely more than 20 feet wide, with alleys as narrow as 5 feet. Streets are generally paved with cobblestones. If the cobblestones are in poor repair, they could be {@quickref difficult terrain||3|terrain} or uneven ground.","Particularly lawful or well-planned cities have major thoroughfares that allow wagons and merchants to reach marketplaces and other important areas in town. These need to be at least 25 feet wide to accommodate wagons moving in both directions, and they often have narrow sidewalks that allow pedestrians to avoid wagon traffic."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Walls","entries":["Well-built structures have exterior walls of brick or stonemasonry. Smaller, lower-quality, or temporary structures might have wooden walls. Interior walls tend to be less sturdy; they could be made of wooden planks, or even simply of thick, opaque paper held in a wooden frame. An underground structure might have thick walls carved out of solid rock to prevent the weight of the ground above from collapsing the structure. Rules for climbing and breaking walls are in the sidebar on page 515."],"source":"CRB"},{"type":"pf2-h2","page":516,"name":"Underground","entries":["Underground environments consist of caves and natural underground areas. Artificial dungeons and ruins combine underground features with urban features like stairs and walls. Deep underground vaults have some of the same terrain features as mountains, such as chasms and cliffs.","The most common disasters underground are collapses.",{"type":"pf2-h3","page":516,"name":"Floors","entries":["Natural underground environments rarely have flat floors, instead featuring abrupt changes in elevation that result in {@quickref difficult terrain||3|terrain}, uneven ground, and inclines."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Ledges","entries":["Ledges are narrow surfaces that overlook a lower area or provide the only means to move along the edge of a chasm. Moving across a narrow ledge requires using {@skill Acrobatics} to Balance."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Rubble","entries":["Caverns can be covered in rubble, which is {@quickref difficult terrain||3|terrain}. Deep or pervasive rubble is also uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stalagmites and Stalactites","entries":["Stalagmites are tapering columns that rise from the floor of a cave. Areas filled with stalagmites are {@quickref greater difficult terrain||3|terrain}, and especially large stalagmites have to be sidestepped or Climbed. Stalagmites can be sharp enough they can be used as hazardous terrain in some circumstances, as can stalactites (icicle-shaped formations that hang from the roof of a cave) if they're knocked loose from a ceiling or overhang."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Walls","entries":["Natural cave walls are uneven, with nooks, crannies, and ledges. Since most caves are formed by water, cave walls are often damp, making them even more difficult to Climb."],"source":"CRB"},{"type":"pf2-brown-box","page":517,"name":"DUNGEONS","entries":["Dungeon environments, which include both ruins and contemporary buildings constructed in the wilderness, are a fairly common venue for adventures. As an environment, they combine urban features like doors and buildings (page 515) with features from an underground environment, and occasionally components from other environments. While underground dungeons are particularly common, you might also consider setting your adventure in a ruin reclaimed by the forest, with giant trees spreading their roots through the walls, or a ruin deep in a swamp, with bogs covering access to some of the ruin's hidden secrets."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":517,"name":"Climate","entries":["Weather is more than just set dressing to establish mood—it has mechanical effects you can combine with environmental components to create a more memorable encounter. Weather can impose circumstance penalties on certain checks, from –1 to –4 based on severity.",{"type":"pf2-h3","page":517,"name":"Fog","entries":["Fog imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness; it causes creatures viewed through significant amounts of fog to be concealed; and it cuts off all visibility at half a mile or less—possibly much less. Conditions limiting visibility to about a mile are called mist, and those that do so to about 3 miles are called haze."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Precipitation","entries":["Precipitation includes rain as well as colder snow, sleet, and hail. Wet precipitation douses flames, and frozen precipitation can create areas of snow or ice on the ground. Drizzle or light snowfall has little mechanical effect beyond limited visibility.",{"type":"pf2-h4","page":517,"name":"Visibility","entries":["Most forms of precipitation impose circumstance penalties on visual {@skill Perception} checks. Hail often is sparser but loud, instead penalizing auditory {@skill Perception} checks.","Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if they're far away."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Fatigue","entries":["Precipitation causes discomfort and fatigue. Anything heavier than drizzle or light snowfall reduces the time it takes for characters to become fatigued from overland travel to only 4 hours. Heavy precipitation can be dangerous in cold environments when characters go without protection. Soaked characters treat the temperature as one step colder (mild to severe, severe to extreme; see Temperature below)."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Thunderstorms","entries":["High winds and heavy precipitation accompany many thunderstorms. There's also a very small chance that a character might be struck by lightning during a storm. A lightning strike usually deals moderate electricity damage, or major electricity damage in a severe thunderstorm."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Temperature","entries":["Often, temperature doesn't impose enough of a mechanical effect to worry about beyond describing the clothing the characters need to wear to be comfortable.","Particularly hot and cold weather can make creatures fatigued more quickly during overland travel and can cause damage if harsh enough, as shown in Table 10–13 on page 518.","Appropriate cold-weather gear (such as the winter clothing) can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Wind","entries":["Wind imposes a circumstance penalty on auditory {@skill Perception} checks depending on its strength. It also interferes with physical ranged attacks such as arrows, imposing a circumstance penalty to attack rolls involving such weapons, and potentially making attacks with them impossible in powerful windstorms. Wind snuffs out handheld flames; lanterns protect their flame from the wind, but particularly powerful winds can extinguish these as well.",{"type":"pf2-h4","page":517,"name":"Moving in Wind","entries":["Wind is difficult or {@quickref greater difficult terrain||3|terrain} when Flying.","Moving in wind of sufficient strength requires a Maneuver in Flight action, and fliers are blown away on a critical failure or if they don't succeed at a minimum of one such check each round.","Even on the ground, particularly strong winds might require a creature to succeed at an {@skill Athletics} check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a –1 circumstance penalty, and Tiny creatures typically take a –2 penalty."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":518,"name":"Natural Disasters","entries":["Climate and environmental features can be a hindrance or long-term threat, but natural disasters represent acute danger, especially to those directly exposed to their fury.","The damage in the following sections uses the categories in {@table Environmental Damage||Table 10–11: Environmental Damage}.",{"type":"pf2-h3","page":518,"name":"Avalanches","entries":["Though the term avalanche specifically refers to a cascading flow of ice and snow down a mountain's slope, the same rules work for landslides, mudslides, and other similar disasters. Avalanches of wet snow usually travel up to 200 feet per round, though powdery snow can travel up to 10 times faster. Rockslides and mudslides are slower, sometimes even slow enough that a character might be able to outrun them.","An avalanche deals major or even massive bludgeoning damage to creatures and objects in its path. These victims are also buried under a significant mass. Creatures caught in an avalanche's path can attempt a Reflex save; if they succeed, they take only half the bludgeoning damage, and if they critically succeed, they also avoid being buried.",{"type":"pf2-h4","page":518,"name":"Burial","entries":["Buried creatures take minor bludgeoning damage each minute, and they potentially take minor cold damage if buried under an avalanche of snow. At the GM's discretion, creatures without a sufficient air pocket could also risk suffocation (page 478). A buried creature is restrained and usually can't free itself.","Allies or bystanders can attempt to dig out a buried creature. Each creature digging clears roughly a 5-footby- 5-foot square every 4 minutes with a successful {@skill Athletics} check (or every 2 minutes on a critical success).","Using shovels or other proper tools halves the time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Blizzards","entries":["Blizzards combine cold weather, heavy snow, and strong winds. They don't pose a single direct threat as other disasters do; instead, the combination of these factors all at once poses a substantial impediment to characters."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Collapses","entries":["Collapses and cave-ins occur when caverns or buildings fall, dumping tons of rock or other material on those caught below or inside them. Creatures under the collapse take major or massive bludgeoning damage and become buried, just as with an avalanche. Fortunately, collapses don't spread unless they weaken the overall integrity of the area and lead to further collapses."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Earthquakes","entries":["Earthquakes often cause other natural disasters in the form of avalanches, collapses, floods, and tsunamis, but they also present unique threats such as fissures, soil liquefaction, and tremors.",{"type":"pf2-h4","page":518,"name":"Fissures","entries":["Fissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Soil Liquefaction","entries":["Liquefaction occurs when granular particles shake to the point where they temporarily lose their solid form and act as liquids. When this happens to soil, it can cause creatures and even whole buildings to sink into the ground. You can use the {@spell earthquake} spell for more specific rules, though that spell represents only one particular kind of localized quake."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Tremors","entries":["Tremors knock creatures prone, causing them to fall or careen into other objects, which can deal bludgeoning damage appropriate to the severity of the quake."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Floods","entries":["Though more gradual floods can damage structures and drown creatures, flash floods are similar to avalanches, except with a liquid mass instead of a solid one. Instead of burying creatures, a flash flood carries creatures and even massive objects away, buffeting the creatures and potentially drowning them. The drowning rules appear on page 478.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Sandstorms","entries":["Mild sandstorms and dust storms don't present much more danger than a windy rainstorm, but they can cause damage to a creature's lungs and spread diseases across long distances. Heavy sandstorms deal minor slashing damage each round to those exposed to the sand, force creatures to hold their breath to avoid suffocation, or both."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tornadoes","entries":["In a tornado's path, wind conditions impose severe circumstance penalties, but creatures that would normally be blown away are instead picked up in the tornado's funnel, where they take massive bludgeoning damage from flying debris as they rise through the cone until they are eventually expelled (taking bludgeoning damage from falling).","Tornadoes usually travel around 300 feet per round (roughly 30 miles per hour). They normally travel a few miles before dissipating. Some tornadoes are stationary or travel much faster."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tsunamis","entries":["Tsunamis present many of the same dangers as flash floods but are much larger and more destructive. Tsunami waves can reach <100 feet> or more in height, wrecking buildings and creatures alike with massive bludgeoning damage from both the wave itself and debris pulled up along its path of destruction."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Volcanic Eruptions","entries":["Volcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents.",{"type":"pf2-h4","page":519,"name":"Ash","entries":["Ash from volcanic eruptions is hot enough to cause minor fire damage each minute. It limits visibility like a thick fog and can make air unbreathable, requiring characters to hold their breath or suffocate (page 478).","Ash clouds generate ash lightning strikes, which typically deal moderate electricity damage but are very unlikely to hit an individual creature. Ash buildup on the ground creates areas of uneven ground, {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain}, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Bombs","entries":["Pressure can launch lava into the air that falls as lava bombs: masses of lava that solidify as they fly and shatter on impact, dealing at least moderate bludgeoning damage and moderate fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Flows","entries":["Lava flows are an iconic volcanic threat; they usually move between 5 and 60 feet per round over normal ground, so characters can often outrun them. However, flows can move up to 300 feet per round in a steep volcanic tube or channel. Lava emanates heat that deals minor fire damage even before it comes into contact with creatures, and immersion in lava deals massive fire damage each round."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Pyroclastic Flows","entries":["Mixes of hot gases and rock debris, pyroclastic flows spread much faster than lava, sometimes more than 4,000 feet per round. While cooler than the hottest lava, pyroclastic flows are capable of overwhelming entire settlements. They work like avalanches but deal half of their damage as fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Vents","entries":["Steam vents shoot from the ground, dealing moderate fire damage or more in a wide column. Acidic and poisonous gases released from beneath the surface can create wide areas of hazardous terrain that deals at least minor acid or poison damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Wildfires","entries":["Wildfires travel mainly along a front moving in a single direction. In a forest, the front can advance up to 70 feet per round (7 miles per hour). They can move up to twice as fast across plains due to a lack of shade and the relatively low humidity. Embers from the fire, carried by winds and rising hot air, can scatter, forming spot fires as far as 10 miles away from the main wildfire. Wildfires present three main threats: flames, heat, and smoke.",{"type":"pf2-h4","page":519,"name":"Flames","entries":["Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["Wildfires increase the temperature in advance of the front, reaching nearly 1,500° F at the fire's arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so.","During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's {@skill Stealth} DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the {@action Seek} action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you can describe what they notice.","Magical hazards that don't have a minimum proficiency rank can be found using {@spell detect magic}, but this spell doesn't provide enough information to understand or disable the hazard—it only reveals the hazard's presence.","Determining a magical hazard's properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using {@action Identify Magic} or {@action Recall Knowledge}. Magical hazards with a minimum proficiency rank cannot be found with {@spell detect magic} at all."],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Triggering a Hazard","entries":["If the group fails to detect a hazard and the hazard's trigger is a standard part of traveling (such as stepping on a floor plate or moving through a magical sensor while walking), the hazard's reaction occurs. Hazards that would be triggered only when someone directly manipulates the environment—by opening a door, for example—use their reactions only if a PC explicitly takes that action.",{"type":"pf2-h3","page":520,"name":"Reaction or Free Action","entries":["Most hazards have reactions that occur when they're triggered. For simple hazards, the reaction is the entirety of the hazard's effect. For complex hazards, the reaction may also cause the hazard to roll initiative, either starting a combat encounter or joining one already in progress, and the hazard continues to pose a threat over multiple rounds. Some hazards have a triggered free action instead of a reaction; for instance, quicksand can suck down multiple creatures per round."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Routine","entries":["A complex hazard usually follows a set of preprogrammed actions called a routine. Once triggered, the hazard first performs its initial reaction; then, if the PCs are not yet in encounter mode, they should roll initiative. (If they're already in encounter mode, their initiative remains the same.) The hazard might tell you to roll initiative for it—in this case, the hazard rolls initiative using its {@skill Stealth} modifier.","After this happens, the hazard follows its routine each round on its initiative. The number of actions a hazard can take each round, as well as what they can be used for, depend on the hazard."],"source":"CRB"},{"type":"pf2-brown-box","page":520,"name":"MONSTERS AND HAZARDS","entries":["The statistics for NPCs and monsters usually don't list their proficiency ranks. Most of the time, they don't need to deal with detecting or disabling hazards the way PCs do, so you don't need this information. However, if a PC resets a trap in a monster's path or plans to lure a monster into a hazard, you can improvise this information.","For Perception, a monster is usually an expert at 3rd or 4th level, a master at 8th or 9th level, and legendary at 16th or 17th level. If the monster has {@skill Thievery} listed in its skills, it has the highest proficiency possible for its level (trained at 1st, expert at 3rd, master at 7th, and legendary at 15th); otherwise, it's untrained. Of course, an individual monster might deviate from these guidelines, especially if it's mindless or not very perceptive."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Resetting a Hazard","entries":["Some hazards can be reset, allowing them to be triggered again. This can occur automatically, as for quicksand, whose surface settles after 24 hours, or manually, like a hidden pit, whose trapdoor must be closed for the pit to become hidden again."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Disabling a Hazard","entries":["The most versatile method for deactivating traps is the Disable a Device action of the {@skill Thievery} skill, though most mechanical traps can also simply be smashed, and magical traps can usually be counteracted. Environmental hazards often can be overcome with {@skill Nature} or {@skill Survival}, and haunts can often be overcome with {@skill Occultism} or {@skill Religion}. The specific skill and DC required to disable a hazard are listed in the hazard's stat block. Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM. As with detecting a hazard, disabling a hazard might require a character to have a certain proficiency rank in the listed skill.","A character must first detect a hazard (or have it pointed out to them) to try to deactivate it. They can attempt to deactivate a hazard whether or not it has already been triggered, though some hazards no longer pose a danger once their reactions have occurred, especially if there is no way for them to be reset.","For most hazards, a successful check for the listed skill against the DC in the stat block disables the hazard without triggering it. Any other means of deactivating the hazard are included in the hazard's stat block, as are any additional steps required to properly deactivate it.","A critical failure on any roll to disable a hazard triggers it, including a critical failure on a roll to counteract a magic hazard.","Some hazards require multiple successful checks to deactivate, typically because they have a particularly complicated component or have several discrete portions. For hazards with a complex component, a critical success on a check to disable the hazard counts as two successes on a single component.",{"type":"pf2-h3","page":521,"name":"Damaging a Hazard","entries":["Rather than trying to carefully disable a hazard, a character might just smash it. Damaging a mechanical trap or another physical hazard works like damaging objects: the hazard reduces the damage it takes by its Hardness. In most cases, hitting the hazard also triggers it, as explained in Attacking a Hazard below. If a hazard's Hit Points are reduced to its Broken Threshold (BT) or lower, the hazard becomes broken and can't be activated, though it can still be repaired. If it's reduced to 0 HP, it's destroyed and can't be repaired. (See page 272 in Chapter 6 for more information on damaging objects.)","Hazards' AC, applicable saving throw modifiers, Hardness, HP, and BT are listed in their stat blocks. A hazard that doesn't list one of these statistics can't be affected by anything targeting that statistic. For example, a hazard that has HP but no BT can't be broken, but can still be destroyed. Hazards are immune to anything an object is immune to unless specifically noted otherwise, and they can't be targeted by anything that can't target objects. Some hazards may have additional immunities, as well as resistances or weaknesses.",{"type":"pf2-h4","page":521,"name":"Attacking a Hazard","entries":["If someone hits a hazard—especially if it's a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks."],"source":"CRB"},{"type":"pf2-h4","page":521,"name":"Repairing a Hazard","entries":["You might allow a character to repair a damaged hazard to restore its functionality. You determine the specifics of this, since it can vary by trap. The Repair action might be insufficient if fixing the trap requires gathering scattered components or the like. If the item has a Reset entry, the character needs to do whatever is listed there, in addition to repairing the damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":521,"name":"Counteracting a Magical Hazard","entries":["Some magical hazards can be counteracted using {@spell dispel magic} and the counteracting rules found on page 458. These hazards' spell levels and counteract DCs are listed in their stat block. Counteracting a hazard otherwise works like using a skill check to disable the hazard."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Hazard Experience","entries":["Characters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they don't gain XP for the hazard again. The XP values for hazards of different levels also appear on page 508, but are repeated here for convenience. The XP for a complex hazard is equal to the XP for a monster of the same level, and the XP for a simple hazard is one-fifth of that. Hazards of a lower level than the party's level –4 are trivial and award no XP.",{"type":"data","tag":"table","name":"Hazard XP","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":522,"name":"Hazard Format","entries":["Hazards are presented in a stat block format similar to those used for monsters. A few notes regarding the format follow the sample stat block.",{"type":"data","tag":"generic","data":{"source":"CRB","page":522,"name":"Hazard Name","category":"Hazard","level":" [Level]","traits":["traits"],"sections":[[[{"name":"Stealth","entry":"This entry lists the {@skill Stealth} modifier for a complex hazard's initiative or the {@skill Stealth} DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If {@spell detect magic} can be used to detect the hazard, this information is located here as well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might include special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell level and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually only haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points, with its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the hazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses, if any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the hazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard appears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative. Routine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word \"Routine\" indicates how many actions the hazard can use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically, this is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["The hazard's level indicates what level of party it's a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that feature's level is the hazard's level."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their {@skill Stealth} modifier, which they use for initiative, instead of their {@skill Stealth} DC. If you need the DC, it's equal to this modifier + 10."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":526,"name":"Hazards","entries":["{@note To view all Hazards, please view the {@filter Hazards page.|hazards||source=CRB}}",{"type":"pf2-brown-box","page":528,"name":"UPGRADED SUMMONING RUNES","entries":["You can make a summoning rune of nearly any level. It summons a creature of a level equal to the trap's level.","Use {@table DCs by Level||Table 10–5: DCs by Level} to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a {@table DC Adjustments||hard adjustment} (+2). The {@skill Stealth} modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in {@skill Perception} to find, and they might require a higher proficiency rank in {@skill Thievery} to disable."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":483,"name":"Planning a Campaign","entries":["A Pathfinder game is typically structured as a campaign—a serialized story that focuses on a single party of characters.","A campaign is subdivided into multiple adventures, smaller stories that involve exploration and interaction with nonplayer characters. A single adventure represents a complete story that might be connected to the larger arc of a campaign. Playing an adventure spans one or more game sessions—gatherings where the group plays a part of the adventure over the course of several hours.","A campaign provides the overall structure for your Pathfinder game. As you prepare for your campaign, you'll establish its scope and themes, which you'll then reinforce in the adventures and scenes that take place within it.",{"type":"pf2-brown-box","page":483,"name":"COLLABORATION DURING PLAY","entries":["As Game Master, you have the final say on how the world and rules function, and how nonplayer characters act. This rule's purpose is to make the game run smoothly, with one guiding hand ensuring consistency. It's not intended to make one player into a dictator over the rest of the group. Collaboration is vital to roleplaying games!","How you implement collaboration in a game depends on what your players are interested in. In some groups, players enjoy adding details to the world and to nonplayer characters. In others, players want to feel like the world is outside their control, and the only decisions they get to make are those made by their own characters. Both are fun and acceptable ways to play.","You are encouraged to collect input from your players before you start, asking what storytelling genres they'd like to emphasize, which areas of the world they want to play in, the types of enemies they'd like to face, or which published adventure they want to play. A good campaign includes some back-and-forth at the beginning as the players figure out what characters they want to play and you figure out what sort of adventure to run. The results can range from building an adventure entirely to fit the characters to choosing a specific published adventure, having the players make their characters, and then just adapting the beginning of that adventure so that all the player characters have a reason to be involved.","As you play, opportunities to collaborate will occur again and again. When players throw out suggestions or come up with specific theories about the events of the campaign, they're telling you what they'd like to see in the game. Try to find ways to incorporate their suggestions, but with enough of a twist that each still includes something unexpected."],"source":"CRB"},{"type":"pf2-h3","page":483,"name":"Campaign Length","entries":["The length of a campaign can range from a few sessions to many years. Two main factors determine campaign length: how much time you need to complete the story, and how much time players want to devote to the game.","A single session, or a \"one-shot,\" is great if your group is trying out Pathfinder or wants to play a specific short adventure. This requires a smaller time commitment but requires the GM to present the events of the game in a way that is immediately engaging, since there's less opportunity for the players to become invested in the story or setting.","If you want to play through a longer campaign, you'll need to add some story elements that speak directly to the characters in your game rather than just to the events of the adventure. In other words, the characters should have individual goals in addition to the group's overall goals.","You can estimate how long a campaign will take by looking at the amount of time you actually have to play, or the number of character levels you intend the characters to advance. It typically takes three to four sessions for a group to level up. Since you'll probably cancel sessions on occasion, playing once a week for a year results in roughly a 14-level campaign, playing every 2 weeks for a year gives you an 8-level campaign, and playing monthly allows for a 5-level campaign. If you play only once a month, you might consider holding longer sessions and using fast advancement (page 509).","It's entirely okay to have a campaign with an indefinite length. Many groups play through one adventure and then decide to take on another. If you run an indefinite campaign, however, avoid ongoing plots that you can't satisfactorily end if the campaign comes to a close after the next adventure. If you introduce an overwhelmingly powerful villain who's crucial to the story but can't be stopped until the player characters are 15th level, ending the campaign at 8th level will feel anticlimactic.","It pays to be conservative when estimating your campaign length and scope. It's always tempting to run a 20-level epic campaign with complex, interwoven plots, but such games can fall apart long before the end if your group can play only once a month and the players have other responsibilities.",{"type":"pf2-h4","name":"Expected Duration","entries":["Not every campaign ends at the same point. Some campaigns go all the way to 20th level, ending after the player characters attain the height of power and confront the greatest threats any mortal could face. Others end at a lower level, after the group takes down a major villain or solves a crucial problem. And still other campaigns end when players become unable to attend or decide its a good time to stop playing.","You should have an end point in mind when you start a campaign. Still, you have to be flexible, since you're telling the story alongside other players, and your initial expectations for the campaign may be proven incorrect. When you think you're heading toward a satisfying conclusion, it's useful to check in with the other players. You might say, \"I think we have about two sessions left. Does that work for everyone? Is there any unfinished business you want to take care of?\" This lets you gauge whether your assumptions match up with the rest of the group—and make any necessary adjustments."]}],"source":"CRB"},{"type":"pf2-h3","page":484,"name":"Themes","entries":["The themes you choose for your campaign are what distinguish it from other campaigns. They include the major dramatic questions of your story and the repeated use of certain environments or creatures, and they can also include embracing a genre beyond traditional high fantasy. The themes you choose for your campaign also suggest storyline elements you might use.","A storyline's themes usually relate to the backstories, motivations, and flaws of the player characters and villains. For example, if you've chosen revenge as one of the themes of your game, you might introduce a villain whose quest for revenge tears his life apart and causes tragic harm to those around him. If one of the player characters is a chaotic good believer in liberty and freedom, you might engage that character by pitting the group against slavers. Or, you might choose a theme of love, leading to nonplayer characters involved in doomed romances, seeking to regain lovers they have lost, or courting the player characters.","Using similar locations and related creatures helps you form connections between disparate adventures. The players feel like their characters are becoming experts negotiating with giants, navigating seaways, battling devils, exploring the planes, or dealing with whatever the recurring elements are. For example, you might have the players explore a frozen tundra early on, then later travel to an icy plane filled with more difficult challenges that can be overcome using knowledge they've previously developed. Likewise, hobgoblin soldiers may be tough enemies for your group at low levels, but as the PCs attain higher levels and the hobgoblins become mere minions of another creature, the players feel a sense of progression.","Pathfinder is a fantasy adventure game, but you can shift your campaign to include elements of other fictional genres. You might want to infuse your game a with a sense of horror, reduce the amount of magic and use slow advancement (page 509) to make it a tale of sword and sorcery, or turn magic into technology for a steampunk setting."],"source":"CRB"},{"type":"pf2-h3","page":485,"name":"A Welcoming Environment","entries":["The role of Game Master comes with the responsibility of ensuring you and the rest of the players have a rewarding, fun time during the game. Games can deal with difficult subjects and have stressful moments, but fundamentally Pathfinder is a leisure activity. It can remain so only if the players follow the social contract and respect one another.","Players with physical or mental disabilities might find themselves more challenged than abled players. Work with your players to ensure they have the resources and support they need. Additionally, be on the lookout for behavior that's inappropriate, whether intentional or inadvertent, and pay careful attention to players' body language during the game. If you notice a player becoming uncomfortable, you are empowered to pause the game, take it in a new direction, privately check in with your players during or after the session, or take any other action you think is appropriate.","If a player tells you they're uncomfortable with something in the game, whether it's content you've presented as the GM or another player's or PC's actions, listen carefully to that player and take steps to ensure they can once again have fun during your game. If you're preparing prewritten material and you find a character or a situation inappropriate, you are fully empowered to change any details as you see fit. You also have the authority (and responsibility) to ask players to change their behavior—or even leave the table—if what they're doing is unacceptable or makes others feel uncomfortable. It's never appropriate to make the person who is uncomfortable responsible for resolving a problem. It's okay if mistakes happen. What's important is how you respond and move forward.","Gaming is for everyone. Never let those acting in bad faith undermine your game or exclude other players. Your efforts are part of the long-term process of making games and game culture welcoming to all. Working together, we can build a community where players of all identities and experiences feel safe.",{"type":"pf2-brown-box","page":485,"name":"TOOLS FOR RESPONSIBLE PLAY","entries":["Consent and comfort are important topics for roleplaying games, and many designers have created techniques to help facilitate responsible play. Some methods you can use are lines and veils, developed by Ron Edwards, and the X-Card, developed by John Stavropoulos.","Lines and Veils The terms \"line\" and \"veil\" can give your table a common vocabulary for the concepts described in this section. A line is a hard limit to the actions players might take, such as \"We're drawing a line at torture.\" The group agrees not to cross a line and omits that content from the game.","A veil indicates something that shouldn't be described in detail. The scene fades to black for a veil, or the group moves on to discuss a different topic, though whatever the veil is drawn across still happens. For example, you might say, \"We'll draw a veil across the scene as those characters head into the bedroom.\" You might come up with some lines and veils in advance, but then find more as play continues.","The X-Card Draw an \"X\" on a card, and you've got an X-Card. Place it on the table at the start of the session and describe its use to the players: any player can silently reject content they find upsetting by tapping the X-Card; whoever's speaking then rewinds a bit and continues on, excising the objectionable content. As with setting the basic guidelines for your campaign, there are no questions asked, no judgment, and no argument when someone invokes the X-Card. You can, however, ask for clarification if you need it, such as \"How far back should I rewind this?\" Some groups instead make an X with their hands, say \"Let's X that out,\" or use some other method. Either way, follow up with the player privately, after the game, to see if the guidelines need to be revised.","You can find more details at {@b {@link tinyurl.com/x-card-rpg|https://tinyurl.com/x-card-rpg}}."],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"Objectionable Content","entries":["Before a campaign begins, check in with your players—as a group or individually—to find out what types of content they want to allow in the game, and which topics they would prefer to avoid. Because the story unfolds in real time, it's essential that you discuss these topics before the game starts. These discussions are intended to keep players safe, and so it's not okay to ask why someone wants a type of content banned. If someone wants it banned, ban it—no questions asked.","It can help to start with a rating, like those used for movies or video games. Pathfinder games often include violence and cruelty. What's the limit on how graphically these concepts should be described? Can players swear at the table? Does anyone have phobias they don't want to appear in the game, such as spiders or body horror?","After you figure out the limits on objectionable content, you have four important tasks:",{"type":"list","items":["Clearly convey these limits to the other players.","Ensure you and the players abide by the boundaries.","Act immediately if someone becomes uncomfortable about content during a session, even if it wasn't already banned in a prior discussion. Once the issue is resolved, move on.","Resolve the issue if any player deliberately pushes these boundaries, tries to find loopholes, tries to renegotiate the limits, or belittles people for having a different tolerance to objectionable content."]}],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"The Pathfinder Baseline","entries":["You might find that your players don't have much to say on the topic of objectionable content, and just assume that general societal mores will keep the most uncomfortable topics out of the game. That's not always enough, as that approach relies on shared assumptions that aren't always accurate. The following is a set of basic assumptions that works for many groups, which you can modify to fit your preferences and those of the other players.",{"type":"list","items":["Bloodshed, injuries, and even dismemberment might be described. However, excessive descriptions of gore and cruelty should be avoided.","Romantic and sexual relationships can happen in the game, but players should avoid being overly suggestive. Sex always happens \"off-screen.\" Because attempts at initiating a relationship between player characters can be uncomfortably similar to one player hitting on another, this should generally be avoided (and is entirely inappropriate when playing with strangers).","Avoid excessively gross or scatological descriptions."]},"The following acts should never be performed by player characters:",{"type":"list","items":["Torture","Rape, nonconsensual sexual contact, or sexual threats","Harm to children, including sexual abuse","Owning slaves or profiting from the slave trade","Reprehensible uses of mind-control magic"]},"Villains might engage in such acts, but they won't happen \"on-screen\" or won't be described in detail. Many groups choose to not have villains engage in these activities at all, keeping these reprehensible acts out of mind entirely."],"source":"CRB"},{"type":"pf2-h4","name":"Social Splash Damage","page":486,"entries":["As important as it is to take care of yourself and the other players in your game, be mindful of your group's impact on the other people around you. If you're playing in a space that's not your own, respect your hosts. If you're playing in public, consider the comfort of the people around you, not just what your group is comfortable with. It's easy to get caught up in a game, as we get sucked into the microcosm of an imagined world, but don't ignore the real world around you. Be aware when you're making too much noise, leaving a mess, alarming passersby with graphic descriptions of violence, or even just giving the cold shoulder to curious spectators witnessing RPG play for the first time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":486,"name":"Character Creation","entries":["At the outset of a new campaign, the players will create new player characters. Part of that process involves you introducing what the campaign will be about and what types of characters are most appropriate. Work with the players to determine which rule options are available. The safest options are the common choices from the {@book Pathfinder Core Rulebook|CRB}. If players want to use common options from other books or uncommon or rare options, through play, review those options to see if any of them conflict with the style of campaign you have in mind or might present strange surprises down the road. It's usually best to allow new options, but there's no obligation to do so. Be as open as you're comfortable with."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":486,"name":"Preparing an Adventure","entries":["An adventure is a self-contained collection of story elements, characters, and settings that become the basis for the story you and the other players tell. Think of the adventure as an outline for your own story. You'll have major beats you want to include, some consistent characters, and themes you want to convey, but all sorts of things can change during the process of turning the outline into a completed story.","You might use a published adventure from Paizo or another company, or you might construct your own adventure as you prepare for your game sessions.",{"type":"pf2-h3","page":486,"name":"Published Adventures","entries":["Prewritten adventures include background information and nonplayer characters needed for the story, plus all the locations, maps, and monster groups necessary for both exploration and encounters. Prewritten adventures can speed up your preparation, since you can simply read the relevant sections of the adventure before a game, and you don't have to create everything from scratch. A published adventure already includes the expected amount of encounters and treasure, and you can find adventures built for different character levels to match your group. Reading a published adventure or running one as your first game can help you see how adventures are structured, which makes it easier to write one later if you choose.","Though a published adventure is prewritten, it's not set in stone. Changing the details of an adventure to suit your group isn't just acceptable, it's preferred! Use the backstories and predilections of the player characters to inform how you change the adventure. This can mean altering adversaries so they're linked to the player characters, changing the setting to a place some of the player characters are from, or excising particular scenes if you know they won't appeal to your players."],"source":"CRB"},{"type":"pf2-h3","page":487,"name":"Creating Adventures","entries":["Building your own adventure is much more challenging than using a published one, but it lets you express yourself, be even more creative, and tailor the game directly to the players and their characters. Later sections in this chapter include guidelines for building and running encounters, placing treasure, and setting appropriately difficult challenges, all to help you construct your own adventures.","Adventure plotting can start at many different points. You might begin with a particular antagonist, then construct an adventure that fits that villain's theme and leads the group to them. Alternatively, you could start with an interesting location for exploration, then populate it with adversaries and challenges appropriate to the setting.",{"type":"pf2-h4","page":487,"name":"Locations","entries":["Memorable settings that include mysterious and fantastical locations for players to visit can elicit the players' curiosity.","Exploring each location should be a treat in itself, not just a chore the players must complete to get from one fight to the next. As you create a locale, picture it in your mind's eye and write down minor details you can include as you narrate the game. Describing decorations, natural landmarks, wildlife, peculiar smells, and even temperature changes make a place feel more real.","Beyond monsters and loot, your locations can include environment-based challenges, from environmental conditions like blizzards to puzzles, traps, or other hazards.","These challenges should suit your adventure's location: walls of brambles in a castle ruin overrun with vegetation, pools of acid in a cursed swamp, or magical traps in the tomb of a paranoid wizard. Rules for environments appear on page 512, and those for hazards start on page 520."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Encounters","entries":["A robust set of encounters forms the backbone of your adventure. Encounters often feature combat with other creatures, but they can also include hazards, or you might create social encounters in which characters duel only with words. The rules for building encounters appropriate to your group's level begin below.","Some adventures have a clear and direct progression, with encounters occurring at specific times or in a specific order. Others, such as a dungeon filled with interconnected rooms the group can investigate in any order, are nonlinear, and the group can face encounters in any order—or even avoid them entirely. Most adventures are somewhere in between, with some keystone encounters you know the characters will need to contend with, but others that are optional."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Treasure","entries":["Your adventure should give out an amount of treasure that's appropriate to the characters' level. The guidelines for assigning treasure are on page 508. You can dole out treasure in all kinds of ways. Treasure could be items carried by an adversary, rewards from a patron for completing a mission, or a classic pile of coins and items inside a wooden chest guarded by a monster. It's best to spread treasure throughout an adventure rather than stockpiled in a single hoard. This gives the players incremental rewards, letting their characters advance in frequent small steps rather than giant leaps separated by many hours of play."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":488,"name":"USING RARITY AND ACCESS","entries":["The rarity system has two purposes: to convey how common or rare certain spells, creatures, or items are in the game world, and to give you an easy tool to control the complexity of your game. Uncommon and rare options aren't more powerful than other options of their level, but they introduce complications for certain types of stories, or are less common in the world. For instance, it might be more challenging to run a mystery adventure when a player can cast an uncommon spell such as {@spell detect evil}.","At the start of the campaign, communicate your preferred expectations on rarity to the players. Unless you decide otherwise, the players can choose from any common options they qualify for, plus any uncommon options granted by their character choices—primarily their ancestry and class. By default, a character who tries hard enough might eventually find an uncommon option, whereas a rare option is always a special reward.","Beyond that baseline, you can grant access as freely as you want; some GMs open up all uncommon and rare options universally. If you're not sure, just look over any uncommon or rare elements before you include them as rewards or otherwise allow a player to acquire them.",{"type":"pf2-title","name":"Rewards"},"You can use uncommon and rare rules elements to reward characters. These still have the same value and approximate power as any other treasure of the same Price, but they're just a bit more special because they hail from distant lands or have unusual or surprising abilities.","Items are the most likely candidates for uncommon or rare rewards, but an NPC might teach an uncommon or rare spell to a PC in gratitude or to help the party prepare for a certain adversary. You can also improvise extra benefits based around uncommon or rare items. For instance, if a PC gains a rare plant with occult uses, you might also decide that the PC should temporarily get more money if they use it while Earning Income using Herbalism Lore, because it enables them to produce novel poultices.",{"type":"pf2-title","name":"Different Locations"},"The rarities in this book assume you're playing in the Inner Sea region of Golarion, where most Pathfinder games are set. These rarities are also suitable for most western medieval fantasy games. However, you might want to alter the rarities for a campaign set in another location on Golarion (detailed in Chapter 8), to emphasize a non-human culture, or to play in a fantasy setting with different roots, like a wuxia game based on Chinese culture. These changes most often affect basic items. If you start your campaign in a dwarven stronghold, for example, you might make all the weapons with the dwarf trait common. You should feel free to adjust rarities to suit your campaign's theme, but if you do, you should share your changes with your group."],"source":"CRB"},{"type":"pf2-h3","page":488,"name":"Building Encounters","entries":["The most common type of encounter is a combat encounter, where the PCs face other creatures. Combat encounters are strictly governed by rules; the guidelines that follow will help you build combat encounters that pose appropriate challenges for your group. Building hazard encounters works the same way. Social encounters are more free-form, and are up to you as the GM to design.","To build a combat encounter, first decide how the encounter fits in the adventure as a whole. Then, estimate how much of a threat you want the encounter to pose, using one of five categories below.","{@b Trivial-threat} encounters are so easy that the characters have essentially no chance of losing; they shouldn't even need to spend significant resources unless they are particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don't ignore them just because of the lack of threat.","{@b Low-threat} encounters present a veneer of difficulty and typically use some of the party's resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously threatened.","{@b Moderate-threat} encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting.","{@b Severe-threat} encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open.","{@b Extreme-threat} encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses. An extremethreat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.",{"type":"pf2-h4","page":488,"name":"XP Budget","entries":["Once you've selected a threat level, it's time to build the encounter. You have an XP budget based on the threat, and each creature costs some of that budget. Start with the monsters or NPCs that are most important to the encounter, then decide how you want to use the rest of your XP budget. Many encounters won't match the XP budget exactly, but they should come close. The XP budget is based on a group of four characters. If your group is larger or smaller, see Different Party Sizes below."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Choosing Creatures","entries":["In all but the most unusual circumstances, you'll select creatures for your encounter that range from 4 levels lower than the PCs' level to 4 levels higher (see {@table Creature XP and Role||Table 10–2: Creature XP and Role}). Each creature has a part to play in your encounter, from a lowly lackey to a boss so mighty it could defeat the entire party single-handedly.","Each creature costs some of the XP from your XP budget for the encounter, based on its level compared to the levels of the characters in your party. For instance, if the PCs are 5th level, a 2nd-level creature is a \"party level –3\" creature, a lackey appropriate for a lowto- moderate-threat encounter, and it costs 15 XP in an encounter's XP budget. Party level is explained in detail on page 508."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Different Party Sizes","entries":["For each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter in {@table Encounter Budget||Table 10–1: Encounter Budget}. If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter don't change—you'll always award the amount of XP listed for a group of four characters.","It's best to use the XP increase from more characters to add more enemies or hazards, and the XP decrease from fewer characters to subtract enemies and hazards, rather than making one enemy tougher or weaker. Encounters are typically more satisfying if the number of enemy creatures is fairly close to the number of player characters."],"source":"CRB"},{"type":"data","tag":"table","source":"CRB","name":"Encounter Budget"},{"type":"data","tag":"table","source":"CRB","name":"Creature XP and Role"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.","In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more overthetop game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.","Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.","The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment."],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Experience Points","entries":["As characters adventure, they earn Experience Points (XP).","These awards come from achieving goals, completing social encounters, exploring new places, fighting monsters, overcoming hazards, and other sorts of deeds. You have a great deal of control over when the characters gain XP, though the following guidelines are what you're expected to give out in a standard campaign.","Normally, when a player character reaches 1,000 XP or more, they level up, reduce their XP by 1,000, and start progressing toward the next level. Other means of advancement are described in the Advancement Speeds sidebar on page 509.",{"type":"pf2-h3","page":507,"name":"XP Awards","entries":["Experience Points are awarded for encounters, exploration, and progress in an adventure. When the PCs face direct opposition, such as a fight or a social conflict, the XP earned is based on the level of the challenge the party overcame. Characters can also gain XP from exploration, such as finding secret areas, locating a hideout, enduring a dangerous environment, or mapping an entire dungeon.","Any XP awarded goes to all members of the group. For instance, if the party wins a battle worth 100 XP, they each get 100 XP, even if the party's rogue was off in a vault stealing treasure during the battle. But if the rogue collected a splendid and famous gemstone, which you've decided was a moderate accomplishment worth 30 XP, each member of the party gets 30 XP, too.",{"type":"pf2-h3","page":507,"name":"Adversaries and Hazards","entries":["Encounters with adversaries and hazards grant a set amount of XP. When the group overcomes an encounter with creatures or hazards, each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes; see Party Size on page 508 for details).","Trivial encounters don't normally grant any XP, but you might decide to award the same XP as for a minor or moderate accomplishment for a trivial encounter that was important to the story, or for an encounter that became trivial because of the order in which the PCs encountered it in a nonlinear adventure."],"source":"CRB"},{"type":"pf2-h3","page":507,"name":"Accomplishments","entries":["Characters' actions that move the story forward—like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart—are considered accomplishments and should be rewarded with XP. Their significance determines the size of the XP award. Determine whether the achievement was a minor, moderate, or major accomplishment, and refer to {@table XP Awards||Table 10–8: XP Awards} to award an appropriate amount of XP. Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters' efforts across many sessions. Moderate and major accomplishments usually come after heroic effort, so that's an ideal time to also give a Hero Point to one or more of the characters involved.","As mentioned earlier, it's up to you how much XP to give out for accomplishments. As a general guideline, in a given game session, you'll typically give several minor awards, one or two moderate awards, and only one major award, if any."],"source":"CRB"},{"type":"data","tag":"table","name":"XP Awards","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Party Size","entries":["The rules for advancement assume a group of four PCs. The rules for encounters (page 489) describe how to accommodate groups of a different size, but the XP awards don't change—always award the amount of XP listed for a group of four characters. You usually won't need to make many adjustments for a differently sized group outside of encounters. Be careful of providing too many ways to get accomplishment XP when you have a large group, though, since they can pursue multiple accomplishments at once, which can lead to the PCs leveling up too fast."],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Group Parity and Party Level","entries":["It's recommended that you keep all the player characters at the same XP total. This makes it much easier to know what challenges are suitable for your players. Having characters at different levels can mean weaker characters die more easily and their players feel less effective, which in turn makes the game less fun for those players.","If you choose not to keep the whole group at the same character level, you'll need to select a party level to determine your XP budget for encounters. Choose the level you think best represents the party's ability as a whole. Use the highest level if only one or two characters are behind, or an average if everyone is at a different level. If only one character is two or more levels ahead, use a party level suitable for the lower-level characters, and adjust the encounters as if there were one additional PC for every 2 levels the higher-level character has beyond the rest of the party.","Party members who are behind the party level gain double the XP other characters do until they reach the party's level. When tracking individually, you'll need to decide whether party members get XP for missed sessions."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":508,"name":"Treasure","entries":["As the GM, it's your job to distribute treasure to the player characters. Treasure appears throughout an adventure, and the PCs obtain it by raiding treasure hoards, defeating foes who carry valuable items or currency, getting paid for successful quests, and any other way you can imagine.","This section provides guidelines for distributing treasure in a typical Pathfinder campaign, but you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between.",{"type":"pf2-h3","page":508,"name":"Treasure by Level","entries":["{@table Party Treasure by Level||Table 10–9: Party Treasure by Level} on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.","When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level.","Some creature entries in the {@Pf2eTools Pathfinder Bestiary|bestiary.html} list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level.","Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the party's capabilities as the PCs progress through the adventure to make sure they don't end up behind.",{"type":"pf2-h4","page":509,"name":"Currency","entries":["A party will find money and other treasure that isn't useful on its own but that can be sold or spent on other things. The gp values in the Party Currency column don't refer only to coins. Gems, art objects, crafting materials (including precious materials), jewelry, and even items of much lower level than the party's level can all be more interesting than a pile of gold.","If you include a lower-level permanent item as part of a currency reward, count only half the item's Price toward the gp amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly scrolls, and if you think your party will use them, count those items at their full Price."],"source":"CRB"},{"type":"pf2-brown-box","page":509,"name":"ADVANCEMENT SPEEDS","entries":["By varying the amount of XP it takes to gain a level, you can change how quickly characters gain power. The game rules assume a group playing with standard advancement.","Fast advancement works best when you know you won't be playing a very long campaign and want to accomplish as much as possible quickly; slow advancement works best for a gritty campaign where all progress is hard won.","You can alter XP from one adventure to the next to get a different feel. During a street-level murder mystery and travel through a haunted wilderness, you might use slow advancement. When the PCs reach the dungeon, you might switch to standard or fast advancement. The values below are just examples. You can use values even higher or lower.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Advancement Speed","XP to Level Up"],["Fast","800 XP"],["Standad","1,000 XP"],["Slow","1,200 XP"]]},{"type":"pf2-title","name":"Story-Based Leveling"},"If you don't want to deal with managing and handing out XP, or if you want to have progression based solely on events in the story, you can ignore the XP process entirely and instead simply decide when the characters level up.","Generally, the characters should gain a level every three to four game sessions, just after the most appropriate big event that happens during that time, such as defeating a significant villain or achieving a major goal."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Other Types of Treasure","entries":["Not all treasure has to be items or currency. Crafters can use the {@skill Crafting} skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy's spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Treasure and Rarity","entries":["Giving out uncommon and rare items and formulas can get players more interested in treasure. It's best to introduce uncommon items as a reward fairly regularly but rare items only occasionally. These rewards are especially compelling when the adventurers get the item by defeating or outsmarting an enemy who carries an item that fits their backstory or theme.","Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world."],"source":"CRB"},{"type":"data","tag":"table","name":"Party Treasure by Level","source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on {@table Party Treasure by Level||Table 10–9: Party Treasure by Level} aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a {@item runestone} with a {@item fortification} rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level {@item shadow} rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.","However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11thlevel permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!","If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level. Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters below. They should be a bit higher. but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly."],"source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Party Sizes","entries":["If a party has more than four characters, add the following for each additional character:",{"type":"list","items":["One permanent item of the party's level or 1 level higher","Two consumables, usually one of the party's level and one of 1 level higher","Currency equal to the value in the Currency per Additional PC column of Table 10–9"]},"If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that can't cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear help compensate for the smaller group size."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":510,"name":"ADJUSTING TREASURE","entries":["The treasure you award to the party should be monitored and adjusted as you play. You might need to give out treasure you hadn't originally planned for, especially if the group bypasses part of an adventure. Keep an eye on the party's resources. If they're running out of consumables or money, or if they're having trouble in combat because their items aren't up to the task, you can make adjustments.","This is especially common in adventures that have little downtime or that take place far from civilization. If the group goes a long time without being able to purchase or Craft useful items, the PCs will be flush with coins and valuables but behind on useful equipment. In a situation like this, you can either place more useful treasure in the adventure or introduce NPCs who are willing to trade.",{"type":"pf2-title","name":"Megadungeons and Sandboxes"},"Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness.","If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures.","For a simple guideline to these situations, increase the treasure as though there were one more PC in the party.","If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further."],"source":"CRB"},{"type":"pf2-h3","page":510,"name":"Treasure for New Characters","entries":["When your new campaign starts at a higher level, a new player joins an existing group, or a current player's character dies and they need a new one, your campaign will have one or more PCs who don't start at 1st level. In these cases, refer to {@table Character Wealth||Table 10–10: Character Wealth} on the next page, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well.","These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures.",{"type":"pf2-h4","page":511,"name":"Item Selection","entries":["You should work with the new character's player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game.","At your discretion, you can grant the player character uncommon or rare items that fit their backstory and concept, keeping in mind how many items of those rarities you have introduced into your game. The player can also spend currency on consumables or lower-level permanent items, keeping the rest as coinage. As usual, you determine which items the character can find for purchase.","A PC can voluntarily choose an item that has a lower level than any or all of the listed items, but they don't gain any more currency by doing so.","If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the character's level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items."],"source":"CRB"},{"type":"data","tag":"table","name":"Character Wealth","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":511,"name":"Buying and Selling Items","entries":["Characters can usually buy and sell items only during downtime. An item can typically be sold for only half its Price, though art objects, gems, and raw materials can be sold for their full Price (page 271)."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":493,"name":"Running Modes of Play","entries":["Encounters take place in real time or slower, and they involve direct engagement between players and enemies, potential allies, or each other. Combat and direct social interaction usually take place in encounter mode.","Exploration is the connective tissue of an adventure, and it is used whenever characters are exploring a place where there's danger or uncertainty, such as an unfamiliar city or a dungeon. In exploration mode, characters aren't in immediate peril, but they must still be on their toes. Exploration and encounters are collectively called adventuring.","When the party isn't adventuring, the characters are in downtime. This mode covers most of a normal person's life, such as mundane, day-to-day tasks and working toward long-term goals.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["Encounter mode is the most structured mode of play, and you'll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b Time Scale:} Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point.","{@b Actions and Reactions:} In combat encounters, each participant's turn is broken into discrete actions, and participants can use reactions when their triggers occur.","Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["Players often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, you're roleplaying these foes, and you decide their tactics.","Most creatures have a basic grasp of simple tactics like flanking or focusing on a single target. But you should remember that they also react based on emotions and make mistakes—perhaps even more than the player characters do.","When selecting targets or choosing which abilities to use, rely on the adversaries' knowledge of the situation, not your own. You might know that the cleric has a high Will save modifier, but a monster might still try to use a fear ability on her. That doesn't mean you should play adversaries as complete fools; they can learn from their mistakes, make sound plans, and even research the player characters in advance.","Adversaries usually don't attack a character who's knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them.","Running adversaries is a mix of being true to the creature and doing what's best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the fighter taunts a fire giant to draw its attention away from the fragile wizard, the tactically sound decision is for the giant to keep pummeling the wizard. But is that the best choice for the scene? Perhaps everyone will have more fun if the giant redirects its ire to the infuriating fighter."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["What happens if you've planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure.","In the case of XP, the guidelines are simple: If the player characters avoided the challenge through smart tactical play, a savvy diplomatic exchange, clever use of magic, or another approach that required ingenuity and planning, award them the normal XP for the encounter.","If they did something that took only moderate effort or was a lucky break, like finding a secret passage and using it to avoid a fight, award them XP for a minor or moderate accomplishment. In an adventure that's more free-form, like a sprawling dungeon with multiple paths, there might be no reward for bypassing an encounter, because doing so was trivial.","You'll have to think on your feet if information or items get skipped when players bypass encounters. First, look for another reasonable place in the adventure to place the information or item. If it makes sense, move the original encounter to another part of the adventure and give the PCs a major advantage for bypassing the encounter in the first place."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In what's traditionally called the \"theater of the mind,\" you and other players imagine the locations of the combatants and the environment. In this style of play, you'll frequently need to make judgment calls. These are usually simple, like \"Can I see the ogre from where I'm standing?\" or \"Can I get to the ogre with one Stride?\" It's often best to have a player tell you what they want to do, such as \"I want to cross the beam to get to the ogre and attack it.\" Then, you tell the player how that breaks down into actions, like \"You'll need to spend one action and succeed at an {@skill Acrobatics} check, then Stride to get close enough, then you'll have one action left for a Strike.\"","When preparing encounters, avoid using lots of {@quickref difficult terrain||3|terrain}, cover, or other battlefield challenges that work better on a grid. Also, be more lenient with combat tactics like flanking. You won't have a way to measure flanking, but the rules expect melee characters like rogues to often get into a flanking position—often, two characters ganging up in melee is enough to count."],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Ending Encounters","entries":["A combat encounter typically ends when all the creatures on one side are killed or knocked unconscious. Once this happens, you can stop acting in initiative order.","The surviving side then has ample time to ensure that everyone taken out stays down. However, you might need to keep using combat rounds if any player characters are near death, clinging to a cliff, or in some other situation where every moment matters for their survival.","You can decide a fight is over if there's no challenge left, and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells they're concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. You can end a fight early in several ways: the foes can surrender, an adversary can die before its Hit Points actually run out, or you can simply say the battle's over and that the PCs easily dispatch their remaining foes. In this last case, you might ask, \"Is everyone okay if we call the fight?\" to make sure your players are on board.","One side might surrender when almost all its members are defeated or if spells or skills thoroughly demoralize them. Once there's a surrender, come out of initiative order and enter into a short negotiation.","These conversations are really about whether the winners will show mercy to the losers or just kill or otherwise get rid of them. The surrendering side usually doesn't have much leverage in these cases, so avoid long back-and-forth discussions.",{"type":"pf2-h3","page":494,"name":"Fleeing Enemies","entries":["Fleeing enemies can be a problem. Player characters often want to pursue foes that flee because they think an enemy might return as a threat later on. Avoid playing this out move by move, as it can easily bog down the game. If every adversary is fleeing, forgo initiative order and give each PC the option to pursue any one fleeing foe. Each PC can declare one action, spell, or other ability to use to try to keep up. Then, compare the PC's Speed to that of the target, assess how much the pursuer's chosen spell or ability would help, and factor in any abilities the quarry has that would aid escape. If you determine that the pursuer catches up, go back into combat with the original initiative order. If not, the quarry escapes for now.","If the PCs decide to flee, it's usually best to let them do so. Pick a particular location and allow them to escape once they all reach it. However, if they're encumbered or otherwise slowed down, or if enemies have higher Speeds and a strong motive to pursue, you might impose consequences upon PCs who flee."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Social Encounters","entries":["Most conversations play best as free-form roleplaying, with maybe one or two checks for social skills involved.","Sometimes, though, a tense situation or crucial parlay requires a social encounter that uses initiative, much like a combat encounter. As with any other encounter, the stakes of a social encounter need to be high! A failed social encounter could mean a character is imprisoned or put to death, a major rival becomes a political powerhouse, or a key ally is disgraced and ostracized.","Using the structure of an encounter is {@condition helpful} because it makes the timing clearer than in free-form play, and each character feels like they're contributing. When running a social encounter, establish the stakes up front, so the players know the consequences of success or failure and the circumstances that will cause the encounter to end.","You have much more flexibility in how you run a social encounter than in a combat encounter. Extending the length of rounds beyond 6 seconds, allowing more improvisation, and focusing less on special attacks and spells all differentiate a social encounter from a combat one. In most cases, you don't need to worry about character's movements, nor do you need a map. Some examples of social encounters include:",{"type":"list","items":["Proving someone's innocence in front of a judge.","Convincing a neighboring monarch to help defend against an invasion.","Besting a rival bard in a battle of wits.","Exposing a villain's deception before a noble court."]},{"type":"pf2-h4","page":494,"name":"Initiative and Actions","entries":["Initiative in a social encounter typically has characters rolling {@skill Society} or a Charisma-based skill, such as {@skill Diplomacy} or {@skill Deception}. As with other encounters, a character's approach to the conflict determines which skill they'll roll. On a character's turn, they typically get to attempt one roll, usually by using a skill action. Let the player roleplay what their character says and does, then determine what they'll roll. Allow them to use any abilities or spells that might help them make their case, though keep in mind that when most people see the visual signs of a spell being cast, they think someone is using magic to try to influence or harm them, and they have a negative reaction.","Good social encounters include an opposition. This can be direct, such as a rival who argues against the characters' case, or passive, such as a mob that automatically becomes more unruly as each round passes. Give the opposition one or more positions in the initiative order so you can convey what it is doing. You can create game statistics for the opposition, especially if it's an individual, but in situations like that of the unruly mob, you might need nothing more than establish a set of increasingly difficult DCs."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Measuring Success and Progress","entries":["You'll need to decide how to measure the characters' success in social encounters, because there's no AC to target or HP to whittle down. Chapter 4 includes guidance on setting DCs for social skill actions, often using a target's Will DC. If you need a DC for people who don't have stats, such as a crowd or an NPC for whom you haven't already generated statistics, use the guidelines on setting DCs, found on page 503. You can either pick a simple DC or use a level-based DC, estimating a level for the subject or how challenging it should be to sway them.","The attitude conditions—{@condition hostile}, {@condition unfriendly}, {@condition indifferent}, friendly, and helpful—provide a useful way to track the progress of a social encounter. Use these to represent the attitude of an authority, a crowd, a jury, or the like. A typical goal for a social encounter is to change the attitude of a person or group to helpful so they assist you, or calming a hostile group or person to defuse a situation. Try to give the players a clear idea of how much they've progressed as the encounter proceeds.","Another option is to track the number of successes or failures the characters accrue. For instance, you might need to trick four guards into leaving their posts, and count each successful attempt to Lie or Create a Diversion toward a total of four necessary successes. You can combine these two methods; if the PCs need a group of important nobles to vote their way, the goal of the encounter might be to ensure that a majority of the nobles have a better attitude toward the PCs than they have of a rival—all within a limited time frame."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Consequences","entries":["When you set stakes at the start of a social encounter, give an idea of the consequences. Beyond whatever narrative benefits player characters might gain, a social encounter usually includes an XP award. Because these are encounters along the same lines as combat encounters, they grant a sizable amount of XP, typically that of a moderate accomplishment, or even a major accomplishment if the encounter was the culmination of long-term plans or a significant adversary got their comeuppance.","The outcome of a social encounter should direct the story of the game. Look for repercussions. Which NPCs might view the PCs more favorably now? Which might hold a grudge or formulate a new plan? A social encounter can seal the fate of an NPC and end their story, but this isn't true for player characters. Even if something looks truly dire for them, such as a death sentence, the social encounter isn't the end—there's still time for desperate heroics or a twist in the story."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":496,"name":"Exploration","entries":["Exploration mode is intentionally less regimented than encounters. As a result, during exploration you'll be making judgment calls on just about everything that happens.","Fundamentally, exploration is all about rewarding the PCs for learning about their surroundings. To facilitate this, it's especially important to have and convey a clear mental picture of the group's surroundings. You'll be better able to keep track of where the players are and describe the sights, sounds, and other sensations of their adventuring locales. Encourage the players to have their characters truly explore, and reward their curiosity. The things they try to do in exploration mode show you what they're interested in and what they consider important.","As you play, you'll get a good feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures.","{@b Stakes:} Low to moderate. Exploration mode should be used when there's some amount of risk, but no immediate danger. The PCs might be in an environment where they're likely to face monsters or hazards, but they usually stay in exploration mode until they enter a fight or engage in some other direct interaction.","{@b Time Scale:} When the PCs are in exploration mode, time in the game world passes much faster than real-world time at the table, so it's rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed. If it's important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments.","{@b Actions and Reactions:} Though exploration isn't broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you can decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions that come up during exploration mode.",{"type":"pf2-h3","page":496,"name":"Exploration Activities","entries":["In exploration mode, each player who wants to do something beyond just traveling chooses an exploration activity for their character. The most common activities are Avoid Notice, Detect Magic, Hustle, and Search, though there are many options available. While players usually hew close to these default activities, there's no need for them to memorize the exploration activities and use them exactly. Instead, allow each player to describe what their character is doing. Then, as the GM, you can determine which activity applies. This also means you determine how an activity works if the character's actions differ from those on the list.","The following sections discuss exploration activities that require adjudication from you beyond the guidelines for players detailed on pages 479–480 of Chapter 9.",{"type":"pf2-h4","page":496,"name":"Detect Magic","entries":["This activity doesn't enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency can't be found with {@spell detect magic}, nor can illusions of equal or higher level than the spell.","When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Follow the Expert","entries":["A skilled character can help out less skilled allies who choose to {@action Follow the Expert}. This is a good way to help a character with a low {@skill Stealth} modifier sneak around, get a character with poor {@skill Athletics} up a steep cliff, and so on. Usually, a character who is {@action Following the Expert} can't perform other exploration activities or follow more than one person at a time."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Investigate","entries":["As with {@action Searching} or {@action Detecting Magic}, the initial result of {@action Investigating} is usually enough to give the investigator a clue that leads into a more thorough examination, but it rarely gives all possible information. For instance, a character might note that the walls of a dungeon are covered with {@language Abyssal} writing, but they would need to stop to read the text or determine that it's written in blood."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Search","entries":["With a successful Perception check while {@action Search||Searching}, a character notices the presence or absence of something unusual in the area, but it doesn't provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a {@action Search||Searching} character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and you'd give a rough idea of the trap's location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door.","If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), {@action Search||Searching} would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search.","You roll a secret Perception check for a {@action Search||Searching} character to detect any secrets they pass that's in a place that stands out (such as near a door or a turn in a corridor), but not one that's in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":498,"name":"EXPLORATION ACTIVITIES","entries":["The following exploration activities are fully detailed on pages 479–480 of Chapter 9. Many more appear within Chapter 4: Skills.",{"type":"list","items":["{@action Avoid Notice}","{@action Defend}","{@action Detect Magic}","{@action Follow the Expert}","{@action Hustle}","{@action Investigate}","{@action Repeat a Spell}","{@action Scout}","{@action Search}"]},{"type":"pf2-title","name":"Improvising New Activities"},"If a player wants to do something not covered by other rules, here are some guidelines. If the activity is similar to an action someone could use in an encounter, such as Avoid Notice, it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek). An activity using a quicker pace, corresponding to roughly 20 actions per minute, might have limited use or cause fatigue, as would one requiring intense concentration.","You might find that a player wants to do something equivalent to spending 3 actions every 6 seconds, just like they would in combat. Characters can exert themselves to this extent in combat only because combat lasts such a short time—such exertion isn't sustainable over the longer time frame of exploration."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Setting a Party Order","entries":["In exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. It's up to you to determine the specifics of who gets targeted based on the situation.","When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs' exact positions, with their input, if you're moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Adverse Terrain and Weather","entries":["Exploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters' progress. The specific effects of certain types of terrain and weather are described starting on page 512.","{@quickref difficult terrain||3|terrain} such as thick undergrowth usually slows down progress. Unless it's important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on {@table Travel Speed||Table 9–2: Travel Speed}, typically cutting it in half if almost all of the land is {@quickref difficult terrain||3|terrain} or to one-third for {@quickref greater difficult terrain||3|terrain}.","Hazardous terrain, such as the caldera of an active volcano, might physically harm the player characters. The group might have the option to travel directly through or go around by spending more time. You can transition into a more detailed scene while the characters move through hazardous terrain and attempt to mitigate the damage with spells or skill checks. If they endure hazardous terrain, consider giving the PCs a minor or moderate XP reward at the end of their exploration, with slightly more XP if they took smart precautions to avoid taking damage.","Dangerous crevasses, swampy bogs, quicksand, and similar dangers are environmental hazards, which are described beginning on page 512."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Hazards","entries":["Exploration can get broken up by traps and other hazards (see Hazards on page 520). Simple hazards pose a threat to the PCs only once and can be dealt with in exploration mode. Complex hazards require jumping into encounter mode until the hazard is dealt with. Disabling a trap or overcoming a hazard usually takes place in encounter mode. PCs have a better chance to detect hazards while exploring if they're using the Search activity (and the Detect Magic activity, in the case of some magic traps)."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Rolling Initiative","entries":["Transitioning from exploration to an encounter usually involves rolling for initiative. Call for initiative once a trap is triggered, as soon as two opposing groups come into contact, or when a creature on one side decides to take action against the other. For example:",{"type":"list","items":["A group of PCs are exploring a cavern. They enter a narrow passage patrolled by a group of kobold warriors. Now that the two groups are in the same area, it's time to roll initiative.","Amiri and a kobold champion agree to have a {@condition friendly} wrestling match. They square off on a patch of dirt, and you call for initiative using {@skill Athletics}.","Merisiel and Kyra are negotiating with the kobold king. Things aren't going well, so Merisiel decides to launch a surprise attack. As soon as she says this is her plan, you call for initiative.","Harsk and Ezren are trying to Balance across a narrow beam to reach an isolated kobold treasure trove. When they get halfway across, a red dragon who was hiding behind the mountain flies around to attack! As soon as the dragon makes its appearance, you call for an initiative roll."]},{"type":"pf2-h4","page":498,"name":"Initiative after Reactions","entries":["In some cases, a trap or a foe has a reaction that tells you to roll initiative. For instance, a complex trap that's triggered might make an attack with its reaction before the initiative order begins. In these cases, resolve all the results of the reaction before calling for initiative rolls."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Choosing the Type of Roll","entries":["When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is {@skill Perception}; this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are {@skill Stealth} (for sneaking up, like the dragon in the last example) and {@skill Deception} (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, {@skill Performance}, or {@skill Society}.","If you're unsure what roll to call for, use {@skill Perception}. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or {@skill Perception} and let the player decide. Don't do this if it's absolutely clear another kind of check matters more sense than {@skill Perception}, such as when the character is sneaking up on enemies and should definitely use {@skill Stealth}.","You can allow a player to make a case that they should use a different skill than {@skill Perception}, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, \"I'm going to dangle down off the chandelier to get the drop on them,\" you could let them use {@skill Acrobatics} for their initiative roll. If they just said, \"Hey, I want to attack these guys. Can I use {@skill Acrobatics}?\" without having established a reason beforehand, you probably shouldn't allow it."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Character Placement","entries":["When calling for initiative for a combat encounter, you'll need to decide where the participants in the encounter go on the battle map. Use the party's order, described on page 497, as a base. You can move forward characters who are using {@skill Stealth} to get into position, putting them in a place they could reasonably have moved up to before having a chance to be detected. Consult with each player to make sure their position makes sense to both of you."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":499,"name":"MONITORING SPELL DURATIONS","entries":["Spell durations are approximate values that codify the vagaries and eccentricities of magic into a convenient number. However, that doesn't mean you can set your watch by a spell with a 1-hour duration. This is one of the reasons the passage of time outside of encounters is in your hands and isn't as precise as encounter rounds.","If a question arises about whether a spell has expired, you make the call. You shouldn't be punitive, but you also shouldn't treat characters like they move with clockwork precision and perfect efficiency between encounters.","There are two times these durations matter most: when players try to fit multiple encounters within the duration of a spell, and when they want to use a spell before a fight and keep it in effect during the encounter.",{"type":"pf2-title","name":"Multiple Encounters"},"A 1-minute spell should last for multiple encounters only if the encounters happen in very close proximity (usually in two adjoining rooms) and if the PCs go directly from one fight to the next without leaving encounter mode. If they want to stop and heal, or if the party debates whether to go on, the process takes enough time that the spell runs out.","Be more generous with spells lasting 10 minutes or more. A 10-minute spell easily lasts for one encounter and could continue for another if the locations are close. A 1-hour spell usually lasts for several encounters.",{"type":"pf2-title","name":"Before a Fight"},"Casting advantageous spells before a fight (sometimes called \"pre-buffing\") gives the characters a big advantage, since they can spend more combat rounds on offensive actions instead of preparatory ones. If the players have the drop on their foes, you usually can let each character cast one spell or prepare in some similar way, then roll initiative.","Casting preparatory spells before combat becomes a problem when it feels rote and the players assume it will always work—that sort of planning can't hold up in every situation! In many cases, the act of casting spells gives away the party's presence. In cases where the PCs' preparations could give them away, you might roll for initiative before everyone can complete their preparations."],"source":"CRB"},{"type":"pf2-h3","page":499,"name":"Resting","entries":["Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways:",{"type":"list","items":["The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).","The character loses the {@condition fatigued} condition.","The character reduces the severity of the {@condition doomed} and {@condition drained} conditions by 1.","Most spellcasters need to rest before they regain their spells for the day."]},"A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.","Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it.","If a character goes more than 16 hours without going to sleep, they become fatigued.","Taking long-term rest for faster recovery is part of downtime and can't be done during exploration. See page 502 for these rules.",{"type":"pf2-h4","page":499,"name":"Resting","entries":["Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a night's schedule needs to account for everyone's time on guard duty. Table 10–3:","Watches and Rest on the next page indicates how long the group needs to set aside for rest, assuming everyone gets a rotating watch assignment of equal length.","If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a {@skill Stealth} check against the Perception DCs of all characters to see if anyone noticed its approach.",{"type":"data","tag":"table","source":"CRB","name":"Watches and Rest"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Daily Preperations","entries":["Just before setting out to explore, or after a night's rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following.",{"type":"list","items":["Spellcasters who prepare spells choose which spells they'll have available that day.","Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.","Each character equips their gear. This includes donning their armor and strapping on their weapons.","Characters invest up to 10 worn magic items to gain their benefits for the day (page 531)."]}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Starvation and Thirst","entries":["Typically characters eat and drink enough to survive comfortably. When they can't, they're fatigued until they do. After 1 day + a creature's Constitution modifier without water, it takes 1d4 damage each hour that can't be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can't be healed until it sates its hunger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":500,"name":"Downtime","entries":["In downtime, you can sum up the important events of a whole day with just one roll. Use this mode when the characters return home or otherwise aren't adventuring.","Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. As with exploration, you might punctuate downtime with roleplaying or encounters when it's natural to do so.","This section describes ways to handle downtime and details several activities and considerations specific to downtime, such as cost of living, buying and selling goods, long-term rest, and retraining. Most other downtime activities are skill actions; a number of these common downtime activities and their associated skills are listed below. See the relevant skills in Chapter 4 for details.",{"type":"list","items":["{@action Craft} ({@skill Crafting})","{@action Earn Income} ({@skill Crafting}, {@skill Lore}, {@skill Performance})","{@action Treat Disease} ({@skill Medicine})","{@action Create Forgery} ({@skill Society})","{@action Subsist} ({@skill Society}, {@skill Survival})"]},"{@b Stakes:} None to low. Downtime is the counterpart to adventuring and covers low-risk activities.","{@b Time Scale:} Downtime can last days, weeks, months, or years in the game world in a few minutes of real time.","{@b Actions and Reactions:} If you need to use actions and reactions, switch to exploration or encounter mode.","A creature that can't act is unable to perform most downtime activities, but it can take long-term rest.",{"type":"pf2-h3","page":500,"name":"Playing out a Downtime Day","entries":["At the start of a given day of downtime, have all the players declare what their characters are trying to accomplish that day. You can then resolve one character's efforts at a time (or group some characters together, if they are cooperating on a single project). Some activities, such as Earning Income, require only a simple roll and some embellishment from you and the player. Other activities are more involved, incorporating encounters or exploration. You can call on the players to play out their downtime activities in any order, though it's often best to do the simplest ones first. Players who aren't part of a more involved activity might have time to take a break from the table while the more complex activities are played out.","Characters can undertake their daily preparations if they want, just as they would on a day of exploration. Ask players to establish a standard set of preparations, and you can assume the characters go through the same routine every day unless their players say otherwise.",{"type":"pf2-h4","page":500,"name":"Cooperation","entries":["Multiple characters can cooperate on the same downtime task. If it's a simple task that requires just one check, such as a party Subsisting as they await rescue on a desert island, one character rolls the necessary check while everyone else Aids that character. If it's a complex task, assume all of them are working on different parts of it at one time, so all their efforts count toward its completion. For example, a party might collaborate to build a theater, with one character drawing up architectural plans, one doing manual labor, and one talking to local politicians and guilds."],"source":"CRB"},{"type":"pf2-h4","page":500,"name":"Checks","entries":["Some downtime activities require rolls, typically skill checks. Because these rolls represent the culmination of a series of tasks over a long period, players can't use most abilities or spells that manipulate die rolls, such as activating a magic item to gain a bonus or casting a fortune spell to roll twice. Constant benefits still apply, though, so someone might invest a magic item that gives them a bonus without requiring activation. You might make specific exceptions to this rule. If something could apply constantly, or so often that it might as well be constant, it's more likely to be used for downtime checks; for instance {@feat Assurance} could apply."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":501,"name":"Longer Periods of Downtime","entries":["Running downtime during a long time off—like several weeks, months, or even years—can be more challenging.","However, it's also an opportunity for the characters to progress toward long-term plans rather than worrying about day-to-day activities. Because so much time is involved, characters don't roll a check for each day. Instead, they deal with a few special events, average out the rest of the downtime, and pay for their cost of living.",{"type":"pf2-h4","page":501,"name":"Events","entries":["After the characters state what they want to achieve in their downtime, select a few standout events for each of them—usually one event for a period of a week or a month, or four events for a year or longer. These events should be tailored to each character and their goals, and they can serve as hooks for adventures or plot development.","Though the following examples of downtime events all involve Earning Income, you can use them to spark ideas for other activities. A character using Perform to Earn Income could produce a commanding performance of a new play for visiting nobility. Someone using {@skill Crafting} might get a lucrative commission to craft a special item. A character with Lore might have to research a difficult problem that needs a quick response.","PCs who want to do things that don't correspond to a specific downtime activity should still experience downtime events; you just choose the relevant skill and DC. For example, if a character intends to build their own library to house their books on magic, you might decide setting the foundation and organizing the library once construction is finished are major events. The first could be a {@skill Crafting} check, and the second an {@skill Arcana} or Library Lore check."],"source":"CRB"},{"type":"pf2-h4","page":501,"name":"Average Progress","entries":["For long periods of downtime, you might not want to roll for every week, or even every month. Instead, set the level for one task using the lowest level the character can reliably find in the place where they spend their downtime (see Difficulty Classes on page 503 for more on setting task levels). If the character fails this check, you might allow them to try again after a week (or a month, if you're dealing with years of downtime). Don't allow them to roll again if they succeeded but want to try for a critical success, unless they do something in the story of the game that you think makes it reasonable to allow a new roll.","The events you include during a long stretch of downtime should typically feature higher-level tasks than the baseline. For instance, a character Earning Income with Sailing Lore for 4 months might work at a port doing 1st-level tasks most of the time, but have 1 week of 3rd-level tasks to account for busy periods. You'll normally have the player roll once for the time they spent at 1st-level tasks and once for the week of 3rd-level tasks."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Cost of Living","entries":["For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found on page 294. For long stretches of downtime, use the values on {@table Cost of Living||Table 6–16: Cost of Living} on the same page. Deduct these costs from a character's funds after they gain any money from their other downtime activities.","A character can live off the land instead, but each day they do, they typically use the Subsist activity (page 240) to the exclusion of any other downtime activity."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Buying and Selling","entries":["After an adventure yields a windfall, the characters might have a number of items they want to sell. Likewise, when they're flush with currency, they might want to stock up on gear. It usually takes 1 day of downtime to sell off a few goods or shop around to buy a couple items. It can take longer to sell off a large number of goods, expensive items, or items that aren't in high demand.","This assumes the characters are at a settlement of decent size during their downtime. In some cases, they might spend time traveling for days to reach bigger cities.","As always, you have final say over what sort of shops and items are available.","An item can usually be purchased at its full Price and sold for half its Price. Supply and demand adjusts these numbers, but only occasionally."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Long-Term Rest","entries":["Each full 24-hour period a character spends resting during downtime allows them to recover double what they would for an 8-hour rest (as listed on page 499). They must spend this time resting in a comfortable and secure location, typically in bed.","If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by diseases, long-lasting poisons, or similar afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove don't end automatically during long-term rest."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Retraining","entries":["The retraining rules on page 481 allow a player to change some character choices, but they rely on you to decide whether the retraining requires a teacher, how long it takes, if it has any associated costs, and if the ability can be retrained at all. It's reasonable for a character to retrain most choices, and you should allow them. Only choices that are truly intrinsic to the character, like a sorcerer's bloodline, should be off limits without extraordinary circumstances.","Try to make retraining into a story. Use NPCs the character already knows as teachers, have a character undertake intense research in a mysterious old library, or ground the retraining in the game's narrative by making it the consequence of something that happened to the character in a previous session.",{"type":"pf2-h4","page":502,"name":"Time","entries":["Retraining a feat or skill increase typically takes a week. Class features that require a choice can also be retrained but take longer: at least a month, and possibly more. Retraining might take even longer if it would be especially physically demanding or require travel, lengthy experimentation, or in-depth research, but usually you won't want to require more than a month for a feat or skill, or 4 months for a class feature.","A character might need to retrain several options at once. For instance, retraining a skill increase might mean they have skill feats they can no longer use, and so they'll need to retrain those as well. You can add all this retraining time together, then reduce the total a bit to represent the cohesive nature of the retraining."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Instruction and Cost","entries":["The rules abstract the process of learning new things as you level up—you're learning on the job—but retraining suggests that the character works with a teacher or undergoes specific practice to retrain. If you want, you can entirely ignore this aspect of retraining, but it does give an opportunity to introduce (or reintroduce) NPCs and further the game's story. You can even have one player character mentor another, particularly when it comes to retraining skills.","Any costs to retraining should be pretty minor—about as much as a PC could gain by Earning Income over the same period of time. The costs are mostly there to make the training feel appropriate within the context of the story, not to consume significant amounts of the character's earnings. A teacher might volunteer to work without pay as a reward for something the character has already done, or simply ask for a favor in return."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Disallowed Options","entries":["While some character options can't normally be retrained, you can invent ways for a character to retrain even these—special rituals, incredible quests, or the perfect tutor. For example, ability scores can't normally be retrained, as that can unbalance the game. But not all players necessarily want to exploit the system—maybe a player simply wants to swap an ability boost between two low stats. In situations like this, you could let them spend a few months working out or studying to reassign an ability boost."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":489,"name":"Running a Game Session","entries":["A campaign happens over a series of sessions. Each session is usually several hours long, with multiple encounters, some exploration, and possibly downtime. Your session can be compared to an episode of a TV show; it should include some twists, turns, and changes, and end leaving people excited about what comes next.",{"type":"pf2-h3","page":489,"name":"Planning a Session","entries":["One of the greatest challenges in gaming is scheduling a time for everyone to get together and play. Often, this responsibility falls on you as the GM, since you're the one who has to prepare your game between sessions. Many games have a set schedule, such as once per week, once every 2 weeks, or once per month. The less frequently your group meets, the better notes and recaps you'll need to keep everyone on the same page.","Plan a time for everybody will arrive, and also try to set a time when playing the game will begin. This can make it easier for everyone to finish chatting, catching up, and eating in a timely fashion so you can start playing the game. Having an end time in mind is also fairly important. A typical game session lasts about 4 hours, though some groups hold 2-hour sessions or play marathon games. Less than 2 hours usually isn't enough time to get much done in most Pathfinder campaigns. If your session will be longer than 2 hours, plan out some 15-minute breaks (in addition to bathroom and beverage breaks, which players can take as needed)."],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Starting a Session","entries":["Once everyone is ready, get everyone's attention and cover the following topics. These are in a rough order that you can change based on your group's style or a session's needs.",{"type":"list","items":["Recap what happened during the previous sessions.","Establish where the characters are at the beginning of this session. Have they been resting since their last challenge? Are they in a hallway, preparing to raid the next room of a dungeon? Tell players whether their characters had time to rest or recover since the last session.","Remind players that they each have 1 Hero Point at the start of the session ({@quickref here||4|rewards|1}).","Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session.","Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react."]}],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Running a Session","entries":["During a session, you're in charge of keeping the game's action moving, managing the different modes of play, fielding questions, and making rules decisions. You'll also want to keep a rough eye on the time, so you can end when most convenient for the group.","You're the interface between the rules and the imagined world you and the other players share. They will ask you questions, and they'll act based on their own assumptions. It's up to you to establish what's true in the world, but you don't do this unilaterally. You're informed by the setting's backstory, your preparations, and the suggestions and assumptions the other players bring to the table. Keep in mind that until you announce something, your own plans are subject to change. For example, if you originally intended the owner of a tavern to be kindly and well-intentioned, but a player misreads her and invents an interesting conspiracy theory regarding her intentions that sounds fun, you might convert the tavern owner into an agent of evil after all.","You'll also determine when PCs and foes need to attempt checks, as well as the consequences of those rolls. This comes up most often outside of encounters, as encounters are more regimented about when checks happen and how they are resolved. In an encounter, a player can usually determine their own character's turn, with you chiming in only to say whether an attack hits or if something in the environment requires a character to attempt a check.",{"type":"pf2-h4","page":490,"name":"The Spotlight","entries":["As you run the game, keep track of who has the spotlight. It can be easy to keep attention on the most outgoing player or character, but you need to check in with all the players. If a player hasn't contributed in some time, stop and ask, \"What's your character doing at this point?\" If the player's not sure, add a detail or nonplayer character to the scene that the player might find interesting."],"source":"CRB"},{"type":"pf2-h4","page":490,"name":"Distractions and Interrupting","entries":["Maintaining the players' attention keeps a game moving and leads to memorable moments when everyone's in the same zone. Too many interruptions break the flow. This is fine in moderation. Distractions become a problem if they're too frequent, as they cause people to miss things and make misinformed decisions as the session becomes disconnected. Yet every game includes breaks—sometimes intentional, sometimes not—and digressions. Finding the right balance of diversions for your group is essential.","A game is a social gathering, so there's definitely a place for conversation that's not directly related to playing the game. These interruptions become a problem if they're too frequent, or if people are talking over others. If a player repeatedly interrupts you or other people or undercuts every crucial moment of the game with a joke, talk to them about limiting their comments to appropriate times. Often, all you need to do is hold up your hand or otherwise indicate that the player is talking out of turn to delay them until after you or another speaker finishes talking.","Phones and other mobile devices are another major source of distraction. Banning them entirely is often impractical—many players use apps to roll dice or manage their character sheets, or they need to answer texts from their partner, check in on a work project, or otherwise stay connected with people who rely on them. However, you can set ground rules against using a device for anything that's not time-sensitive or game-related, such as refreshing social media, checking the score of a hockey game, playing a mobile game, or answering a non-urgent text. You can relax these rules for players when their characters are \"offstage.\" If a player's character isn't in a scene, that might be a good time for the player to use a mobile device."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":491,"name":"OFF-SESSION GAMING","entries":["Session play with a full group isn't the only way to play Pathfinder. Finding opportunities to expand on the game outside of its regular schedule can keep your group engaged between sessions.","You can get together with a single player to run a mini-session for their character, covering a mission that's important to their story but doesn't concern the rest of the group. You and the players can work out what their characters do during solid stretches of downtime via e-mail or chat messages. You can also give players opportunities to collaborate on details of the story, like having a player design a heraldic symbol for the adventuring group or map out their home base. You might even decide to award a Hero Point at the next session to a player for events that happened outside a session.","Some events aren't suitable for handling outside of sessions. Any event that strongly affects a character whose player isn't present should be handled at the table when everyone can attend. It's also helpful to recap events that took place outside of the session for all characters so no one feels excluded or lost."],"source":"CRB"},{"type":"pf2-h3","page":491,"name":"Adjudicating the Rules","entries":["As the GM, you are responsible for solving any rules disputes. Remember that keeping your game moving is more important than being 100% correct. Looking up rules at the table can slow the game down, so in many cases it's better to make your best guess rather than scour the book for the exact rule. (It can be instructive to look those rules up during a break or after the session, though!)","To make calls on the fly, use the following guidelines, which are the same principles the game rules are based on. You might want to keep printouts of these guidelines and the DC guidelines (page 503) for quick reference.",{"type":"list","items":["If you don't know how long a quick task takes, go with 1 action, or 2 actions if a character shouldn't be able to perform it three times per round.","If you're not sure what action a task uses, look for the most similar basic action. If you don't find one, make up an undefined action (page XXX) adding any necessary traits (usually attack, concentrate, manipulate, or move).","When two sides are opposed, have one roll against the other's DC. Don't have both sides roll (initiative is the exception to this rule). The character who rolls is usually the one acting (except in the case of saving throws).","If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a –1 circumstance penalty.","If you're not sure how difficult a significant challenge should be, use the DC for the party's level.","If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure).","If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to {@action Recall Knowledge}, use an appropriate {@skill Lore} skill (usually at an untrained proficiency rank).","Use the characters' daily preparations as the time to reset anything that lasts roughly a day.","When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described {@quickref here||4|rewards|1}).","When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely."]}],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Special Circumstances","entries":["The player characters in your group will at times attempt tasks that should be easier or harder than the rules or adventure would otherwise lead you to expect, such as a PC Gathering Information in their hometown. In these cases, you can just apply a circumstance bonus or penalty. Usually, this is +1 or –1 for a minor but significant circumstance, but you can adjust this bonus or penalty to +2 or –2 for a major circumstance. The maximum bonus or penalty, +4 or –4, should apply only if someone has an overwhelming advantage or is trying something extremely unlikely but not quite impossible.","You can also add traits to actions. Let's say that during a fight, Seelah dips her sword into a brazier of hot coals before swinging it at an enemy with a weakness to fire. You could add the fire trait to this attack. A PC getting an advantage in this way should usually have to use an action to do so, so Seelah would get the benefit for one attack, but to do it again she'd need to bury her sword in the coals once more."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"SHARING RESPONSIBILITY","entries":["Just because you're the GM and ostensibly in charge doesn't mean you have to do all the extra work to make the campaign run. Some of the tasks described here, like scheduling games, taking notes, and giving recaps, can be delegated to other players. You might also have someone track initiative or the Hit Points of the PCs' foes for you in encounters, or even run those foes if you have a large group and someone would rather do that than control a character of their own. It's also great when someone else can host a session, provide snacks for the group, or take on other responsibilities that aren't directly related to the game.","It's best to figure out a schedule of responsibilities when you're first setting up a game. Ask the players what they're willing to take on. If you start to feel overwhelmed partway through a campaign, you can revisit the topic and try out new options until you find a setup that's comfortable."],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Incorporating Additional Options","entries":["You might grant players access to additional rule or character options. If you feel confident that allowing a character to take a particular option will be a good addition to your game, then go for it! If you're uncertain or worried about a request, you don't have to allow it, and it's your call to make. However, try to meet players halfway or suggest alternatives. If you want to allow an option on a trial basis but are worried it might become a problem later, talk to the player beforehand and explain that you are tentatively allowing the option, but might change your mind later, after you see how the option can be used during play."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"PAIZO'S PUBLISHED ADVENTURES","entries":["You can purchase the following types of adventures at {@b {@link paizo.com|https://paizo.com}}, your local game store, or many book stores. If you want to acquire all the adventures in a given line, you can purchase a subscription at {@b {@link paizo.com|https://paizo.com}}.",{"type":"pf2-title","name":"Pathfinder Adventure Paths"},"Each monthly volume of a Pathfinder Adventure Path leads into the next as part of a greater story spanning multiple volumes. The first volume of each Adventure Path typically starts at 1st level, and each volume has a self-contained story that eventually leads to a big climax at the end of the final volume. Each volume also typically includes new monsters, rules, and details about the world.","Each Adventure Path has a different theme, and their settings range across the Inner Sea region and beyond.",{"type":"pf2-title","name":"Pathfinder Adventures"},"Pathfinder Adventures are standalone adventures that cover several levels of play. They're self-contained and typically have a unique structure or theme. You can play through a Pathfinder Adventure on its own or as part of your ongoing campaign—some make ideal side adventures for Adventure Paths that have similar themes.",{"type":"pf2-title","name":"Pathfinder Society Scenarios"},"Scenarios are the adventures used by the Pathfinder Society Roleplaying Guild; you can play them as part of the Pathfinder Society or on your own. Each takes about 4 to 5 hours to run, so you can tell a whole story in a short amount of time, but they're also part of a larger continuity and can be combined together to form the basis of a longer campaign."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":39,"name":"Starting at a Higher Level","entries":["A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level.","The {@table Character Wealth|CRB} table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want."],"data":{"quickref":5}}]}]}}
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+++ b/data/generated/bookref-quick.json
@@ -1 +1 @@
-{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Animal Companions","Archetypes","Character Creation","Characters With Disabilities","Familiars","Leveling Up"]},{"name":"Items & Equipment","headers":["Activating Items","Animals","Armor","Carrying and Using Items","Coins and Currency","Constant Abilities","Creating a Personal Staff","Formulas","Investing Magic Items","Item Damage","Item Level","Items and Sizes","Price","Runes","Scrolls","Services","Shields","Shoddy Items","Staves","Wands","Weapons","Wearing Tools"]},{"name":"Spells","headers":["Cantrips","Casting Spells","Disbelieving Illusions","Durations","Focus Spells","Hostile Actions","Identifying Spells","Innate Spells","Ranges, Areas, and Targets","Reading Spells","Rituals","Saving Throws","Setting Triggers","Spell Attacks","Spell Slots","Walls"]},{"name":"Playing the Game","headers":["Actions","Afflictions","Checks","Concealment and Invisibility","Condition Values","Conditions","Counteracting","Cover","Damage","Downtime Mode","Effects","Encounter Mode","Exploration Mode","Flanking","Game Conventions","Hero Points","Hit Points, Healing, and Dying","Making Choices","Movement","Overriding Conditions","Perception","Special Checks","Specific Checks"]},{"name":"Game Mastering","headers":["Difficulty Classes","Drugs","Environment","Hazards","Planning a Campaign","Preparing an Adventure","Rewards","Running Modes of Play","Running a Game Session","Starting at a Higher Level"]}]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","page":214,"name":"Animal Companions","entries":["An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Your animal companion has the {@trait animal} and {@trait minion} traits, and it gains 2 actions during your turn if you use the {@action Command an Animal} action to command it; this is in place of the usual effects of {@action Command an Animal}. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.",{"type":"pf2-h3","page":214,"name":"Riding Animal Companions","entries":["You or an ally can ride your animal companion as long as it is at least one size larger than the rider. If it is carrying a rider, the animal companion can use only its land Speed, and it can't move and Support you on the same turn. However, if your companion has the mount special ability, it's especially suited for riding and ignores both of these restrictions."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Young Animal Companions","entries":["The following are the base statistics for a young animal companion, the first animal companion most characters get. You make adjustments to these statistics depending on the type of animal you choose. As you gain levels, you might make further adjustments as your companion becomes more powerful. An animal companion has the same level you do. Animal companions calculate their modifiers and DCs just as you do with one difference: the only item bonuses they can benefit from are to speed and AC (their maximum item bonus to AC is +2)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Proficiencies","entries":["Your animal companion uses your level to determine its proficiency bonuses. It's trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, {@skill Acrobatics}, and {@skill Athletics}. Animal companions can't use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Ability Modifiers","entries":["An animal companion begins with base ability modifiers of {@b Str} +2, {@b Dex} +2, {@b Con} +1, {@b Int}–4, {@b Wis} +1, {@b Cha} +0. Each type has its own strengths and increases two of these modifiers by 1 each. These increases are already calculated into the stat blocks in Companion Types below."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Hit Points","entries":["Your animal companion has ancestry Hit Points from its type, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Mature Animal Companions","entries":["To advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in {@skill Intimidation}, {@skill Stealth}, and {@skill Survival} to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your companion is Medium or smaller, it grows by one size."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Nimble Animal Companions","entries":["To advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in {@skill Acrobatics} to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Savage Animal Companions","entries":["To advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in {@skill Athletics} to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Companion Types","entries":["The species of animal you choose is called your {@filter companion's type|companionsfamiliars||Type=Companion}. Each {@filter companion type|companionsfamiliars||Type=Companion} has its own statistics. The Size entry indicates your companion's starting size as a young animal companion. Following the size entry are the companion's unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companion's ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companion's special senses. The Speed entry gives your companion's Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion.","The Support Benefit entry indicates a special benefit you gain by {@action Command an Animal||Commanding the Animal} to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Specialized Animal Companions","entries":["Specialized animal companions are more intelligent and engage in more complex behaviors. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Its proficiency ranks for saving throws and Perception increase to master.","Increase its Dexterity modifier by 1 and its Intelligence modifier by 2. Its unarmed attack damage increases from two dice to three dice, and it increases its additional damage with unarmed attacks from 2 to 4 or from 3 to 6.","Each specialization grants additional benefits. Most animal companions can have only one specialization.",{"type":"pf2-h4","page":217,"name":"Ambusher","entries":["In your companion's natural environment, it can use a {@action Sneak} action even if it's currently observed. Its proficiency rank in {@skill Stealth} increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Bully","entries":["Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for {@skill Athletics} and {@skill Intimidation} increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 3."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Daredevil","entries":["Your companion joins the fray with graceful leaps and dives.","It gains the {@classFeature deny advantage|barbarian||3} ability, so it isn't {@condition flat-footed} to hidden, undetected, or flanking creatures unless such a creature's level is greater than yours. Its proficiency rank in {@skill Acrobatics} increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Racer","entries":["Your companion races. It gains a +10-foot status bonus to its Speed, swim Speed, or fly Speed (your choice). Its proficiency in Fortitude saves increases to legendary, and its Constitution modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Tracker","entries":["Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in {@skill Survival} increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Wrecker","entries":["Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its {@skill Athletics} proficiency increases to master, and its Strength modifier increases by 1."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":219,"name":"Archetypes","entries":["Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.","Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).","Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.","Sometimes an archetype feat lets you gain another feat, such as the alchemist's basic concoction. You must always meet the prerequisites of the feat you gain in this way.","Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a fighter can't select the Fighter Dedication feat)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["Archetypes with the class trait represent a fundamental divergence from your class's specialties, but one that exists within the context of your class. You can select a class archetype only if you are a member of the class of the same name. Class archetypes always alter or replace some of a class's static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features.","In that case, you must take that archetype's dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","alias":["Spellcasting Benefits"],"entries":["Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren't multiclass archetypes.","A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.","Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called Master Wizard Spellcasting.","All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.","{@b Basic Spellcasting Feat:} Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the \"basic spellcasting benefits.\"","{@b Expert Spellcasting Feat:} Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the \"expert spellcasting benefits.\"","{@b Master Spellcasting Feat:} Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the \"master spellcasting benefits.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["Unless you're the GM, the first thing you need to do when playing Pathfinder is create your character. It's up to you to imagine your character's past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. You'll use the game's mechanics to determine your character's ability to perform various tasks and use special abilities during the game.","This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer.","Many of the steps on pages 21 –28 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 24 –25; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when you're actually playing the game—but creating a character happens in a different order, so you'll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank.","All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 24 –25, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which aren't shown, the text will tell you.","If you're creating a higher-level character, it's a good idea to begin with the instructions here, then turn to page 29 for instructions on leveling up characters.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["One of the most important aspects of your character is their ability scores. These scores represent your character's raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation.","Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your character's physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your character's learned prowess, awareness, and force of personality.","Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["Strength measures your character's physical power.","Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["Dexterity measures your character's agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character's AC and Reflex saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["Constitution measures your character's overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat.","Your Constitution modifier is added to your Hit Points and Fortitude saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["Each ability score starts at 10, representing human average, but as you make character choices, you'll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions.","{@b Ancestry:} Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["An ability boost normally increases an ability score's value by 2. However, if the ability score to which you're applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score that's higher than 18.","When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a \"free\" ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["Ability flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["The standard method of generating ability scores that's described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume.","If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"Roll four 6-sided dice (4d6) and discard the lowest die result.","Add the three remaining results together and record the sum.","(For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until you've generated six such values. Decide which value you want for each of your ability scores.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character's ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the character's background (you do not get the other free ability boost).","These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to {@table ABILITY MODIFIERS||Table 1–1}. When your character receives additional ability boosts at higher levels, you assign them as any character would."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Modifiers","entries":["Once you've finalized your ability scores, you can use them to determine your ability modifiers, which are used in most other statistics in the game. Find the score in {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers} to determine its ability modifier.",{"type":"data","tag":"table","name":"Ability Modifiers","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":21,"name":"Create a Concept","entries":["What sort of hero do you want to play? The answer to this question might be as simple as \"a brave warrior,\" or as complicated as \"the child of elven wanderers, but raised in a city dominated by humans and devoted to Sarenrae, goddess of the sun.\" Consider your character's personality, sketch out a few details about their past, and think about how and why they adventure. You'll want to peruse Pathfinder's available ancestries, backgrounds, and classes. The summaries on pages 22 –23 might help you match your concept with some of these basic rule elements. Before a game begins, it's also a good idea for the players to discuss how their characters might know each other and how they'll work together throughout the course of their adventures.","There are many ways to approach your character concept.","Once you have a good idea of the character you'd like to play, move on to Step 2 to start building your character.",{"type":"pf2-h3","page":21,"name":"Ancestry, Background, Class, or Details","entries":["If one of Pathfinder's character ancestries, backgrounds, or classes particularly intrigues you, it's easy to build a character concept around these options. The summaries of ancestries and classes on pages 22 –23 give a brief overview of these options (full details appear in Chapters 2 and 3, respectively). Each ancestry also has several heritages that might refine your concept further, such as a human with an elf or orc parent, or an arctic or woodland elf. Additionally, the game has many backgrounds to choose from, representing your character's upbringing, their family's livelihood, or their earliest profession. Backgrounds are detailed later in Chapter 2, beginning on page 60.","Building a character around a specific ancestry, background, or class can be a fun way to interact with the world's lore. Would you like to build a typical member of your character's ancestry or class, as described in the relevant entry, or would you prefer to play a character who defies commonly held notions about their people?","For example, you could play a dwarf with a wide-eyed sense of wonder and a zest for change, or a performing rogue capable of amazing acrobatic feats but with little interest in sneaking about.","You can draw your concept from any aspect of a character's details. You can use roleplaying to challenge not only the norms of Pathfinder's fictional world, but even real-life societal norms. Your character might challenge gender notions, explore cultural identity, have a disability, or any combination of these suggestions. Your character can live any life you see fit."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Faith","entries":["Perhaps you'd like to play a character who is a devout follower of a specific deity. Pathfinder is a rich world with myriad faiths and philosophies spanning a wide range, from Cayden Cailean, the Drunken Hero of good-hearted adventuring; to Desna, the Song of Spheres and goddess of dreaming and the stars; to Iomedae, the Inheritor, goddess of honor, justice, and rulership. Pathfinder's major deities appear on pages 437–440. Your character might be so drawn to a particular faith that you decide they should be a champion or cleric of that deity; they might instead be a lay worshipper who applies their faith's teachings to daily life, or simply the child of devout parents."],"source":"CRB"},{"type":"pf2-brown-box","page":21,"name":"ANCESTRIES AND CLASSES","entries":["Each player takes a different approach to creating a character. Some want a character who will fit well into the story, while others look for a combination of abilities that complement each other mechanically. You might combine these two approaches. There is no wrong way!","When you turn the page, you'll see a graphical representation of ancestries and classes that provide at-aglance information for players looking to make the most of their starting ability scores. In the ancestries overview on page 22, each entry lists which ability scores it boosts, and also indicates any ability flaws the ancestry might have.","You can find more about ability boosts and ability flaws in Ability Scores on page 20.","The summaries of the classes on pages 22 –23 list each class's key ability score—the ability score used to calculate the potency of many of their class abilities. Characters receive an ability boost in that ability score when you choose their class. This summary also lists one or more secondary ability scores important to members of that class.","Keep in mind a character's background also affects their ability scores, though there's more flexibility in the ability boosts from backgrounds than in those from classes. For descriptions of the available backgrounds, see pages 60–64."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Your Allies","entries":["You might want to coordinate with other players when forming your character concept. Your characters could have something in common already; perhaps they are relatives, or travelers from the same village. You might discuss mechanical aspects with the other players, creating characters whose combat abilities complement each other. In the latter case, it can be helpful for a party to include characters who deal damage, characters who can absorb damage, and characters who can provide healing.","However, Pathfinder's classes include a lot of choices, and there are many options for building each type of character, so don't let these broad categories restrict your decisions."],"source":"CRB"},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Once you've developed your character's concept, jot down a few sentences summarizing your ideas under the Notes section on the third page of your character sheet. Record any of the details you've already decided, such as your character's name, on the appropriate lines on the first page."],"source":"CRB"}],"step":"1","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Start Building Ability Scores","entries":["At this point, you need to start building your character's ability scores. See the overview of ability scores on pages 19 –20 for more information about these important aspects of your character and an overview of the process.","Your character's ability scores each start at 10, and as you select your ancestry, background, and class, you'll apply ability boosts, which increase a score by 2, and ability flaws, which decrease a score by 2. At this point, just note a 10 in each ability score and familiarize yourself with the rules for ability boosts and flaws on page 20. This is also a good time to identify which ability scores will be most important to your character. See The Six Ability Scores on page 19 and the class summaries on pages 22 –23 for more information."],"step":"2","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Select an Ancestry","entries":["Select an ancestry for your character. The ancestry summaries on page 22 provide an overview of Pathfinder's core ancestry options, and each is fully detailed in Chapter 2. Ancestry determines your character's size, Speed, and languages, and contributes to their Hit Points.","Each also grants ability boosts and ability flaws to represent the ancestry's basic capabilities.","You'll make four decisions when you select your character's ancestry:",{"type":"list","items":["Pick the ancestry itself.","Assign any free ability boosts and decide if you are taking any voluntary flaws.","Select a heritage from those available within that ancestry, further defining the traits your character was born with.","Choose an ancestry feat, representing an ability your hero learned at an early age."]},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's ancestry and heritage in the appropriate space at the top of your character sheet's first page. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your ancestry, and subtracting 2 from an ability score if you gained an ability flaw from your ancestry. Note the number of Hit Points your character gains from their ancestry—you'll add more to this number later. Finally, in the appropriate spaces, record your character's size, Speed, and languages. If your character's ancestry provides them with special abilities, write them in the appropriate spaces, such as {@ability darkvision} in the Senses"],"source":"CRB"}],"step":"3","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Pick a Background","entries":["Your character's background might represent their upbringing, an aptitude they've been honing since their youth, or another aspect of their life before they became an adventurer. Character backgrounds appear in Chapter 2, starting on page 60. They typically provide two ability boosts (one that can be applied to either of two specific ability scores, and one that is free), training in a specific skill, training in a Lore skill, and a specific skill feat.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Record your character's background in the space at the top of the first page of your character sheet. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your background. Record the skill feat the background provides in the Skill Feat section of your character sheet's second page. On the first page, check the \"T\" box next to the name of the specific skill and for one Lore skill to indicate your character is trained, then write the name of the Lore skill granted by your background."],"source":"CRB"}],"step":"4","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Choose a Class","entries":["At this point, you need to decide your character's class.","A class gives your character access to a suite of heroic abilities, determines how effectively they fight, and governs how easily they can shake off or avoid certain harmful effects. Each class is fully detailed in Chapter 3, but the summaries on pages 22 –23 provide an overview of each and tells you which ability scores are important when playing that class.","You don't need to write down all of your character's class features yet. You simply need to know which class you want to play, which determines the ability scores that will be most important for your character.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's class in the space at the top of the first page of your character sheet, then write \"1\" in the Level box to indicate that your character is 1st level. Next to the ability scores, note the class's key ability score, and add 2 to that ability score from the ability boost the class provides. Don't worry about recording the rest of your character's class features and abilities yet—you'll handle that in Step 7."],"source":"CRB"}],"step":"5","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Determine Ability Scores","entries":[{"type":"pf2-sidebar","page":26,"name":"OPTIONAL: VOLUNTARY FLAWS","entries":["Sometimes, it's fun to play a character with a major flaw even if you're not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can't apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma.","You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves' ability flaw during this step."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["First, make sure you've applied all the ability boosts and ability flaws you've noted in previous steps (from your ancestry, background, and class).","Then, apply four more ability boosts to your character's ability scores, choosing a different ability score for each and increasing that ability score by 2.","Finally, record your starting ability scores and ability modifiers, as determined using {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers}."]},"Remember that each ability boost adds 2 to the base score of 10, and each ability flaw subtracts 2. You should have no ability score lower than 8 or higher than 18.",{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's starting ability scores in the box provided for each. Record the ability modifier for each ability score in the box to the left of the ability's name."],"source":"CRB"}],"step":"6","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Record Class Details","entries":["Now, record all the benefits and class features that your character receives from the class you've chosen. While you've already noted your key ability score, you'll want to be sure to record the following class features.",{"type":"pf2-sidebar","page":27,"name":"SPELLS AND SPELLCASTING","entries":["Most classes can learn to cast a few focus spells, but the bard, cleric, druid, sorcerer, and wizard all gain spellcasting—the ability to cast a wide variety of spells.","If your character's class grants spells, you should take time during Step 7 to learn about the spells they know and how to cast them. The fourth page of the character sheet provides space to note your character's magic tradition and their proficiency rank for spell attack rolls and spell DCs. It also gives ample space to record the spells in your character's repertoire or spellbook, or that you prepare frequently. Each class determines which spells a character can cast, how they are cast, and how many they can cast in a day, but the spells themselves and detailed rules for spellcasting are located in Chapter 7."],"source":"CRB"},{"type":"list","items":["To determine your character's total starting Hit Points, add together the number of Hit Points your character gains from their ancestry (chosen in Step 2) and the number of Hit Points they gain from their class.","The Initial Proficiencies section of your class entry indicates your character's starting proficiency ranks in a number of areas. Choose which skills your character is trained in and record those, along with the ones set by your class. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in.","See the class advancement table in your class entry to learn the class features your character gains at 1st level—but remember, you already chose an ancestry and background. Some class features require you to make additional choices, such as selecting spells."]},{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's total Hit Points on the first page of your character sheet. Use the proficiency fields (the boxes marked \"T,\" \"E,\" \"M,\" and \"L\") on your character sheet to record your character's initial proficiencies in Perception, saving throws, and the skills granted by their class; mark \"T\" if your character is trained, or \"E\" if your character is expert. Indicate which additional skills you chose for your character to be trained in by marking the \"T\" proficiency box for each skill you selected. Likewise, record your character's their armor proficiencies in the Armor Class section at the top of the first page and their weapon proficiencies at the bottom of the first page. Record all other class feats and abilities on the second page. Don't worry yet about finalizing any values for your character's statistics—you'll handle that in Step 9."],"source":"CRB"}],"step":"7","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Buy Equipment","entries":["At 1st level, your character has 15 gold pieces (150 silver pieces) to spend on armor, weapons, and other basic equipment. Your character's class lists the types of weapons and armor with which they are trained (or better!). Their weapons determine how much damage they deal in combat, and their armor influences their Armor Class; these calculations are covered in more detail in Step 10. Don't forget essentials such as food and traveling gear! For more on the available equipment and how much it costs, see Chapter 6.",{"type":"pf2-tips-box","page":27,"name":"CHARACTER SHEET","entries":["Once you've spent your character's starting wealth, calculate any remaining gp, sp, and cp they might still have and write those amounts in Inventory on the second page. Record your character's weapons in the Melee {@action Strike||Strikes} and Ranged {@action Strike||Strikes} sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["With most of the big decisions for your character made, it's time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["Your character's Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["For each kind of saving throw, add your character's Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your character's Constitution modifier. For Reflex saving throws, use your character's Dexterity modifier. For Will saving throws, use your character's Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee {@action Strike||Strikes} and Dexterity for ranged {@action Strike||Strikes}).","You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon's Strike deals.","Melee weapons usually add your character's Strength modifier to damage rolls, while ranged weapons might add some or all of your character's Strength modifier, depending on the weapon's traits. See the weapon entries in Chapter 6 for more information."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["In the second box to the right of each skill name on your character sheet, there's an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability's modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space.","Record the proficiency bonuses, ability modifiers, and total modifiers for your melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left.","If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["Your character's alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 1 –2: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character.","Your character's alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isn't committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your character's alignment.","If you play a champion, your character's alignment must be one allowed for their deity and cause (pages 437–440 and 106–107), and if you play a cleric, your character's alignment must be one allowed for their deity (pages 437–440).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["Your character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who aren't friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if they're willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, they're likely neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["Your character has a lawful alignment if they value consistency, stability, and predictability over flexibility.","Lawful characters have a set system in life, whether it's meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesn't mean they make decisions by choosing randomly.","Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty.","Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["Alignment can change during play as a character's beliefs change, or as you realize that your character's actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your character's alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["Write down the deity your character worships, if any.","Champions and clerics must worship a deity. See pages 437–440 for more about Pathfinder's deities."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["Decide your character's age and note it on the third page of the character sheet. The description for your character's ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There aren't any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the game's threats, so it's recommended that characters are at least young adults."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["Characters of all genders are equally likely to become adventurers. Record your character's gender, if applicable, and their pronouns on the third page of the character sheet."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["A class DC sets the difficulty for certain abilities granted by your character's class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the class's key ability score."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["Your character's Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character's Dexterity modifier (up to their armor's Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armor's item bonus to AC and any other permanent bonuses and penalties."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["Your character's maximum Bulk determines how much weight they can comfortably carry. If they're carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character can't carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":487,"name":"Characters With Disabilities","entries":["A player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened aren't a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities.",{"type":"pf2-h3","name":"Blindness or Impaired Vision"},"A blind character can't detect anything using vision, critically fails {@skill Perception} checks requiring sight, is immune to {@trait visual} effects, and can't be {@condition blinded} or {@condition dazzled}. You might give this character the {@feat Blind-Fight (Fighter)||Blind-Fight} feat for free.","A character with impaired vision might take a –2 to –4 penalty to vision-based {@skill Perception} checks. {@item Basic Corrective Lenses|LOTGB|Spectacles} or {@filter other corrective devices|items||source=|type=|Subcategory=Vision} might reduce or remove this.",{"type":"pf2-h3","name":"Deafness or Being Hard of Hearing"},"A deaf character can't detect anything using hearing, critically fails {@skill Perception} checks that require hearing, and is immune to {@trait auditory} effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action they're not accustomed to that involves auditory elements, they must succeed at a DC {@flatDC 5} flat check or the action is lost. It's best to give them the {@feat Sign Language} feat for free, and you might give them {@feat Read Lips} as well. You might give one or more other characters in the group {@feat Sign Language} for free as well.","A hard-of-hearing character might take a –2 to –4 penalty to {@skill Perception} checks that are hearing-based. {@filter Corrective devices for hearing|items||Subcategory=Hearing} are less common than spectacles are in a typical Pathfinder world.",{"type":"pf2-h3","name":"Missing Limb"},"Some magic items require certain limbs or other body parts. It's fine to allow an alternative form of the item, turning boots into bracers for a character without legs, for example.","A character with a missing hand or arm might need to spend 2 actions to {@action Interact} with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a {@filter prosthetic hand or arm|items||source=|type=|subcategory=prosthesis} to compensate.","Someone missing a foot or leg might take a small penalty to Speed, but can typically acquire a prosthetic to compensate. If they have no legs, they might use a {@filter wheelchair|items||source=|type=|subcategory=wheelchair}, a dependable mount, or levitation or flight magic.",{"type":"pf2-h3","name":"Mental Illness and Chronic Illness"},"Some disabilities, such as mental illness and chronic illnesses, are best left to the player to roleplay. Mental illness is an especially fraught topic, with a history of insensitive portrayal. Be careful about the intentions of the player and the impact the presentation might have on other players."],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":217,"name":"Familiars","entries":["Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid's leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit.","Familiars have the minion trait (page 634), so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost.","You can have only one familiar at a time.",{"type":"pf2-h3","page":217,"name":"Modifiers and AC","entries":["Your familiar's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, {@skill Acrobatics}, and {@skill Stealth} modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don't have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn't have or use its own ability modifiers and can never benefit from item bonuses."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Hit Points","entries":["Your familiar has 5 Hit Points for each of your levels."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Size","entries":["Your familiar is Tiny."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Senses","entries":["Your familiar has {@ability low-light vision} and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it's within 1 mile of you, sharing emotions. It doesn't understand or speak languages normally, but it can gain speech from a familiar ability."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Movement","entries":["Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar).","It can gain other movement types from familiar abilities."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Familiar and Master Abilities","entries":["Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar can't be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.",{"type":"pf2-h4","page":218,"name":"Familiar Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Amphibious","entries":["It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed)."]},{"name":"Burrower","entries":["It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes."]},{"name":"Climber","entries":["It gains a climb Speed of 25 feet."]},{"name":"Damage Avoidance","entries":["Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn't prevent effects other than damage."]},{"name":"Darkvision","entries":["It gains {@ability darkvision}."]},{"name":"Fast Movement","entries":["Increase one of the familiar's Speeds from 25 feet to 40 feet."]},{"name":"Flier","entries":["It gains a fly Speed of 25 feet."]},{"name":"Kinspeech","entries":["It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level."]},{"name":"Lab Assistant","entries":["It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this."]},{"name":"Manual Dexterity","entries":["It can use up to two of its limbs as if they were hands to use manipulate actions."]},{"name":"Scent","entries":["It gains {@ability scent} (imprecise, 30 feet)."]},{"name":"Speech","entries":["It understands and speaks a language you know."]}]}],"source":"CRB"},{"type":"pf2-h4","page":218,"name":"Master Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Cantrip Connection","entries":["You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can't otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this."]},{"name":"Extra Reagents","entries":["Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability."]},{"name":"Familiar Focus","entries":["Once per day, your familiar can use 2 actions with the {@trait concentrate} to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this."]},{"name":"Lifelink","entries":["If your familiar would be reduced to 0 HP by damage, as a reaction with the {@trait concentrate}, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar."]},{"name":"Spell Battery","entries":["You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability."]},{"name":"Spell Delivery","entries":["If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn't reach the target to touch it this turn, the spell has no effect."]}]}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":31,"name":"Leveling Up","entries":["The world of Pathfinder is a dangerous place, and your character will face terrifying beasts and deadly traps on their journey into legend. With each challenge resolved, a character earns Experience Points (XP) that allow them to increase in level. Each level grants greater skill, increased resiliency, and new capabilities, allowing your character to face even greater challenges and go on to earn even more impressive rewards.","Each time your character reaches 1,000 Experience Points, their level increases by 1. On your character sheet, indicate your character's new level beside the name of their class, and deduct 1,000 XP from their XP total. If you have any Experience Points left after this, record them—they count toward your next level, so your character is already on their way to advancing yet again!","Next, return to your character's class entry. Increase your character's total Hit Points by the number indicated for your class. Then, take a look at the class advancement table and find the row for your character's new level.","Your character gains all the abilities listed for that level, including new abilities specific to your class and additional benefits all characters gain as they level up.","For example, all characters gain four ability boosts at 5th level and every 5 levels thereafter.","You can find all the new abilities specific to your class, including class feats, right in your class entry, though you can also use class feats to take an archetype (page 219).","Your character's class entry also explains how to apply any ability boosts and skill increases your character gains.","If they gain an ancestry feat, head back to the entry for your character's ancestry in Chapter 2 and select another ancestry feat from the list of options. If they gain a skill increase, refer to Chapter 4 when deciding which skill to apply it to. If they gain a general feat or a skill feat, you can choose from the feats listed in Chapter 5. If they can cast spells, see the class entry for details on adding spell slots and spells. It's also a good idea to review your character's spells in Chapter 7 and see if there are heightened versions they can now cast.","Once you've made all your choices for your character's new level, be sure to go over your character sheet and adjust any values that have changed. At a bare minimum, your proficiency bonuses all increase by 1 because you've gained a level, so your AC, attack rolls, Perception, saving throws, skill modifiers, spell attack rolls, and class DC all increase by at least 1. You might need to change other values because of skill increases, ability boosts, or class features that either increase your proficiency rank or increase other statistics at certain levels. If an ability boost increases your character's Constitution modifier, recalculate their maximum Hit Points using their new Constitution modifier (typically this adds 1 Hit Point per level). If an ability boost increases your character's Intelligence modifier, they become trained in an additional skill and language.","Some feats grant a benefit based on your level, such as Toughness, and these benefits are adjusted whenever you gain a level as well.","You can perform the steps in the leveling-up process in whichever order you want. For example, if you wanted to take the skill feat Intimidating Prowess as your skill feat at 10th level, but your character's Strength score was only 14, you could first increase their Strength score to 16 using the ability boosts gained at 10th level, and then take Intimidating Prowess as a skill feat at the same level.",{"type":"pf2-h3","page":31,"name":"Leveling-Up Checklist","entries":["Every time you gain a level, make sure you do each of the following:",{"type":"list","items":["Increase your level by 1 and subtract 1,000 XP from your XP total.","Increase your maximum Hit Points by the amount listed in your class entry in Chapter 3.","Add class features from your class advancement table, including ability boosts and skill increases.","Select feats as indicated on your class advancement table. For ancestry feats, see Chapter 2. For class feats, see your class entry in Chapter 3. For general feats and skill feats, see Chapter 5.","Add spells and spell slots if your class grants spellcasting. See Chapter 7 for spells.","Increase all of your proficiency bonuses by 1 from your new level, and make other increases to your proficiency bonuses as necessary from skill increases or other class features. Increase any other statistics that changed as a result of ability boosts or other abilities.","Adjust bonuses from feats and other abilities that are based on your level."]}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":532,"name":"Activating Items","entries":["Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. {@action Activate an Item||Activating an Item} works much like {@action Cast a Spell||Casting a Spell}, in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item's Activate entry.","If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description. Activations are not necessarily magical—for instance, drinking an alchemical elixir isn't usually a magical effect.",{"type":"data","tag":"action","name":"Activate an Item","source":"CRB"},{"type":"pf2-brown-box","page":532,"name":"DISRUPTING ACTIVATIONS","entries":["Some abilities and effects can disrupt the process of {@action Activate an Item||Activating an Item}. If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends."],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Activation Components","entries":["An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":533,"name":"Command","entries":["This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and {@trait concentrate}s. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Envision","entries":["This component is a specific image or phenomenon you need to imagine. Activate an Item gains the {@trait concentrate}."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Interact","entries":["This component works like the Interact basic action.","Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Cast a Spell","entries":["If an item lists \"{@action Cast a Spell}\" after \"Activate,\" the activation requires you to use the {@action Cast a Spell} activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component.","If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it.","In this case, Activate an Item gains all the traits from the relevant components of the {@action Cast a Spell} activity."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Limited Activations","entries":["Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesn't refresh if another creature later invests or tries to activate the item."],"source":"CRB"},{"type":"pf2-brown-box","page":533,"name":"ITEM CATEGORIES","entries":["Items are grouped into the following categories, shown here with the page number where those items appear and a brief description of the category.",{"type":"list","items":["{@b {@filter Alchemical Items|items||source=CRB|category=Bomb;Poison;Elixir}} are powered by the reactions of alchemical reagents. Almost all alchemical items are consumable items that are used up when you activate them. This category includes bombs, elixirs (including mutagens), poisons, and alchemical tools.","{@b {@filter Ammunition|items||source=CRB|category=Ammunition}}, in Consumables, includes different types of magical arrows, crossbow bolts, and other types of ammunition.","{@b {@filter Apex Items|items||source=CRB|category=Apex}} are a subcategory of worn items of a high level that increase an ability score.","{@b {@filter Armor|items||source=CRB|category=armor}} includes the rules for basic magical armor as well as special suits of armor.","{@b {@filter Companion Items|items||source=CRB|category=companion}} are a category of worn items meant for animal companions and mounts.","{@b {@filter Consumables|items||source=CRB|category=consumable}} are used up when you activate them, and include ammunition, oils, potions, scrolls, and talismans, among others. Categories of items that are consumables but have specific rules, such as alchemical items, are presented separately.","{@b {@filter Held Items|items||source=CRB|category=held}} include a wide variety of items you use with your hands. This doesn't include more narrow categories of held items, such as weapons.","{@b {@filter Materials|items||source=CRB|category=material}} can be used to make items with unique properties and other advantages.","{@b {@filter Oils|items||source=CRB|category=oil}} are consumables applied to the surface of an object or person.","{@b {@filter Potions|items||source=CRB|category=potion}} are consumable magical liquids you drink to activate.","{@b {@filter Runes|items||source=CRB|category=rune}} modify armor and weapons when etched onto them. This section includes fundamental runes for weapons ({@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking}) and armor ({@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient}).","{@b {@filter Scrolls|items||source=CRB|category=scroll}} are consumables that allow spellcasters to cast more spells.","{@b {@filter Shields|items||source=CRB|category=shield}} include more durable shields and ones with special magical powers.","{@b {@filter Snares|items||source=CRB|category=snare}} are single-use traps typically made by rangers.","{@b {@filter Staves|items||source=CRB|category=staff}} provide flexible spellcasting options.","{@b {@filter Structures|items||source=CRB|category=structure}} include buildings, tents, and other larger items.","{@b {@filter Talismans|items||source=CRB|category=talisman}} are consumables that are affixed to items and then activated for a one-time combat or physical benefit.","{@b {@filter Wands|items||source=CRB|category=wand}} hold a spell of the crafter's choice, and can be used to repeatedly cast that spell.","{@b {@filter Weapons|items||source=CRB|category=weapon}} include the rules for basic magical weapons, weapons made from precious materials, and specific magic weapons.","{@b {@filter Worn Items|items||source=CRB|category=worn}} consist of a vast collection of clothing and other items you wear on your body."]}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Sustaining Activations","entries":["Some items, once activated, have effects that can be sustained if you concentrate on them. This works much like the Sustain a Spell action (found on page 304). If an item's description states that you can sustain the effect, that effect lasts until the end of your turn in the round after you Activated the Item. You can use a Sustain an Activation action on that turn to extend the duration.",{"type":"data","tag":"action","name":"Sustain an Activation","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":534,"name":"Dismissing Activations","entries":["Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Animals","entries":["The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become {@condition frightened||frightened 4} and {@condition fleeing} as long as they're {@condition frightened}. If you successfully {@action Command your Animal} using {@skill Nature}, you can keep it from fleeing, though this doesn't remove its frightened condition. If the animal is attacked or damaged, it returns to {@condition frightened||frightened 4} and {@condition fleeing}, with the same exceptions.","Warhorses and warponies are combat trained. They don't become {@condition frightened} or {@condition fleeing} during encounters in this way.",{"type":"data","tag":"table","name":"Animals","source":"CRB"},{"type":"pf2-h3","page":295,"name":"Barding","entries":["You can purchase special armor for animals, called barding (shown on {@table Barding||Table 6–18}). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available.",{"type":"data","tag":"table","name":"Barding","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see below), you reduce the penalty by 5 feet."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["This entry indicates the Strength score at which you are strong enough to overcome some of the armor's penalties. If your Strength is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried or worn usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b {@trait Bulwark}:} The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a {@spell fireball}, you add a +3 modifier instead of your Dexterity modifier.","{@b {@trait Comfort}:} The armor is so comfortable that you can rest normally while wearing it.","{@b {@trait Flexible}:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to {@skill Acrobatics} or {@skill Athletics} checks.","{@b {@trait Noisy}:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity."],"source":"CRB"},{"type":"pf2-h3","page":275,"name":"Armor Specialization Effects","entries":["Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.","{@b {@group Chain}:} The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor's potency rune for medium armor, or 6 + the value of the armor's potency rune for heavy armor. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit.","{@b {@group Composite}:} The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Leather}:} The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Plate}:} The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmored Defense","source":"CRB"},{"type":"data","tag":"table","name":"Armor","source":"CRB"},{"type":"pf2-brown-box","page":275,"name":"MATERIALS","entries":["Most suits of armor and weapons are made from ordinary, commonly available materials like iron, leather, steel, and wood. If you're not sure what a suit of armor is made of, the GM determines the details.","Some armor, shields, and weapons are instead made of precious materials. These often have inherent supernatural properties. Cold iron, for example, which harms fey, and silver can damage werecreatures. These materials are detailed beginning on page 577."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":275,"name":"Armor Descriptions","entries":["Each type of armor is described in more detail below.","{@b {@item Breastplate}:} Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (page 276) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.","{@b {@item Chain Mail}:} A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body.","{@b {@item Chain Shirt}:} Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.","{@b {@item Explorer's Clothing}:} Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes (as described on page 581).","{@b {@item Full Plate}:} Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Half Plate}:} Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Hide}:} A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility.","{@b {@item Leather}:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b {@item Padded Armor}:} This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it's so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat.","{@b {@item Scale Mail}:} Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.","{@b {@item Splint Mail}:} This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor (see above) and a pair of gauntlets (page 285).","{@b {@item Studded Leather}:} This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.",{"type":"data","tag":"table","name":"Damaging Armor","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Carrying and Using Items","entries":["A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access.","Drawing a worn item or changing how you're carrying an item usually requires you to use an {@action Interact} action (though to drop an item, you use the {@action Release} action instead). {@table Changing Equipment||Table 6–2: Changing Equipment} lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so.","Many ways of using items require you to spend multiple actions. For example, drinking a potion stowed in your belt pouch requires using an {@action Interact} action to draw it and then using a second action to drink it as described in its {@action Activate an Item||Activate} entry.",{"type":"pf2-h3","page":271,"name":"Bulk","entries":["Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength score, you usually don't need to worry about Bulk unless you're carrying numerous substantial items.",{"type":"pf2-h4","page":272,"name":"Bulk Limits","entries":["You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can't hold or carry more Bulk than 10 plus your Strength modifier.",{"type":"pf2-beige-box","page":272,"name":"Encumbered","entries":["You are carrying more weight than you can manage. While you're {@condition encumbered}, you're {@condition clumsy 1} and take a –10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk Values","entries":["Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a—) for the purpose of determining Bulk. For instance, {@item full plate} armor is 4 Bulk, a {@item longsword} is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk don't count toward Bulk unless you try to carry vast numbers of them, as determined by the GM."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Estimating an Item's Bulk","entries":["As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn't heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk, as described on page 295."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Coins","entries":["Coins are a popular means of exchange due to their portability, but they can still add up. A thousand coins of any denomination or combination of denominations count as 1 Bulk. It's not usually necessary to determine the Bulk of coins in fractions of 1,000; simply round down fractions of 1,000. In other words, 100 coins don't count as a light item, and 1,999 coins are 1 Bulk, not 2."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Creatures","entries":["You might need to know the Bulk of a creature, especially if you need to carry someone off the battlefield. The table that follows lists the typical Bulk of a creature based on its size, but the GM might adjust this number.",{"type":"table","page":272,"colStyles":["text-center","text-center"],"rows":[["Size of Creature","Bulk"],["{@trait Tiny}","1"],["{@trait Small}","3"],["{@trait Medium}","6"],["{@trait Large}","12"],["{@trait Huge}","24"],["{@trait Gargantuan}","48"]],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Dragging","entries":["In some situations, you might drag an object or creature rather than carry it. If you're dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute unless you have some means to speed it up. Use the total Bulk of what you're dragging, so if you have a sack laden with goods, use the sum of all the Bulk it carries instead of an individual item within."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":272,"name":"Wielding Items","entries":["Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around—you're ready to use it. Other abilities might require you to merely carry or have an item. These apply as long as you have the item on your person; you don't have to wield it."],"source":"CRB"},{"type":"data","tag":"table","name":"Changing Equipment","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Coins and Currency","entries":["Though you might be able to barter valuable items in some areas, currency is the most versatile way to make transactions when you head to market. The most common currency is coins. For most commoners and beginning adventurers, the standard unit is the {@b silver piece} ({@b sp}). Each silver piece is a standard weight of silver and is typically accepted by any merchant or kingdom no matter where it was minted. There are three other common types of coins, each likewise standardized in weight and value. The first is the {@b copper piece} ({@b cp}). Each copper piece is worth one-tenth of a silver piece. The {@b gold piece} ({@b gp}) is often used for purchasing magic items and other expensive items, as 1 gold piece is worth 10 silver pieces or 100 copper pieces. The {@b platinum piece} ({@b pp}) is used by nobles to demonstrate their wealth, for the purchase of very expensive items, or simply as a way to easily transport large sums of currency. A platinum piece is worth 10 gold pieces, 100 silver pieces, or 1,000 copper pieces. See {@table Coin Values||Table 6–1: Coin Values} for the exchange rates of common types of coins.",{"type":"pf2-h3","page":271,"name":"Other Currency","entries":["Art objects, gems, and raw materials (such as those used for the {@action Craft} activity) can be used much like currency: you can sell them for the same Price you can buy them."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Constant Abilities","entries":["Some magic items have abilities that always function. You don't have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work. For example, an {@item everburning torch} always sheds light, and a {@item flaming} weapon deals fire damage every time it deals damage."],"data":{"quickref":2},"source":"CRB"},{"type":"section","name":"Creating a Personal Staff","source":"SoM","page":166,"entries":["Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list.",{"type":"pf2-h3","name":"Determining Level And Price","source":"SoM","page":166,"entries":["Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below.",{"type":"data","name":"Personal Staves","tag":"table","source":"SoM"}]},{"type":"pf2-h3","name":"Picking Your Spells","source":"SoM","page":166,"entries":["Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your {@class sorcerer|crb|undine|undine} {@class sorcerer} might create a {@i deep sea staff} themed around the {@trait water} trait, inscribing it with spells such as {@spell create water} and {@spell hydraulic push}.","You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using {@feat Trick Magic Item}; however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters."]},{"type":"pf2-h4","name":"Example","source":"SoM","page":166,"entries":["Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells:",{"type":"list","style":"list-hang","items":["Cantrip: {@spell tanglefoot}","1st: {@spell protector tree}, {@spell shillelagh}","2nd: {@spell entangle}, {@spell shape wood}","3rd: {@spell tree shape}, {@spell wall of thorns}","4th: {@spell barkskin}, {@spell speak with plants}","5th: {@spell plant form}, {@spell wall of thorns}","6th: {@spell nature's reprisal}, {@spell plant form}"]},"Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot."]},{"type":"pf2-h3","name":"Crafting the Staff","source":"SoM","page":166,"entries":[{"type":"pf2-sidebar","name":"Staff of Nature's Cunning","source":"SoM","page":167,"entries":["You might want to take a version of the {@item Lini's Leafstick} for your own character or to give out as treasure in a campaign. To make that easier, here's a non-unique version with multiple types for different levels.","{@item Staff of Nature's Cunning|SoM}"]},"Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items.","As with normal staves, one casting of all listed levels of all spells in the staff must be provided during {@action Craft||Crafting}.","Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the {@trait magical} trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list.","You still need to {@action Craft} the staff. If you're not good at {@skill Crafting}, you can have somebody use the {@skill Craft} activity for you, but you must be present the whole time. Since the creation of a custom staff is {@trait rare}, you and the GM might decide to have a special quest for esoteric ingredients and methods as part of the story.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini selected mostly transmutation spells for her staff, so she chooses the {@trait transmutation} trait. She could give it the primal trait, but choses to keep it open with the {@trait magical} trait, much like the {@item verdant staff} in the Core Rulebook.","To Craft the staff, Lini follows the normal rules. She provides 3,250 gp in raw materials, spends 4 days at work, and attempts a {@skill Crafting} check. Each day she works on it, she prepares the spells she needs to put into the staff given its Craft Requirements."]}]},{"type":"pf2-h3","name":"Naming The Staff","source":"SoM","page":167,"entries":["When your staff is complete, give it a name—though skeptics might sneer, spellcasters believe that naming a staff upon creation will help it attune to its new master.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini christens her new creation {@i Lini's Leafstick}!",{"type":"data","tag":"item","name":"Lini's Leafstick","source":"SoM"}]}]}],"data":{"quickref":2}},{"type":"section","page":293,"name":"Formulas","entries":["Formulas are instructions for making items with the {@action Craft} activity. You can usually read a formula as long as you can read the language it's written in, though you might lack the skill to {@action Craft} the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals.","You can buy common formulas at the Price listed on {@table formulas||Table 6–13}, or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else's formula book. If you have a formula, you can {@action Craft} a copy of it using the {@skill Crafting} skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all!","If you have an item, you can try to reverse-engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a {@skill Crafting} check against the same DC it would take to {@action Craft} the item. If you succeed, you {@action Craft} the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, you're left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you'd normally be able to salvage.","The item's disassembled parts are worth half its Price in raw materials and can't be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like {@action Craft||Crafting} it from scratch; you use the disassembled parts as the necessary raw materials.",{"type":"data","tag":"table","name":"Formulas","source":"CRB"},{"type":"pf2-h3","page":293,"name":"Items with Multiple Types","entries":["If an item has multiple types of different levels, each type has its own formula, and you need the formula for the specific type of item you want to Craft. For example, {@i if you have a formula for a type I bag of holding but not for a type II bag of holding, you must acquire a separate formula to Craft a type II bag of holding.}"],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Investing Magic Items","entries":["Certain magic items convey their magical benefits only when worn and invested using the Invest an Item activity, tying them to your inner potential. These items have the invested trait. Many invested items have constant abilities that function all the time or that always trigger when you use the item—but only when they're invested. If you don't have an item invested, these abilities don't work. If an invested item can be activated, you must have invested the item to activate it.","You can benefit from no more than 10 invested magic items each day. Because this limit is fairly high, and because it matters only for worn items, you probably won't need to worry about reaching the limit until higher levels, when you've acquired many useful magic items to wear.","You can still gain the mundane benefits of an item if you don't invest it. A suit of {@i +1 resilient armor} still gives you its item bonus to AC when not invested, but it doesn't give its magical bonus to saving throws, and {@item winged boots} still protect your feet even though you can't activate them to fly. Entirely non-magical items don't need to be invested.",{"type":"data","tag":"action","name":"Invest an Item","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":272,"name":"Item Damage","entries":["An item can be broken or destroyed if it takes enough damage. Every item has a {@b Hardness} value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the item's Hit Points. Normally an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesn't normally damage your armor or other gear, even if it hits you. However, the {@feat Shield Block} reaction can cause your shield to take damage as you use it to prevent damage to yourself, and some monsters have exceptional abilities that can damage your items.","An item that takes damage can become and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its {@b Broken Threshold} ({@b BT}); once its Hit Points are reduced to 0, it is {@b destroyed}. A broken item has the broken condition until Repaired above its Broken Threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no {@condition Broken} Threshold, then it has no relevant changes to its function due to being broken, but it's still destroyed at 0 Hit Points. (See the broken condition definition on page 273 for more information.) A destroyed item can't be Repaired.","An item's Hardness, Hit Points, and {@condition Broken} Threshold usually depend on the material the item is made of. This information appears in the {@book Materials|CRB|11|Materials} section of {@book Chapter 11: Crafting & Treasure|CRB|11|Chapter 11: Crafting & Treasure}.",{"type":"pf2-beige-box","page":273,"name":"Broken","entries":["Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses— with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.","A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.","If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold."],"source":"CRB"},{"type":"pf2-h3","page":273,"name":"Object Immunities","entries":["Inanimate objects and hazards are immune to bleed, death effects, disease, healing, mental effects, necromancy, nonlethal attacks, and poison, as well as the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions. An item that has a mind is not immune to mental effects. Many objects are immune to other conditions, at the GM's discretion. For instance, a sword has no Speed, so it can't take a penalty to its Speed, but an effect that causes a Speed penalty might work on a moving blade trap."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Item Level","entries":["Each item has an item level, which represents the item's complexity and any magic used in its construction. Simpler items with a lower level are easier to construct, and you can't Craft items that have a higher level than your own (page 243). If an item's level isn't listed, its level is 0. While characters can use items of any level, GMs should keep in mind that allowing characters access to items far above their current level may have a negative impact on the game."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":295,"name":"Items and Sizes","entries":["The Bulk rules in this chapter are for {@trait Small} and {@trait Medium} creatures, as the items are made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on {@table Bulk Conversions||Table 6–19}.","These rules for Bulk limits come up most often when a group tries to load up a mount or animal companion. The rules for items of different sizes tend to come into play when the characters defeat a big creature that has gear, since in most cases, the only creatures of other sizes are creatures under the GM's control. In most cases, Small or Medium creatures can wield a Large weapon, though it's unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures.",{"type":"pf2-h3","page":295,"name":"Bulk Conversions for Different Sizes","entries":["As shown in {@table Bulk Conversions||Table 6–19}, {@trait Large} or larger creatures are less encumbered by bulky items than {@trait Small} or {@trait Medium} creatures, while {@trait Tiny} creatures become overburdened more quickly. A {@trait Large} creature treats 10 items of 1 Bulk as 1 Bulk, a {@trait Huge} creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A {@trait Tiny} creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a {@trait Huge} creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A {@trait Tiny} creature doesn't treat any items as having negligible Bulk.",{"type":"data","tag":"table","name":"Bulk conversions","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":295,"name":"Items of Different Sizes","entries":["Creatures of sizes other than {@trait Small} or {@trait Medium} need items appropriate to their size. These items have different Bulk and possibly a different Price. {@table Differently Sized Items||Table 6 –20} provides the Price and Bulk conversion for such items.",{"type":"data","tag":"table","name":"Differently Sized Items","source":"CRB"},"For example, a {@item morningstar} sized for a {@trait Medium} creature has a Price of 1 gp and 1 Bulk, so one made for a {@trait Huge} creature has a Price of 4 gp and 4 Bulk. One made for a {@trait Tiny} creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk.","Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, {@trait Tiny} or {@trait Large} (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a {@trait Medium} creature.","Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on {@table Differently Sized Items||Table 6 –20}, then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Price","entries":["Most items in the following tables have a Price, which is the amount of currency it typically takes to purchase that item. An item with a Price of \"—\" can't be purchased. An item with a Price of 0 is normally free, but its value could be higher based on the materials used to create it. Most items can be sold for half their Price, but coins, gems, art objects, and raw materials (such as components for the Craft activity) can be exchanged for their full Price.",{"type":"pf2-key-box","page":271,"name":"STARTING MONEY","entries":[{"type":"pf2-title","name":"15 GP (150 SP)"}],"source":"CRB"},{"type":"data","tag":"table","name":"Coin Values","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":580,"name":"Runes","entries":["Most magic weapons and armor gain their enhancements from potent eldritch runes etched into them. These runes allow for in-depth customization of items.","Runes must be physically engraved on items through a special process to convey their effects. They take two forms:","fundamental runes and property runes. Fundamental runes offer the most basic and essential benefits: a {@item weapon potency (generic)||weapon potency} rune adds a bonus to a weapon's attack rolls, and the {@item striking (generic)||striking} rune adds extra weapon damage dice. An {@item armor potency (generic)||armor potency} rune increases the armor's item bonus to AC, and the {@item resilient (generic)||resilient} rune grants a bonus to the wearer's saving throws. Property runes, by contrast, grant more varied effects—typically powers that are constant while the armor is worn or that take effect each time the weapon is used, such as a rune that grants energy resistance or one that adds fire damage to a weapon's attacks.","The number of property runes a weapon or armor can have is equal to the value of its potency rune. A +1 weapon can have one property rune, but it could hold another if the {@item +1 weapon potency} rune were upgraded to a {@item +2 weapon potency} rune. Since the {@item striking (generic)||striking} and {@item resilient (generic)||resilient} runes are fundamental runes, they don't count against this limit.","An item with runes is typically referred to by the value of its potency rune, followed by any other fundamental runes, then the names of any property runes, and ends with the name of the base item. For example, you might have a {@runeItem longsword||+1 weapon potency|} or {@runeItem chain mail||+2 armor potency||greater resilient||fire-resistant|}.","Rune-etched armor and weapons have the same Bulk and general characteristics as the non-magical version unless noted otherwise. The level of an item with runes etched onto it is equal to the highest level among the base item and all runes etched on it; therefore, a {@runeItem mace||+1 weapon potency||striking|} (a 4th-level item) with a {@item disrupting} rune (a 5th-level rune) would be a 5th-level item.","Each rune can be etched into a specific type of armor or weapon, as indicated in the Usage entry of the rune's stat block. Explorer's clothing can have armor runes etched on it even though it's not armor, but because it's not in the light, medium, or heavy armor category, it can't have runes requiring any of those categories.",{"type":"pf2-h3","page":580,"name":"Investiture","entries":["If a suit of armor has any runes, it has the {@trait invested} trait, requiring you to invest it to get its magical benefits."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Rune Formulas","entries":["The Price of a rune's formula is the same as the Price of a formula for an item of the same level; it can be acquired in the same way as an {@quickref item formula||1|formulas}."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"The Etching Process","entries":["Etching a rune on an item follows the same process as using the {@action Craft} activity to make an item. You must have the formula for the rune, the item you're adding the rune to must be in your possession throughout the etching process, and you must meet any special Craft Requirements of the rune. The rune has no effect until you complete the {@action Craft} activity. You can etch only one rune at a time.",{"type":"pf2-h4","page":580,"name":"Transferring Runes","entries":["You can transfer runes between one item and another, including a {@item runestone}. This also uses the {@action Craft} activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property).","If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can't accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your {@action craft||Crafting} check. If you transfer a potency rune, you might end up with property runes on an item that can't benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.","The DC of the {@skill Crafting} check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune's Price, unless transferring from a {@item runestone}, which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft."],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Fundamental Runes","entries":["Four fundamental runes produce the most essential magic of protection and destruction: {@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient} runes for armor, and {@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking} runes for weapons. A potency rune is what makes a weapon a magic weapon (page 599) or armor magic armor (page 556).","An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each rune's entry). As you level up, you typically alternate between increasing an item's potency rune and its {@item striking (generic)||striking} or {@item resilient (generic)||resilient} rune when you can afford to.",{"type":"data","tag":"table","name":"Fundamental Runes","source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"SPECIFIC ARMOR AND WEAPONS","entries":["Unlike armor and weapons enhanced with runes, specific armor and weapons (such as {@item ghoul hide} or a {@item holy avenger}) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes."],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"RUNE TRANSFER EXAMPLES","entries":["You could transfer a {@item flaming} rune from a {@runeItem greatsword||+1 weapon potency||striking||flaming|} to a {@runeItem longsword||+2 weapon potency||striking|}, resulting in a {@runeItem longsword||+2 weapon potency||striking||flaming|} and a {@runeItem greatsword||+1 weapon potency||striking|}. You could swap the weapon potency runes from a {@runeItem longsword||+1 weapon potency} and a {@runeItem greatsword||+2 weapon potency}, resulting in a {@runeItem longsword||+2 weapon potency} and a {@runeItem greatsword||+1 weapon potency}. However, you couldn't swap a {@item +1 weapon potency} rune from one weapon with a {@item flaming} property rune from another weapon, as the two runes don't have the same form.","When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items.","For example, a +2 weapon can hold two property runes. If you transferred a {@item flaming} rune from a {@runeItem rapier||+1 weapon potency||striking||flaming|} to a {@runeItem warhammer||+2 weapon potency||striking||frost|}, you would decide whether you wanted to end up with a {@runeItem rapier||+1 weapon potency||striking|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming||frost|} or a {@runeItem rapier||+1 weapon potency||striking||frost|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming|}."],"source":"CRB"},{"type":"pf2-brown-box","page":582,"name":"UPGRADING ARMOR AND WEAPON RUNES","entries":["You'll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item's level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don't include progressions that aren't as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon.",{"type":"data","tag":"table","name":"Armor Upgrade Prices","source":"CRB"},{"type":"data","tag":"table","name":"Weapon Upgrade Price","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":582,"name":"Property Runes","entries":["Property runes add special abilities to armor or a weapon in addition to the item's fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune.","Rune abilities that must be activated follow the rules for activating magic items on page 532."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":564,"name":"Scrolls","entries":["A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of {@spell magic missile} (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.","If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single {@action Recall Knowledge} action and automatically succeed at identifying the scroll's spell. If it's not, you must use {@action Identify Magic} to learn what spell the scroll holds.",{"type":"pf2-h4","page":564,"name":"Casting a Spell from a Scroll","entries":["{@action Cast a Spell||Casting a Spell} from a scroll requires holding the scroll in one hand and activating it with a {@action Cast a Spell} activity using the normal number of actions for that spell.","To {@action Cast a Spell} from a scroll, the spell must appear on your spell list. Because you're the one {@action Cast a Spell||Casting the Spell}, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).","Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when {@action Cast a Spell||Casting a Spell} from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to {@action Cast a Spell||Cast the Spell} from a scroll."],"source":"CRB"},{"type":"pf2-h4","page":564,"name":"Scroll Statistics","entries":["All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated."],"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Varying Statistics","entries":["Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to {@action Cast a Spell||Cast the Spell} are added to the scroll's Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll's rarity matches the spell's rarity.","The traits for a scroll vary based on the spell it contains.","A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it."],"source":"CRB"},{"type":"data","tag":"table","name":"Scroll Statistics","source":"CRB"},{"type":"pf2-h4","page":565,"name":"Crafting a Scroll","entries":["The process to {@action Craft} a scroll is much like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either {@action Cast a Spell||Cast that Spell} during the crafting process, or someone else must do so in your presence. {@action Cast a Spell||Casting that Spell} doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot.","You can't {@action Craft} a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to {@spell Craft} scrolls.","Like other {@trait consumable||consumables}, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Sample Scrolls","entries":["A wide variety of spells can appear on scrolls. The following specific scrolls are just examples.",{"type":"data","tag":"item","data":{"name":"Scroll of Illusory Disguise","source":"CRB","page":565,"type":"Item","level":1,"traits":["consumable","illusion","magical","scroll"],"price":{"coin":"gp","amount":3},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can cast {@spell illusory disguise} as a 1st-level spell."],"craftReq":["Supply one casting of illusory disguise."]}},{"type":"data","tag":"item","data":{"name":"Scroll of Glitterdust","source":"CRB","page":565,"type":"Item","level":3,"traits":["consumable","evocation","magical","scroll"],"price":{"coin":"gp","amount":12},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can be used to cast {@spell glitterdust} as a 2nd-level spell."],"craftReq":["Supply one casting of glitterdust."]}}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Services","entries":["The services listed on {@table Basic Services and Consumables||Table 6–14} describe expenditures for common services and consumables.",{"type":"data","tag":"table","name":"Basic Services and Consumables","source":"CRB"},{"type":"pf2-h3","page":294,"name":"Hirelings","entries":["Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings' rates double if they're going adventuring with you."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Transportation","entries":["The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Spellcasting","entries":["Spellcasting services, listed on {@table Spellcasting Services||Table 6–15}, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It's hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.",{"type":"data","tag":"table","name":"Spellcasting Services","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":["{@action Raise a Shield} is the action most commonly used with shields. Most shields must be held in one hand, so you can't hold anything with that hand and {@action Raise a Shield}. A {@item buckler}, however, doesn't take up your hand, so you can {@action Raise a Shield} with a {@item buckler} if the hand is free (or, at the GM's discretion, if it's holding a simple, lightweight object that's not a weapon). You lose the benefits of {@action Raise a Shield} if that hand is no longer free.","When you have a {@item tower shield} raised, you can use the {@action Take Cover} action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide {@quickref lesser cover||3|cover} against an attack, having your tower shield raised provides {@quickref standard cover||3|cover} against it (and other creatures can {@action Take Cover} as normal using the cover from your shield).","If you have access to the {@feat Shield Block} reaction (from your class or from a feat), you can use it while {@action Raise a Shield||Raising your Shield} to reduce the damage you take by an amount equal to the shield's Hardness. Both you and the shield then take any remaining damage.",{"type":"pf2-h2","page":277,"name":"Shield Statistics","entries":["Shields have statistics that follow the same rules as armor:","Price, Speed Penalty, and Bulk. See page 274 for the rules for those statistics. Their other statistics are described here.",{"type":"pf2-h3","page":277,"name":"AC Bonus","entries":["A shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the Raise a Shield action, found on page 472."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"Hardness","entries":["Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the {@feat Shield Block} feat (page 266). The rules for Hardness appear on page 272."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"HP (BT)","entries":["This column lists the shield's Hit Points (HP) and Broken Threshold (BT). These measure how much damage the shield can take before it's destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the {@feat Shield Block} reaction."],"source":"CRB"},{"type":"data","tag":"table","name":"Shields","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Attacking with a Shield","entries":["A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on {@table Melee Weapons||Table 6–7: Melee Weapons}. The shield bash is an option only for shields that weren't designed to be used as weapons. A shield can't have runes added to it. You can also buy and attach a {@item shield boss} or {@item shield spikes} to a shield to make it a more practical weapon. These can be found on {@table Melee Weapons||Table 6–7}. These work like other weapons and can even be etched with runes."],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Shield Descriptions","entries":["Each type of shield is described in more detail below.","{@b {@item Buckler}:} This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand.","{@b {@item Wooden Shield}:} Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily.","{@b {@item Steel Shield}:} Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.","{@b {@item Tower Shield}:} These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":273,"name":"Shoddy Items","entries":["Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case. Attacks and checks involving a shoddy item take a –2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor). A shoddy suit of armor also worsens the armor's check penalty by 2. A shoddy item's Hit Points and Broken Threshold are each half that of a normal item of its type."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":592,"name":"Staves","entries":["A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait.",{"type":"pf2-h3","page":592,"name":"Casting Spells from a Staff","entries":["A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can {@action Cast a Spell} from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell's level. {@action Cast a Spell||Casting a Spell} from a staff requires holding the staff (typically in one hand) and {@action Activate an Item||Activating} the staff by {@action Cast a Spell||Casting the Spell}, which takes the spell's normal number of actions.","Use your spell attack roll and spell DC when {@action Cast a Spell||Casting a Spell} from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.","Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below).",{"type":"pf2-h4","page":592,"name":"Casting Cantrips from a Staff","entries":["If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrip's level is heightened to the same level as cantrips you cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Preparing a Staff","entries":["During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren't used within 24 hours, they're lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff's spells on your spell list.",{"type":"pf2-h4","page":592,"name":"Prepared Spellcasters","entries":["A prepared spellcaster—such as a cleric, druid, or wizard— can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They can't expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell."],"source":"CRB"},{"type":"pf2-h4","page":592,"name":"Spontaneous Spellcasters","entries":["A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesn't change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Attacking with a Staff","entries":["Staves are also {@item staff} weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":597,"name":"Wands","entries":["Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals can't be placed in wands.","If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single {@action Recall Knowledge} action and automatically succeed.","If it's not, you must {@action Identify Magic}.",{"type":"pf2-h3","page":597,"name":"Casting Spells from a Wand","entries":["A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a {@action Cast a Spell} activity using the normal number of actions for the spell.","To cast a spell from a wand, it must be on your spell list. Because you're the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition.","A spell cast from a wand doesn't require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand.",{"type":"pf2-h4","page":597,"name":"Overcharging a Wand","entries":["After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. {@action Cast a Spell||Cast the Spell} again, then roll a DC {@flatDC 10} flat check. On a success, the wand is broken.","On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Wand Statistics","entries":["A wand's base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell. When you activate a wand, you can only cast the spell at the specified level, but you can craft a wand with a heightened version of a spell.",{"type":"pf2-h4","page":597,"name":"Varying Statistics","entries":["Each type of wand has a Level and Price determined by the spell's level. The wand's rarity matches the spell's rarity. The item's traits also vary, based on the spell. A wand has any traits listed in its stat block (usually just magical and wand), plus any traits of the spell stored on it. A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."],"source":"CRB"},{"type":"pf2-brown-box","page":597,"name":"EXAMPLE WAND","entries":["This example {@item magic wand (generic)} has the {@spell heal} spell.",{"type":"data","tag":"item","data":{"name":"Wand of Heal","source":"CRB","page":597,"type":"Item","level":"3+","traits":["magical","necromancy","positive","wand"],"usage":"held in 1 hand","bulk":"L","category":"Wand","entries":["The golden end caps on this white wooden wand are adorned with ruby cabochons.",{"type":"ability","style":"compact","components":["{@action Cast a Spell}"],"frequency":{"freq":1,"unit":"day","overcharge":true,"number":"once "},"entries":["You cast a {@spell heal} spell at the indicated level."]}],"craftReq":["Supply a listed-level casting of heal."],"generic":"G","variants":[{"type":"1st-level spell","level":3,"price":{"coin":"gp","amount":60},"entries":[]},{"type":"2nd-level spell","level":5,"price":{"coin":"gp","amount":160},"entries":[]},{"type":"3rd-level spell","level":7,"price":{"coin":"gp","amount":360},"entries":[]},{"type":"4th-level spell","level":9,"price":{"coin":"gp","amount":700},"entries":[]},{"type":"5th-level spell","level":11,"price":{"coin":"gp","amount":1500},"entries":[]},{"type":"6th-level spell","level":13,"price":{"coin":"gp","amount":3000},"entries":[]},{"type":"7th-level spell","level":15,"price":{"coin":"gp","amount":6500},"entries":[]},{"type":"8th-level spell","level":17,"price":{"coin":"gp","amount":15000},"entries":[]},{"type":"9th-level spell","level":19,"price":{"coin":"gp","amount":40000},"entries":[]}]}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Crafting a Wand","entries":["For the most part, the process to {@action Craft} a wand is like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured inside the wand. The caster doesn't need to pay any cost of the spell.","The casting must come from a spellcaster expending a spell slot. You can't make a wand from a spell that comes from another magic item, for example."],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Magic Wand","entries":["The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the {@trait magical} and {@trait wand} traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply \"wand of,\" followed by the spell's name. You only need to learn one 1st-level formula to {@action Craft} a {@i magic wand}."],"source":"CRB"},{"type":"pf2-h3","page":598,"name":"Specialty Wands","entries":["Specialty wands can contain only certain kinds of spells, as noted in the stat block, and either alter the spell's effects or affect how it can be cast. The Craft Requirements entry lists what kinds of spells the wand can hold."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":278,"name":"Weapons","entries":[{"type":"pf2-h2","page":278,"name":"Attack Rolls","entries":["When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a {@trait finesse} weapon)} + proficiency bonus + other bonuses + penalties"],"source":"CRB"},"Bonuses, and penalties apply to these rolls just like with other types of checks. Weapons with potency runes (page 581) add an item bonus to your attack rolls.",{"type":"pf2-h3","page":278,"name":"Multiple Attack Penalty","entries":["If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty.","The multiple attack penalty doesn't apply to attacks you make when it isn't your turn (such as attacks made as part of a reaction). You can use a weapon with the {@trait agile} trait to reduce your multiple attack penalty."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Damage Rolls","entries":["When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target's AC, you hit your target! Roll the weapon or unarmed attack's damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows.",{"type":"pf2-inset","page":278,"entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"],"source":"CRB"},"Ranged weapons don't normally add an ability modifier to the damage roll, though weapons with the propulsive trait (page 283) add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier.","Magic weapons with {@item striking}, {@item greater striking}, or {@item major striking} runes (page 581) add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At higher levels, most characters also gain extra damage from weapon specialization."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Critical Hits","entries":["When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target's AC by 10, you achieve a critical success (also known as a critical hit).","If you critically succeed at a {@action Strike}, your attack deals {@book double damage|CRB|9|Doubling and Halving Damage}. Other attacks, such as spell attack rolls and some uses of the {@skill Athletics} skill, describe the specific effects that occur when their outcomes are critical successes."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Unarmed Attacks","entries":["Almost all characters start out trained in unarmed attacks. You can {@action Strike} with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group (page 280), and they might have weapon traits (page 282). However, unarmed attacks aren't weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so.","{@table Unarmed Attacks||Table 6–6: Unarmed Attacks} lists the statistics for an unarmed attack with a fist, though you'll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. Details for those unarmed attacks are provided in the abilities that grant them."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Improvised Weapons","entries":["If you attack with something that wasn't built to be a weapon, such as a chair or a vase, you're making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have."],"source":"CRB"},{"type":"pf2-h2","page":279,"name":"Weapon Statistics","entries":["The tables on pages 280 –282 list the statistics for various melee and ranged weapons that you can purchase, as well as the statistics for striking with a fist (or another basic unarmed attack). The tables present the following statistics. All weapons listed in this chapter have an item level of 0.",{"type":"pf2-h3","page":279,"name":"Damage","entries":["This entry lists the weapon's damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing.",{"type":"pf2-beige-box","page":279,"name":"Damage Dice","entries":["Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical {@item striking (generic)||striking} rune can increase the number of dice rolled, as can some special actions and spells. These additional dice use the same die size as the weapon or unarmed attack's normal damage die.",{"type":"pf2-title","name":"Counting Damage Dice"},"Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a {@item striking (generic)||striking} rune. They don't count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.",{"type":"pf2-title","name":"Increasing Die Size"},"When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, you'd use a d6, and so on). If you are already using a d12, the size is already at its maximum. You can't increase your weapon damage die size more than once.","{@c {@b {@dice 1d4} ➞ {@dice 1d6} ➞ {@dice 1d8} ➞ {@dice 1d10} ➞ {@dice 1d12}}}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Range","entries":["Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon's range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible.","For example, a shortbow takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, and a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Reload","entries":["While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many {@action Interact} actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.","An item with an entry of \"—\" must be drawn to be thrown, which usually takes an {@action Interact} action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Bulk","entries":["This entry gives the weapon's Bulk. A weapon's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-brown-box","page":279,"name":"SELECTING WEAPONS","entries":["Characters who focus on combat need to carefully consider their choice of weapons, evaluating whether they want to fight in melee or at range, the weapons' damage potential, and the special features of various weapons. Characters who are primarily spellcasters usually just need to pick a backup weapon in the best category they're trained or better in.","When selecting weapons, start by identifying the weapon types you're trained or better in. You should then compare weapons within these types to determine which ones you will have the highest melee or ranged attack modifier with. It's usually considered best practice to select both a melee and ranged weapon during character creation so you can contend with a broader variety of foes and situations.",{"type":"pf2-title","name":"Weapon Categories"},"Weapons fall into broad categories depending on how much damage they deal and what traits they have. Martial weapons generally deal more damage than simple weapons, and advanced weapons generally have more advantageous traits than martial weapons with the same damage. Generally, you'll want to select weapons that deal more damage, but if you're a highly skilled combatant, you might want to pick a weapon with interesting traits, even if it has a lower weapon damage die. You can also purchase multiple weapons within your budget, allowing you to switch between them for different situations."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Hands","entries":["Some weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free.","Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn't require two hands or have the two-hand trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Group","entries":["A weapon or unarmed attack's group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack's critical specialization effects; for full details, see page 283."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Weapon Traits","entries":["The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a \"weapon\" can also apply to an unarmed attack that has that trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Ammunition","entries":["Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmed Attacks","source":"CRB"},{"type":"data","tag":"table","name":"Melee Weapons","source":"CRB"},{"type":"data","tag":"table","name":"Ranged Weapons","source":"CRB"},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||categories=item}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.","{@b Axe:} Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b Bow:} If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 {@skill Athletics} check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["{@note Please visit the {@filter items page|items||source=CRB|category=weapon|type=equipment} to view all weapons.}"],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":287,"name":"Wearing Tools","entries":["You can make a set of tools (such as {@item alchemist's tools} or {@item healer's tools}) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an {@action Interact} action to use."],"data":{"quickref":2},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":300,"name":"Cantrips","entries":["A cantrip is a special type of spell that's weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip's stat block says \"Cantrip\" instead of \"Spell.\" Casting a cantrip doesn't use up your spell slots; you can cast a cantrip at will, any number of times per day. If you're a prepared caster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot.","A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its level is equal to the highest level of spell slot you have."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Casting Spells","entries":["The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. {@action Cast a Spell||Casting a Spell} is a special activity that takes a number of actions defined by the spell. When you {@action Cast a Spell}, your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell (page 210) and Melodious Spell (page 101) can help hide such manifestations or otherwise prevent observers from noticing that you are casting.",{"type":"data","tag":"action","name":"Cast a Spell","source":"CRB"},{"type":"pf2-h3","page":303,"name":"Spell Components","entries":["A spell description lists the components required to {@action Cast a Spell||Cast the Spell}. For most spells, the number of components is equal to the number of actions you must spend to {@action Cast a Spell||Cast the Spell}. Each component adds certain traits to the {@action Cast a Spell} activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":303,"name":"Material","entries":["A material component is a bit of physical matter consumed in the casting of the spell. The spell gains the manipulate trait and requires you to have a free hand to retrieve and manipulate a material component. That component is expended in the casting (even if the spell is disrupted).","Except in extreme circumstances, you can assume all common components are included in a material component pouch (page 290)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Somatic","entries":["A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.","Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it's through a glove or gauntlet)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Verbal","entries":["A verbal component is a vocalization of words of power.","You must speak them in a strong voice, so it's hard to conceal that you're {@action Cast a Spell||Casting a Spell}. The spell gains the {@trait concentrate}. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Focus","entries":["A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand.","As part of {@action Cast a Spell||Casting the Spell}, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.","Foci tend to be expensive, and you need to acquire them in advance to {@action Cast a Spell||Cast the Spell}."],"source":"CRB"},{"type":"pf2-brown-box","page":303,"name":"Component Substitution","entries":["Some classes can substitute one component for another or alter how a component works.","If you're a {@class bard} {@action Cast a Spell||Casting a Spell} from the {@trait occult} tradition you can usually play an {@item musical instrument||instrument} for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.","If you're a {@class cleric} {@action Cast a Spell||Casting a Spell} from the {@trait divine} tradition while holding a divine focus (such as a {@item religious symbol (generic)||religious symbol} or {@item religious text||text}), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class druid} {@action Cast a Spell||Casting a Spell} from the {@trait primal} tradition while holding a primal focus (such as {@item holly and mistletoe}), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class sorcerer} {@action Cast a Spell||Casting a Spell} from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component.","Any character casting an innate spell can replace any material component with a somatic component."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":304,"name":"Metamagic","entries":["Many spellcasters can gain access to metamagic actions, typically by selecting metamagic feats. Actions with the metamagic trait tweak the properties of your spells, changing their range, damage, or any number of other properties. You must use a metamagic action directly before the spell you want to alter. If you use any action (including free actions, reactions, and additional metamagic actions) other than {@action Cast a Spell} directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Disbelieving Illusions","entries":["Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature {@action Seek||Seeks} or otherwise spends actions to engage with the illusion, comparing the result of its {@skill Perception} check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. {@trait Mental} illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save).","If the illusion is {@trait visual}, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Durations","entries":["The duration of a spell is how long the spell effect lasts.","Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spell's duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster's turns, ending when the duration reaches 0.","Some spells have effects that remain even after the spell's magic is gone. Any ongoing effect that isn't part of the spell's duration entry isn't considered magical.","For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldn't be counteracted because it is not itself magical (though it might be cured by other magic, such as {@spell restore senses}).","If a spell's caster dies or is incapacitated during the spell's duration, the spell remains in effect till its duration ends.","You might need to keep track of the caster's initiative after they stopped being able to act to monitor spell durations.",{"type":"pf2-h3","page":304,"name":"Sustaining Spells","entries":["If the spell's duration is \"sustained,\" it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell.",{"type":"data","tag":"action","name":"Sustain a Spell","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Long Durations","entries":["If a spell's duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell's slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell's duration until your next daily preparations. This effectively Sustains the Spell over a long period of time.","If you prepare a new spell in the slot (or don't expend a spell slot), the spell ends. You can't do this if the spell didn't come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you {@action Cast a Spell||Cast the Spell} or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don't need to keep a spell slot open for these spells."],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Dismissing","entries":["Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":300,"name":"Focus Spells","entries":["Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells. Even some classes that don't normally grant spellcasting, such as the champion and monk, can grant focus spells.","Focus spells are automatically heightened to half your level rounded up, just like cantrips are. You can't cast a focus spell if its minimum level is greater than half your level rounded up, even if you somehow gain access to it.","Casting any of your focus spells costs you 1 Focus Point. You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell.","You replenish all the Focus Points in your pool during your daily preparations. You can also use the {@action Refocus} activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point.","Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. Your focus pool can't have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number.",{"type":"data","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":302,"name":"Focus Points from Multiple Sources","entries":["It's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let's say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1.","Focus Points are not differentiated by source; you can spend any of your Focus Points on any of your focus spells. Likewise, when you {@action Refocus}, you get back a point as long as you follow the guidelines of any abilities that granted you focus spells. Having Focus Points from multiple sources doesn't change the tradition of your spells; if you had both cleric domain spells and druid order spells, your domain spells would remain divine and the order spells primal. This could mean that you need to keep track of a different proficiency and ability modifier with the spell DC and spell attack roll of different focus spells."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Spellcasters with Focus Spells","entries":["If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A {@class bard||bard's} are occult, a {@class cleric||cleric's} are divine, a {@class druid||druid's} are primal, a {@class wizard||wizard's} are arcane, and a {@class sorcerer||sorcerer's} are determined by their bloodline."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Non-Spellcasters with Focus Spells","entries":["If you get focus spells from a class or other source that doesn't grant spellcasting ability (for example, if you're a monk with the {@feat Ki Strike} feat), the ability that gives you focus spells also provides your proficiency rank for spell attack rolls and spell DCs, as well as the magical tradition of your focus spells. You gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your focus spells (see below). However, you don't qualify for feats and other rules that require you to be a spellcaster."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Hostile Actions","entries":["Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm.","For instance, lobbing a {@spell fireball} into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Identifying Spells","entries":["Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened.","If you want to identify a spell but don't have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using {@action Recall Knowledge}. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified.","You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.","If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.","You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found {@quickref here||3|Areas}. If the spell originates from your position, the spell has only an area; if you can cause the spell's area to appear farther away from you, the spell has both a range and an area."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Targets","entries":["Some spells allow you to directly target a creature, an object, or something that fits a more specific category. The target must be within the spell's range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it normally. At the GM's discretion, you can attempt to target a creature you can't see, as described in Detecting Creatures on pages 465–467. If you fail to target a particular creature, this doesn't change how the spell affects any other targets the spell might have.","If you choose a target that isn't valid, such as if you thought a vampire was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature. If a creature starts out as a valid target but ceases to be one during a spell's duration, the spell typically ends, but the GM might decide otherwise in certain situations.","Spells that affect multiple creatures in an area can have both an Area entry and a Targets entry. A spell that has an area but no targets listed usually affects all creatures in the area indiscriminately.","Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character's condition (such as when a character is paralyzed, unconscious, or even dead)."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Line of Effect","entries":["You usually need an unobstructed path to the target of a spell, the origin point of an area, or the place where you create something with a spell. More information on line of effect can be found {@quickref here||3|line of effect}."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Reading Spells","entries":["Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. The spell's name line also lists the type of spell if it's a cantrip or focus spell, as well as the level.",{"type":"data","tag":"generic","style":"book","data":{"name":"SPELL NAME","traits":["traits"],"category":"SPELL","level":"(LEVEL)","sections":[[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Tradition","entries":["This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions."]},{"name":"Cast","entries":["The number of actions required to {@action Cast a Spell||Cast the Spell} are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as \"1 minute.\" After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell."]},{"name":"Range, Area, and Targets","entries":["This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster."]},{"name":"Saving Throw and Duration","entries":["If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw, which follows the rules found on page 449. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell."]}]}]],[["A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure."]],[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Heightened (level)","entries":["If the spell has special effects when heightened, those effects appear at the end of the stat block."]}]}]]]}}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you can't cast spells. You must know the ritual, and the ritual's spell level can be no higher than half your level rounded up.","You must also have the required proficiency rank in the skill used for the ritual's primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the ritual's effects. The primary skill check determines the tradition.","Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it's possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual's casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["A ritual's Cost entry lists valuable components required to cast the ritual. If a ritual doesn't have any such components, it won't have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target's level and sometimes the spell's level. If the target's level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target's level or another value as appropriate. Most rituals that create permanent creatures, such as {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["Many rituals need additional secondary casters, who also don't need to be able to cast spells. Unlike a primary caster, a secondary caster doesn't need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["At the ritual's culmination, you must attempt the skill check listed in the Primary Check entry to determine the ritual's outcome. Primary checks usually have a very hard DC for a level that's twice the ritual's spell level. As with other downtime activities, fortune and misfortune effects can't modify your checks for the ritual, nor can bonuses or penalties that aren't active throughout the process.","The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.",{"type":"data","tag":"table","name":"Creature Creation Rituals","source":"CRB"}],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":408,"name":"Secondary Checks","entries":["Often, a ritual requires secondary checks to represent aspects of its casting, usually with a standard DC for a level twice the ritual's spell level. A different secondary caster must attempt each secondary check. If there are more secondary casters than checks, the others don't attempt any.","Secondary casters attempt their checks before you attempt the primary check; no matter their results, the ritual proceeds to the primary check. Secondary checks affect the primary check depending on their results.",{"type":"successDegree","entries":{"Critical Success":"You gain a +2 circumstance bonus to the primary check.","Success":"No bonus or penalty.","Failure":"You take a –4 circumstance penalty to the primary check.","Critical Failure":"As failure, and you reduce the degree of success of the primary skill check by one step."}}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":409,"name":"Effect","entries":["A ritual's effect depends on the result of the primary check.","If an effect lists a save DC, use your spell DC for the ritual's magic tradition (or 12 + your level + your highest mental ability modifier, if you don't have a spell DC)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":409,"name":"Rituals","entries":["{@note Please visit the {@filter rituals page|rituals||source=CRB} to view all Rituals.}"],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Saving Throws","entries":["Spells that require a target to attempt a save to resist some or all of the spell's effects have a Saving Throw entry. This entry presents the type of save for quick reference, and specific details appear in the spell description. Whenever a spell allows a saving throw, it uses the caster's spell DC.",{"type":"pf2-h3","page":305,"name":"Basic Saving Throws","entries":["If a spell's Saving Throw entry specifies a \"basic\" saving throw, the spell's potential effects all relate to the damage listed in the spell's description. The target takes no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure. The rules for basic saving throws are found on page 449."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Setting Triggers","entries":["If a spell is meant to respond only to certain events or under certain conditions—such as {@spell magic mouth}—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell's sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as \"red-haired dwarven women,\" or it could be an observed action, such as \"whenever someone enters the spell's area.\" Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful {@skill Stealth} check to Hide (against the spell's DC). For auditory detection, line of sight isn't necessary, though the sound must be audible at the spell's origin point. A {@skill Stealth} check to Sneak can fool the sensor."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Spell Attacks","entries":["Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. A spell attack roll is compared to the target's AC.","Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks don't deal any damage beyond what's listed in the spell description.","In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Spell Slots","entries":["Characters of spellcasting classes can cast a certain number of spells each day; the spells you can cast in a day are referred to as spell slots. At 1st level, a character has only a small number of 1st-level spell slots per day, but as you advance in level, you gain more spell slots and new slots for higher-level spells. A spell's level indicates its overall power, from 1 to 10.",{"type":"pf2-h3","page":298,"name":"Prepared Spells","entries":["If you're a prepared spellcaster—such as a cleric, druid, or wizard—you must spend time each day preparing spells for that day. At the start of your daily preparations, you select a number of spells of different spell levels determined by your character level and class. Your spells remain prepared until you cast them or until you prepare spells again.","Each prepared spell is expended after a single casting, so if you want to cast a particular spell more than once in a day, you need to prepare that spell multiple times. The exceptions to this rule are spells with the cantrip trait; once you prepare a cantrip, you can cast it as many times as you want until the next time you prepare spells. See page 300 for more information on cantrips.","You might gain an ability that allows you to swap prepared spells or perform other aspects of preparing spells at different times throughout the day, but only your daily preparation counts for the purpose of effects that last until the next time you prepare spells."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Spontaneous Spells","entries":["If you're a spontaneous spellcaster—such as a bard or a sorcerer—you choose which spell you're using a spell slot for at the moment you decide to cast it. This provides you with more freedom in your spellcasting, but you have fewer spells in your spell repertoire, as determined by your character level and class. When you make your daily preparations, all your spell slots are refreshed, but you don't get to change the spells in your repertoire."],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"Magical Traditions","entries":["Spellcasters cast spells from one of four different spell list, each representing a different magical tradition: arcane, divine, occult, and primal.","Your class determines which tradition of magic your spells use. In some cases, such as when a cleric gains spells from their deity or when a sorcerer gets spells from their bloodline, you might be able to cast spells from a different spell list. In these cases, the spell uses your magic tradition, not the list the spell normally comes from. When you cast a spell, add your tradition's trait to the spell.","Some types of magic, such as that of most magic items, don't belong to any single tradition. These have the magical trait instead of a tradition trait.",{"type":"table","style":"pf2-box__table--red","rows":[["Arcane","Divine","Occult","Primal"],["Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them. Because of its far-reaching approach, the arcane tradition has the broadest spell list, though it's generally poor at affecting the spirit or the soul. Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane sorcerers study the secrets of their blood to unlock the power within themselves.","The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane. Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and champions call upon their gods to grant them martial prowess through divine guidance.","The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult sorcerers strive to understand the mysterious power in their blood.","An instinctual connection to and faith in the world, the cycle of day and night, theturning of the seasons, and the natural selection of predator and prey drive the primal tradition. Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal sorcerers call upon their fey or beast blood to harness the same natural energies."]]}],"source":"CRB"},{"type":"pf2-h3","page":299,"name":"Heightened Spells","entries":["Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell.","This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level (see Heightened Spontaneous Spells below). When you heighten your spell, the spell's level increases to match the higher level of the spell slot you've prepared it in or used to cast it. This is useful for any spell, because some effects, such as counteracting, depend on the spell's level.","In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell's stat block. Some heightened entries specify one or more levels at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given level. Read the heightened entry only for the spell level you're using or preparing; if its benefits are meant to include any of the effects of a lower-level heightened entry, those benefits will be included in the entry.","Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, {@spell fireball} says \"{@b Heightened (+1)} The damage increases by 2d6.\" Because {@spell fireball} deals {@damage 6d6} fire damage at 3rd level, a 4th-level {@spell fireball} would deal {@dice 8d6} fire damage, a 5th-level spell would deal {@dice 10d6} fire damage, and so on.",{"type":"pf2-h4","page":299,"name":"Heightened Spontaneous Spells","entries":["If you're a spontaneous spellcaster, you must know a spell at the specific level that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single level so that you have more options when casting it. For example, if you added {@spell fireball} to your repertoire as a 3rd-level spell and again as a 5th-level spell, you could cast it as a 3rd-level or a 5th-level spell; however, you couldn't cast it as a 4th-level spell.","Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single level."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"The Four Essences","entries":["Spells that affect certain physical or metaphysical forces tend to be grouped into particular magical traditions. Scholars of magic widely agree that all of existence is composed of some combination of four essences, though they disagree on the names and particular qualities of each essence.","The following entries discuss each essence and the traditions and spell schools relevant to it; for instance, evocation spells tend to manipulate matter. The abjuration school is an unusual case, as abjuration spells draw upon different essences depending on who they are warding and what they are protecting against.",{"type":"table","style":"pf2-box__table--red","rows":[["Matter","Spirit","Mind","Life"],["Also called body, material essence, or physical essence, matter is the fundamental building block that makes up all physical things in the universe. The arcane and primal traditions are especially attuned toward manipulating and shaping matter. Spells that are used to create or alter matter most often come from the conjuration, evocation, or transmutation schools.","Also called soul, ethereal essence, or spiritual essence, spirit is an otherworldly building block that makes up a being's immaterial and immortal self. The spirit travels through the Ethereal Plane and into the Great Beyond after the death of the physical body. The spirit is most easily affected by divine and occult spells. Spirit spells are usually of the divination or necromancy schools.","Also called thought or astral essence, the mind essence allows thinking creatures to have rational thoughts, ideas, plans, logic, and memories. Mind touches even nonsapient creatures like animals, though in a more limited capacity. Arcane and occult casters usually excel at mind spells. Spells that use mind essence are usually found in the divination, enchantment, and illusion schools.","Also called heart, faith, instinct, or vital essence, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for unconscious responses and belief, such as ancestral instincts and divine guidance. The divine and primal traditions hold power over life. Life spells are usually necromancy."]]}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Walls","entries":["Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square. The path of a shaped wall can't enter the same space more than once, but it can double back so one section is adjacent to another section of the wall."],"data":{"quickref":3},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":461,"name":"Actions","entries":["You affect the world around you primarily by using actions, which produce effects. Actions are most closely measured and restricted during the encounter mode of play, but even when it isn't important for you to keep strict track of actions, they remain the way in which you interact with the game world. There are four types of actions: single actions, activities, reactions, and free actions.","{@b Single actions} can be completed in a very short time. They're self-contained, and their effects are generated within the span of that single action. During an encounter, you get 3 actions at the beginning of your turn, which you can use as described on page 468.","{@b Activities} usually take longer and require using multiple actions, which must be spent in succession. Stride is a single action, but Sudden Charge is an activity in which you use both the Stride and Strike actions to generate its effect.","{@b Reactions} have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether it's your turn or not. In an encounter, you get 1 reaction each round, which you can use as described on page 468. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control.","{@b Free actions} don't cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost), and a free action with a trigger follows the same rules as a reaction (except the reaction cost).",{"type":"pf2-brown-box","page":461,"name":"ACTION ICON KEY","entries":["These icons appear in stat blocks as shorthand for each type of action.","{@as 1} Single Action","{@as 2} Two-Action Activity","{@as 3} Three-Action Activity","{@as R} Reaction","{@as F} Free Action"],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Activities","entries":["An activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to produce an effect that's different from merely the sum of those actions. In some cases, usually when spellcasting, an activity can consist of only 1 action, 1 reaction, or even 1 free action.","An activity might cause you to use specific actions within it. You don't have to spend additional actions to perform them—they're already factored into the activity's required actions. (See Subordinate Actions on page 462.) You have to spend all the actions of an activity at once to gain its effects. In an encounter, this means you must complete it during your turn. If an activity gets interrupted or disrupted in an encounter (page 462), you lose all the actions you committed to it.",{"type":"pf2-h4","page":461,"name":"Exploration and Downtime Activities","entries":["Outside of encounters, activities can take minutes, hours, or even days. These activities usually have the exploration or downtime trait to indicate they're meant to be used during these modes of play. You can often do other things off and on as you carry out these activities, provided they aren't significant activities of their own. For instance, if you're Repairing an item, you might move around to stretch your legs or have a brief discussion—but you couldn't also Decipher Writing at the same time.","If an activity that occurs outside of an encounter is interrupted or disrupted, as described in Disrupting Actions below, you usually lose the time you put in, but no additional time beyond that."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":462,"name":"IN-DEPTH ACTION RULES","entries":["These rules clarify some of the specifics of using actions.",{"type":"pf2-title","name":"Simultaneous Actions"},"You can use only one single action, activity, or free action that doesn't have a trigger at a time. You must complete one before beginning another. For example, the Sudden Charge activity states you must Stride twice and then Strike, so you couldn't use an Interact action to open a door in the middle of the movement, nor could you perform part of the move, make your attack, and then finish the move.","Free actions with triggers and reactions work differently. You can use these whenever the trigger occurs, even if the trigger occurs in the middle of another action.",{"type":"pf2-title","name":"Subordinate Actions"},"An action might allow you to use a simpler action—usually one of the Basic Actions on page 469—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn't gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn't require you to spend more actions or reactions to do so; that cost is already factored in.","Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the {@spell haste} spell lets you spend an extra action each turn to Stride or Strike, but you couldn't use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, \"If the next action you use is a Strike,\" an activity that includes a Strike wouldn't count, because the next thing you are doing is starting an activity, not using the Strike basic action."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Actions with Triggers","entries":["You can use free actions that have triggers and reactions only in response to certain events. Each such reaction and free action lists the trigger that must happen for you to perform it. When its trigger is satisfied—and {@i only} when it is satisfied—you can use the reaction or free action, though you don't have to use the action if you don't want to.","There are only a few basic reactions and free actions that all characters can use. You're more likely to gain actions with triggers from your class, feats, and magic items.",{"type":"pf2-h4","page":462,"name":"Limitations on Triggers","entries":["The triggers listed in the stat blocks of reactions and some free actions limit when you can use those actions. You can use only one action in response to a given trigger. For example, if you had a reaction and a free action that both had a trigger of \"your turn begins,\" you could use either of them at the start of your turn—but not both. If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether they're effectively the same thing. Usually, this decision will be based on what's happening in the narrative.","This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Other Actions","entries":["Sometimes you need to attempt something not already covered by defined actions in the game. When this happens, the rules tell you how many actions you need to spend, as well any traits your action might have. For example, a spell that lets you switch targets might say you can do so \"by spending a single action, which has the {@trait concentrate}.\" Game masters can also use this approach when a character tries to do something that isn't covered in the rules."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Gaining and Losing Actions","entries":["Conditions can change the number of actions you can use on your turn, or whether you can use actions at all. The slowed condition, for example, causes you to lose actions, while the quickened condition causes you to gain them.","Conditions are detailed in the appendix on pages 618–623.","Whenever you lose a number of actions—whether from these conditions or in any other way—you choose which to lose if there's any difference between them. For instance, the {@spell haste} spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while {@spell haste} was active, you might want to lose the action from haste first, since it's more limited than your normal actions.","Some effects are even more restrictive. Certain abilities, instead of or in addition to changing the number of actions you can use, say specifically that you can't use reactions. The most restrictive form of reducing actions is when an effect states that you can't act: this means you can't use any actions, or even speak. When you can't act, you don't regain your actions and reaction on your turn."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action's effects don't occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a {@action Cast a Spell} activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity.","The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn't transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["The affliction's name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["When you're first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster's spell DC.","On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.","If you fail the initial saving throw, after the affliction's onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["Some afflictions have onset times. For these afflictions, once you fail your initial save, you don't gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.","At the end of a stage's listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction's stage is ever reduced below stage 1, the affliction ends and you don't need to attempt further saves unless you're exposed to the affliction again.","On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you're within the poison's onset period, though it doesn't change the onset length."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["Afflictions with the {@trait virulent} trait are harder to remove.","You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Checks","entries":["When success isn't certain—whether you're swinging a sword at a foul beast, attempting to leap across a chasm, or straining to remember the name of the earl's second cousin at a soiree—you'll attempt a check. Pathfinder has many types of checks, from skill checks to attack rolls to saving throws, but they all follow these basic steps.",{"type":"list","style":"list-decimal","items":["Roll a d20 and identify the modifiers, bonuses, and penalties that apply.","Calculate the result.","Compare the result to the difficulty class (DC).","Determine the degree of success and the effect."]},"Checks and difficulty classes (DC) both come in many forms. When you swing your sword at that foul beast, you'll make an attack roll against its Armor Class, which is the DC to hit another creature. If you are leaping across that chasm, you'll attempt an {@skill Athletics} skill check with a DC based on the distance you are trying to jump. When calling to mind the name of the earl's second cousin, you attempt a check to {@action Recall Knowledge}. You might use either the Society skill or a Lore skill you have that's relevant to the task, and the DC depends on how common the knowledge of the cousin's name might be, or how many drinks your character had when they were introduced to the cousin the night before.","No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below.",{"type":"pf2-h3","page":444,"name":"Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply","entries":["Start by rolling your d20. You'll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A {@b modifier} can be either positive or negative, but a {@b bonus} is always positive, and a {@b penalty} is always negative.","The sum of all the modifiers, bonuses, and penalties you apply to the d20 roll is called your total modifier for that statistic.","Nearly all checks allow you to add an {@b ability modifier} to the roll. An ability modifier represents your raw capabilities and is derived from an ability score, as described on page 20. Exactly which ability modifier you use is determined by what you're trying to accomplish. Usually a sword swing applies your Strength modifier, whereas remembering the name of the earl's cousin uses your Intelligence modifier.","When attempting a check that involves something you have some training in, you will also add your {@b bonus}. This bonus depends on your proficiency rank:","untrained, trained, expert, master, or legendary. If you're untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your character's level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Proficiency Rank","Proficiency Bonus"],["Untrained","0"],["Trained","Your level + 2"],["Expert","Your level + 4"],["Master","Your level + 6"],["Legendary","Your level + 8"]]},"There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonus that would apply to the same roll, you'll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they don't \"stack.\" For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses that could apply to the same check, you add only the higher of the two.","{@b Circumstance bonuses} typically involve the situation you find yourself in when attempting a check. For instance, using Raise a Shield with a buckler grants you a +1 circumstance bonus to AC. Being behind cover grants you a +2 circumstance bonus to AC. If you are both behind cover and Raising a Shield, you gain only the +2 circumstance bonus for cover, since they're the same type and the bonus from cover is higher.","{@b Item bonuses} are granted by some item that you are wearing or using, either mundane or magical. For example, armor gives you an item bonus to AC, while expanded alchemist's tools grant you an item bonus to {@skill Crafting} checks when making alchemical items.","{@b Status bonuses} typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level {@spell heroism} spell grants a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks. If you were under the effect of {@spell heroism} and someone cast the {@spell bless} spell, which also grants a +1 status bonus on attacks, your attack rolls would gain only a +1 status bonus, since both spells grant a +1 status bonus to those rolls, and you only take the highest status bonus.","Penalties work very much like bonuses. You can have {@b circumstance penalties {@b status penalties}, and sometimes even {@b item penalties.} Like bonuses of the same type, you take only the worst all of various penalties of a given type. However, you can apply both a bonus and a penalty of the same type on a single roll. For example, if you had a +1 status bonus from a {@spell heroism} spell but a –2 status penalty from the sickened condition, you'd apply them both to your roll—so {@spell heroism} still helps even though you're feeling unwell.","Unlike bonuses, penalties can also be {@b untyped}, in which case they won't be classified as \"circumstance,\" \"item,\" or \"status.\" Unlike other penalties, you always add all your untyped penalties together rather than simply taking the worst one. For instance, when you use attack actions, you incur a multiple attack penalty on each attack you make on your turn after the first attack, and when you attack a target that's beyond your weapon's normal range increment, you incur a range penalty on the attack.","Because these are both untyped penalties, if you make multiple attacks at a faraway target, you'd apply both the multiple attack penalty and the range penalty to your roll.","Once you've identified all your various modifiers, bonuses, and penalties, you move on to the next step."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 2: Calculate the Result","entries":["This step is simple. Add up all the various modifiers, bonuses, and penalties you identified in Step 1—this is your total modifier. Next add that to the number that came up on your d20 roll. This total is your check result."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 3: Compare the Result to the DC","entries":["This step can be simple, or it can create suspense. Sometimes you'll know the {@b Difficulty Class} ({@b DC}) of your check. In these cases, if your result is equal to or greater than the DC, you succeed! If your roll anything less than the DC, you fail.","Other times, you might not know the DC right away. Swimming across a river would require an {@skill Athletics} check, but it doesn't have a specified DC—so how will you know if you succeed or fail? You call out your result to the GM and they will let you know if it is a success, failure, or otherwise. While you might learn the exact DC through trial and error, DCs sometimes change, so asking the GM whether a check is successful is the best way to determine whether or not you have met or exceeded the DC.",{"type":"pf2-h4","page":445,"name":"Calculating DCs","entries":["Whenever you attempt a check, you compare your result against a DC. When someone or something else attempts a check against you, rather than both forces rolling against one another, the GM (or player, if the opponent is another PC) compares their result to a fixed DC based on your relevant statistic. Your DC for a given statistic is 10 + the total modifier for that statistic."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 4: Determine the Degree of Success and Effect","entries":["Many times, it's important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed at or critically fail a check.","You critically succeed at a check when a check's result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that's a critical failure.","If you rolled a 20 on the die (a \"natural 20\"), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a \"natural 1\"), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1! If a feat, magic item, spell, or other effect does not list a critical success or critical failure, treat is as an ordinary success or failure instead.","Some other abilities can change the degree of success for rolls you get. When resolving the effect of an ability that changes your degree of success, always apply the adjustment from a natural 20 or natural 1 before anything else."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Concealment and Invisibility","entries":["The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see.",{"type":"pf2-h4","page":467,"name":"Concealed","entries":["This condition protects a creature if it's in mist, within dim light, or amid something else that obscures sight but does not provide a physical barrier to effects. An effect or type of terrain that describes an area of concealment makes all creatures within it concealed.","When you target a creature that's {@condition concealed} from you, you must attempt a DC {@flatDC 5} flat check before you roll to determine your effect. If you fail, you don't affect the target. the {@condition concealed} condition doesn't change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though it's concealed."],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Invisible","entries":["A creature with the invisible condition (by way of an {@spell invisibility} spell or {@item invisibility potion}, for example) is automatically {@condition undetected} to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition.","You can use the {@action Seek} basic action to attempt to figure out an {@condition invisible} creature's location, making it instead only {@condition hidden} from you. This lasts until the {@condition invisible} creature successfully uses {@action Sneak} to become {@condition undetected} again. If you're already {@condition observed||observing} a creature when it becomes {@condition invisible}, it starts out {@condition hidden}, since you know where it was when it became {@condition invisible}, though it can then {@action Sneak} to become {@condition undetected}.","Other effects might make an {@condition invisible} creature hidden or even observed but concealed. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden.","Similarly, throwing a net over an {@condition invisible} creature would make it {@condition observed} but {@condition concealed} for as long as the net is on the creature."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Condition Values","entries":["Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Conditions","entries":["The results of various checks might apply conditions to you or, less often, an item. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item. One condition represents what happens when a creature successfully drains your blood or life essence, while others represent creatures' attitudes toward you and how they interact with you.","Conditions are persistent; when you're affected by a condition, its effects last until the stated duration ends, the condition is removed, or terms dictated in the condition cause it to end. The rules for conditions are summarized on page 454 and described in full on pages 618–623.",{"type":"pf2-brown-box","name":"CONDITIONS","entries":["These conditions appear often in the game and are defined in detail in the Conditions Appendix on pages 618–623. Here's a brief summary of each.","{@b {@condition Blinded}:} You're unable to see.","{@b {@condition Broken}:} This item can't be used for its normal function until repaired.","{@b {@condition Clumsy}:} You can't move as easily or gracefully as usual.","{@b {@condition Concealed}:} Fog or similar obscuration makes you difficult to see and target.","{@b {@condition Confused}:} You attack indiscriminately.","{@b {@condition Controlled}:} Another creature determines your actions.","{@b {@condition Dazzled}:} Everything is {@condition concealed} to you.","{@b {@condition Deafened}:} You're unable to hear.","{@b {@condition Doomed}:} With your soul in peril, you are now closer to death.","{@b {@condition Drained}:} Blood loss or something similar has leached your vitality.","{@b {@condition Dying}:} You're slipping closer to death.","{@b {@condition Encumbered}:} You're carrying more weight than you can manage.","{@b {@condition Enfeebled}:} Your strength has been sapped away.","{@b {@condition Fascinated}:} You are compelled to focus your attention on something.","{@b {@condition Fatigued}:} Your defenses are lower and you can't focus while exploring.","{@b {@condition Flat-Footed}:} You're unable to defend yourself to your full capability.","{@b {@condition Fleeing}:} You must run away.","{@b {@condition Friendly}:} An NPC with this condition has a good attitude toward you.","{@b {@condition Frightened}:} Fear makes you less capable of attacking and defending.","{@b {@condition Grabbed}:} A creature, object, or magic holds you in place.","{@b {@condition Helpful}:} An NPC with this condition wants to assist you.","{@b {@condition Hidden}:} A creature you're {@condition hidden} from knows your location but can't see you.","{@b {@condition Hostile}:} An NPC with this condition wants to harm you.","{@b {@condition Immobilized}:} You can't move.","{@b {@condition Indifferent}:} An NPC with this condition doesn't have a strong opinion about you.","{@b {@condition Invisible}:} Creatures can't see you.","{@b {@condition Observed}:} You're in plain view.","{@b {@condition Paralyzed}:} You body is frozen in place.","{@b {@condition Persistent Damage|CRB|Persistent Damage}:} You keep taking damage every round.","{@b {@condition Petrified}:} You've been turned to stone.","{@b {@condition Prone}:} You're lying on the ground and easier to attack.","{@b {@condition Quickened}:} You get an extra action each turn.","{@b {@condition Restrained}:} You're tied up and can't move, or a grappling creature has you pinned.","{@b {@condition Sickened}:} You're sick to your stomach.","{@b {@condition Slowed}:} You lose actions each turn.","{@b {@condition Stunned}:} You can't use actions.","{@b {@condition Stupefied}:} Your can't access your full mental faculties, and you have trouble casting spells.","{@b {@condition Unconscious}:} You're asleep or knocked out.","{@b {@condition Undetected}:} A creature you're {@condition undetected} by doesn't know where you are.","{@b {@condition Unfriendly}:} An NPC with this condition doesn't like you.","{@b {@condition Unnoticed}:} A creature is entirely unaware you're present.","{@b {@condition Wounded}:} You've been brought back from the brink of death but haven't fully recovered."]}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":458,"name":"Counteracting","entries":["Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise.","When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target's DC. If you're counteracting an affliction, the DC is in the affliction's stat block. If it's a spell, use the caster's DC. The GM can also calculate a DC based on the target effect's level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the target's level. If an effect is a spell, its level is the counteract level.","Otherwise, halve its level and round up to determine its counteract level. If an effect's level is unclear and it came from a creature, halve and round up the creature's level.",{"type":"successDegree","entries":{"Critical Success":"Counteract the target if its counteract level is no more than 3 levels higher than your effect's counteract level.","Success":"Counteract the target if its counteract level is no more than 1 level higher than your effect's counteract level.","Failure":"Counteract the target if its counteract level is lower than your effect's counteract level.","Critical Failure":"You fail to counteract the target."}}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":477,"name":"Cover","entries":["When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to {@skill Stealth} checks to {@action Hide}, {@action Sneak}, or otherwise avoid detection. You can increase this to greater cover using the {@action Take Cover} basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use {@skill Stealth} to {@action Hide}, but lesser cover isn't sufficient.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Type of Cover","Bonus","Can Hide"],["Lesser","+1 to AC","No"],["Standard","+2 to AC, Reflex, {@skill Stealth}","Yes"],["Greater","+4 to AC, Reflex, {@skill Stealth}","Yes"]]},"Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have {@quickref line of effect||3|line of effect} and typically can't target it at all.","Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has {@action Take Cover||Taken Cover}). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.",{"type":"pf2-h4","page":477,"name":"Cover and Large Creatures","entries":["If a creature between you and a target is two or more sizes larger than both you and your target, that creature's space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn't gain cover from terrain that it's significantly larger than. For example, a Huge dragon probably wouldn't receive any benefit from being behind a 1-foot-wide pillar."],"source":"CRB"},{"type":"pf2-h4","page":477,"name":"Special Circumstances","entries":["Your GM might allow you to overcome your target's cover in some situations. If you're right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Damage","entries":["In the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage. Damage decreases a creature's Hit Points on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points). The full rules can be found in the Hit Points, Healing, and Dying section on page 459.","Damage is sometimes given as a fixed amount, but more often than not you'll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it is often enhanced by various modifiers, bonuses, and penalties.","Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below.",{"type":"list","style":"list-decimal","items":["Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll.","Determine the damage type.","Apply the target's immunities, weaknesses, and resistances to the damage.","If any damage remains, reduce the target's Hit Points by that amount."]},{"type":"pf2-h3","page":450,"name":"Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties","entries":["Your weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if you're using a normal longsword, you'll roll {@dice 1d8}. If you're casting a 3rd-level {@spell fireball} spell, you'll roll {@dice 6d6}. Sometimes, especially in the case of weapons, you'll apply modifiers, bonuses, and penalties to the damage.","When you use melee weapons, unarmed attacks, and thrown ranged weapons, the most common modifier you'll add to damage is your Strength ability modifier. Weapons with the propulsive trait sometimes add half your Strength modifier. You typically do not add an ability modifier to spell damage, damage from most ranged weapons, or damage from alchemical bombs and similar items.","As with checks, you might add circumstance, status, or item bonuses to your damage rolls, but if you have multiple bonuses of the same type, you add only the highest bonus of that type. Again like checks, you may also apply circumstance, status, item, and untyped penalties to the damage roll, and again you apply only the greatest penalty of a specific type but apply all untyped penalties together.","Use the formulas below.",{"type":"pf2-inset","entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"]},{"type":"pf2-inset","entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"]},{"type":"pf2-inset","entries":["Spell (and similar effects) damage roll = damage die of the effect + bonuses + penalties"]},"If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage.",{"type":"pf2-h4","page":451,"name":"Increasing Damage","entries":["In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the {@item striking} rune can add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At certain levels, most characters gain the ability to deal extra damage from the weapon specialization class feature."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Persistent Damage","entries":["Persistent damage is a condition that causes damage to recur beyond the original effect. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC {@flatDC 15} flat check to see if you recover from the persistent damage.","Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw.","See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Doubling and Halving Damage","entries":["Sometimes you'll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it). The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for singletarget attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the {@item flaming} weapon rune's persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a {@spell lightning bolt} spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the {@action Strike||Strikes} and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b Slashing damage} is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap.","Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magical trait) and most other damage types.",{"type":"pf2-title","name":"Energy Damage"},"Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b Sonic damage} assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage.","Two special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create {@b positive damage} that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b lawful} damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b poison damage}, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b bleed damage}. This is persistent damage that represents loss of blood.","As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b precision damage}, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6.","Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to physical damage, like a gargoyle, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage.",{"type":"pf2-title","name":"Precious Materials"},"While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity applies to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; you just don't apply the effect. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.","Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as {@action Grapple} and {@action Shove}).","Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a {@creature stone golem} has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don't affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature's ability, it doesn't matter who created the effect. For example, the {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} on that creature again before 1 minute passes, the spell has no effect.","Temporary immunity doesn't prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don't immediately lose the frightened condition due to the immunity you just gained—you simply don't become frightened if you're targeted by the ability again before the immunity ends."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage.","If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your {@runeItem mace||+1 wepon potency|} (since it's magical) or a non-magical {@item spear} (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.","If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.","It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["After applying the target's immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target's Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section on page 459.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying on page 459). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon.","Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":["Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining.","Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor.","Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).","When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in {@skill Performance} and {@skill Stealth}, and an expert in {@skill Occultism}, you could reduce the character's proficiency in {@skill Stealth} to expert and become a master in {@skill Occultism}, but you couldn't reassign that skill increase to become legendary in {@skill Performance}. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites.","You can also spend a week to retrain an initial trained skill you gained during character creation."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Class Features","entries":["You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes—always at least a month."],"source":"CRB"},{"type":"pf2-brown-box","page":481,"name":"SKILL DOWNTIME ACTIVITIES","entries":["Chapter 4: Skills includes several downtime activities, which are summarized here.","{@b {@action Craft}:} Using the {@skill Crafting} skill, you can create items from raw materials (page 244).","{@b {@action Create Forgery}:} You forge a document (page 251).","{@b {@action Earn Income}:} You earn money, typically using {@skill Crafting}, Lore, or {@skill Performance} (page 236).","{@b {@action Subsist}:} You find food and shelter in the wilderness or within a settlement (page 240).","{@b {@action Treat Disease}:} You spend time caring for a diseased creature in the hope of curing that creature (page 248)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Other Downtime Activities","entries":["Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294).","You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Effects","entries":["Anything you do in the game has an {@b effect}. Many of these outcomes are easy to adjudicate during the game.","If you tell the GM that you draw your sword, no check is needed, and the result is that your character is now holding a sword. Other times, the specific effect requires more detailed rules governing how your choice is resolved.","Many spells, magic items, and feats create specific effects, and your character will be subject to effects caused by monsters, hazards, the environment, and other characters.","While a check might determine the overall impact or strength of an effect, a check is not always part of creating an effect. Casting a {@spell fly} spell on yourself creates an effect that allows you to soar through the air, but casting the spell does not require a check. Conversely, using the Intimidate skill to Demoralize a foe does require a check, and your result on that check determines the effect's outcome.","The following general rules are used to understand and apply effects.",{"type":"pf2-h3","page":455,"name":"Duration","entries":["Most effects are discrete, creating an instantaneous effect when you let the GM know what actions you are going to use. Firing a bow, moving to a new space, or taking something out of your pack all resolve instantly. Other effects instead last for a certain duration. Once the duration has elapsed, the effect ends. The rules generally use the following conventions for durations, though spells have some special durations detailed on pages 304–305.","For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. This is common for beneficial effects that target you or your allies. Detrimental effects often last \"until the end of the target's next turn\" or \"through\" a number of their turns (such as \"through the target's next 3 turns\"), which means that the effect's duration decreases at the end of the creature's turn, rather than the start.","Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the effects last until those conditions are met."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Range and Reach","entries":["Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a {@b range}—the maximum distance from the creature or object creating the effect in which the effect can occur.","Ranged and thrown weapons have a {@b range increment}.","Attacks with such weapons work normally up to that range. Attacks against targets beyond that range take a –2 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a –10 penalty after five additional range increments. Attacks beyond this range are not possible. For example, if you are using a shortbow, your attacks take no penalty against a target up to 60 feet away, a –2 penalty if a target is over 60 and up to 120 feet away, a –4 if a target is over 120 and up to 180 feet away, and so on, up to a maximum distance of 360 feet.","{@b Reach} is how far you can physically reach with your body or a weapon. Melee {@action Strike||Strikes} rely on reach. Your reach also creates an area around your space where other creatures could trigger your reactions. Your reach is typically 5 feet, but weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, an ogre has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach 3 squares diagonally, 25-foot reach can reach 4, and so on."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Targets","entries":["Some effects require you to choose specific targets.","Targeting can be difficult or impossible if your chosen creature is undetected by you, if the creature doesn't match restrictions on who you can target, or if some other ability prevents it from being targeted.","Some effects require a target to be willing. Only you can decide whether your PC is willing, and the GM decides whether an NPC is willing. Even if you or your character don't know what the effect is, such as if your character is unconscious, you still decide if you're willing.","Some effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you are trying to protect. You are not your own ally. If it isn't clear, the GM decides who counts as an ally or an enemy."],"source":"CRB"},{"type":"pf2-h3","page":456,"name":"Areas","entries":["Some effects occupy an area of a specified shape and size.","An area effect always has a point of origin and extends out from that point. There are four types of areas: emanations, bursts, cones, and lines. When you're playing in encounter mode and using a grid, areas are measured in the same way as movement (page 463), but areas' distances are never reduced or affected by {@quickref difficult terrain||3|terrain} or lesser cover (page 476). You can use the diagrams below as common reference templates for areas, rather than measuring squares each time. Many area effects describe only the effects on creatures in the area. The GM determines any effects to the environment and unattended objects.",{"type":"pf2-h4","page":456,"name":"Burst","entries":["A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius. For instance, when you cast {@spell fireball}, it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Cone","entries":["A cone shoots out from you in a quarter circle on the grid.","When you aim a cone, the first square of that cone must share an edge with your space if you're aiming orthogonally, or it must touch a corner of your space if you're aiming diagonally. If you're Large or larger, the first square can run along the edge of any square of your space. You can't aim a cone so that it overlaps your space. The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram. For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge.","If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or object's space instead of your own."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Emanation","entries":["An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the {@spell bless} spell's emanation radiates 5 or more feet outward from the caster. Because the sides of a creature's space are the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature. Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Line","entries":["A line shoots forth from you in a straight line in a direction of your choosing. The line affects each creature whose space it overlaps. Unless a line effect says otherwise, it is 5 feet wide. For example, the {@spell lightning bolt} spell's area is a 60-foot line that's 5 feet wide."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Effect","entries":["When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect's area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesn't matter for line of effect, nor do portcullises and other barriers that aren't totally solid. If you're unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call.","In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there's no line of effect between the origin of the area and the target, the effect doesn't apply to that target. For example, if there's a solid wall between the origin of a {@spell fireball} and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the {@spell fireball} and doesn't need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Sight","entries":["Some effects require you to have line of sight to your target. As long as you can precisely sense the area (as described in Perception on page 464) and it is not blocked by a solid barrier (as described in {@quickref Cover||3|Cover}), you have line of sight. An area of darkness prevents line of sight if you don't have {@ability darkvision}, but portcullises and other obstacles that aren't totally solid do not. If you're unsure whether a barrier is solid enough to block line of sight, usually a 1-foot-square gap is enough to maintain line of sight, though the GM makes the final call."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":468,"name":"Encounter Mode","entries":[{"type":"pf2-h2","page":468,"name":"Structure","entries":["An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence.","You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["When the GM calls for it, you'll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter's participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you'll roll initiative when you enter a battle.","Typically, you'll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you'd roll a {@skill Stealth} check. A social encounter could call for a {@skill Deception} or {@skill Diplomacy} check.","The GM rolls initiative for anyone other than the player characters in the encounter. If these include a number of identical creatures, the GM could roll once for the group as a whole and have them take their turns within the group in any order. However, this can make battles less predictable and more dangerous, so the GM might want to roll initiative for some or all creatures individually unless it's too much of a burden.","Unlike a typical check, where the result is compared to a DC, the results of initiative rolls are ranked. This ranking sets the order in which the encounter's participants act—the initiative order. The character with the highest result goes first. The second highest follows, and so on until whoever had the lowest result takes their turn last.","If your result is tied with a foe's result, the adversary goes first. If your result is tied with another PC's, you can decide between yourselves who goes first when you reach that place in the initiative order. After that, your places in the initiative order usually don't change during the encounter."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 2: Play a Round","entries":["A round begins when the participant with the highest initiative roll result starts their turn, and it ends when the one with the lowest initiative ends their turn. The process of taking a turn is detailed below. Creatures might also act outside their turns with reactions and free actions."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 3: Begin the Next Round","entries":["Once everyone in the encounter has taken a turn, the round is over and the next one begins. Don't roll initiative again; the new round proceeds in the same order as the previous one, repeating the cycle until the encounter ends."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 4: End the Encounter","entries":["When your foes are defeated, some sort of truce is reached, or some other event or circumstance ends the combat, the encounter is over. You and the other participants no longer follow the initiative order, and a more free-form style of play resumes, with the game typically moving into exploration mode. Sometimes at the end of an encounter, the GM will award Experience Points to the party or you'll find treasure to divvy up."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Turns","entries":["When it's your turn to act, you can use single actions ({@as 1}), short activities ({@as 2} and {@as 3}), reactions ([reaction]), and free actions ({@as f}). When you're finished, your turn ends and the character next in the initiative order begins their turn.","Sometimes it's important to note when during your turn something happens, so a turn is divided into three steps.",{"type":"pf2-h3","page":468,"name":"Step 1: Start Your Turn","entries":["Many things happen automatically at the start of your turn—it's a common point for tracking the passage of time for effects that last multiple rounds. At the start of each of your turns, take these steps in any order you choose:",{"type":"list","items":["If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn.","You can use 1 free action or reaction with a trigger of \"Your turn begins\" or something similar.","If you're {@condition dying}, roll a recovery check (page 459).","Do anything else that is specified to happen at the start of your turn."]},"The last step of starting your turn is always the same.",{"type":"list","items":["Regain your 3 actions and 1 reaction. If you haven't spent your reaction from your last turn, you lose it—you can't \"save\" actions or reactions from one turn to use during the next turn. If a condition prevents you from being able to act, you don't regain any actions or your reaction. Some abilities or conditions (such as {@condition quickened} and {@condition slowed}) can change how many actions you regain and whether you regain your reaction. If you lose actions and gain additional actions (such as if you're both {@condition quickened} and {@condition slowed}), you choose which actions to lose."]}],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 2: Act","entries":["You can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you can't use a single action in the middle of performing a 2-action activity. What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions below. Some effects might prevent you from acting. If you can't act, you can't use any actions, including reactions and free actions.","If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You can't, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn.","Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creature's turn begins. You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions."],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 3: End Your Turn","entries":["Once you've done all the things you want to do with the actions you have available, you reach the end of your turn.","Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order.",{"type":"list","items":["End any effects that last until the end of your turn. For example, spells with a sustained duration end at the end of your turn unless you used the {@action Sustain a Spell} action during your turn to extend them. Some effects caused by enemies might also last through a certain number of your turns, and you decrease the remaining duration by 1 during this step, ending the effect if its duration is reduced to 0.","If you have a {@condition Persistent Damage|CRB|persistent damage} condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the {@condition Persistent Damage|CRB|persistent damage}. You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the {@condition frightened} condition decreasing in severity. These take place after you've taken any {@condition Persistent Damage|CRB|persistent damage}, attempted flat checks to end the {@condition Persistent Damage|CRB|persistent damage}, and attempted saves against any afflictions.","You can use 1 free action or reaction with a trigger of \"Your turn ends\" or something similar.","Resolve anything else specified to happen at the end of your turn."]}],"source":"CRB"},{"type":"pf2-brown-box","page":469,"name":"TRACKING INITIATIVE","entries":["The GM keeps track of the initiative order for an encounter.","It's usually okay for the players to know this order, since they'll see who goes when and be aware of one another's results. However, the GM might want to conceal the names of adversaries the PCs have yet to identify.","Once the encounter's order is set, it's usually not necessary to track the original initiative numbers. The GM can create a simple list, use a series of cards or other indicators, or use a {@i Pathfinder Combat Pad}, which has magnetic markers to allow for easily rearranging the order.",{"type":"pf2-title","name":"Changing the Initiative Order"},"Any method used to track the initiative order needs to be flexible because the order can change. A creature can use the Delay basic action to change its place in the order, in which case you can erase it from the list or pull its marker aside until it reenters the initiative order. When a creature gets knocked out, its initiative order also changes (see Knocked Out and Dying on page 459). Using the Ready basic action doesn't change a creature's place in the initiative order, though, because the designated action becomes a reaction."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":469,"name":"Basic Actions","entries":["Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you'll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike.","Actions that are used less frequently but are still available to most creatures are presented in Specialty Basic Actions starting on page 472. These typically have requirements that not all characters are likely to meet, such as wielding a shield or having a burrow Speed.","In addition to the actions in these two sections, the actions for spellcasting can be found on pages 302–305, and the actions for using magic items appear on pages 531–534.","{@note To view all actions, please visit the {@filter Actions page.|actions||source=CRB}}",{"type":"pf2-brown-box","page":471,"name":"SPEAKING","entries":["As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a {@skill Deception} skill check to Lie, require spending actions and follow their own rules.","All speech has the {@trait auditory} trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is {@trait visual} instead of {@trait auditory}."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["Activities that take longer than a turn can't normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["Your reactions let you respond immediately to what's happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens.","Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone's turn (including your own), but only when its trigger occurs. If you don't use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn.","Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically.","One example of such a reaction is {@action Attack of Opportunity}, which {@class fighter||fighters} gain at 1st level.","This reaction lets you make a melee {@action Strike} if a creature within reach uses a {@trait manipulate} or {@trait move} action, makes a ranged attack, or leaves a square during a {@trait move} action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an {@action Attack of Opportunity} from a creature without reach and one with reach.","You'll notice this reaction allows you to use a modified basic action, a {@action Strike}. This follows the rules on subordinate actions found on page 462.","Because your {@action Attack of Opportunity} takes place outside of your turn, the attack roll doesn't incur a multiple attack penalty."],"source":"CRB"},{"type":"pf2-h2","page":473,"name":"Movement in Encounters","entries":["Your movement during encounter mode depends on the actions and other abilities you use. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed. Certain feats or magic items can grant you other movement types, allowing you to swiftly burrow, climb, fly, or swim (page 463).","When the rules refer to a \"movement cost\" or \"spending movement,\" they are describing how many feet of your Speed you must use to move from one point to another. Normally, movement costs 5 feet per square when you're moving on a grid, or it costs the number of feet you move if you're not using a grid. However, sometimes it's harder to move a certain distance due to {@quickref difficult terrain||3|terrain} or other factors. In such a case, you might have to spend a different amount of movement to move from one place to another.","For example, a form of movement might require 10 feet of movement to move 1 square, and moving through some types of terrain costs an extra 5 feet of movement per square.",{"type":"pf2-h3","page":473,"name":"Grid Movement","entries":["If an encounter involves combat, it's often a good idea to track the movement and relative position of the participants using a Pathfinder Flip-Mat, Flip-Tiles, or some other form of grid to display the terrain, and miniatures to represent the combatants. When a character moves on a grid, every 1-inch square of the play area is 5 feet across in the game world. Hence, a creature moving in a straight line spends 5 feet of its movement for every map square traveled.","Because moving diagonally covers more ground, you count that movement differently. The first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two. For example, as you move across 4 squares diagonally, you would count 5 feet, then 10, then 5, and then 10, for a total of 30 feet. You track your total diagonal movement across all your movement during your turn, but reset your count at the end of your turn."],"source":"CRB"},{"type":"pf2-h3","page":473,"name":"Size, Space, and Reach","entries":["Creatures and objects of different sizes occupy different amounts of space. The sizes and the spaces they each take up on a grid are listed in {@table Size and Reach||Table 9–1: Size and Reach}.","Table 9–1 also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). See page 455 for more about reach.","The Space entry lists how many feet on a side a creature's space is, so a Large creature fills a 10-foot-by-10-foot space (4 squares on the grid). Sometimes part of a creature extends beyond its space, such as if a giant octopus is grabbing you with its tentacles. In that case, the GM will usually allow attacking the extended portion, even if you can't reach the main creature. A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes can't usually share spaces except in situations like a character riding a mount. Rules for moving through other creatures' spaces appear below.",{"type":"data","tag":"table","source":"CRB","name":"Size and Reach"},"Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can occupy a space occupied by a larger creature as well, and if their reach is 0 feet, they must do so in order to attack."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Move Actions That Trigger Reactions","entries":["Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity. Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creature's reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but don't move out of a square, the trigger instead happens at the end of that action or ability.","Some actions, such as Step, specifically state they don't trigger reactions or free actions based on movement."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Moving Through a Creature's Space","entries":["You can move through the space of a willing creature. If you want to move through an unwilling creature's space, you can {@action Tumble Through} that creature's space using {@skill Acrobatics}. You can't end your turn in a square occupied by another creature, though you can end a move action in its square provided that you immediately use another move action to leave that square. If two creatures end up in the same square by accident, the GM determines which one is forced out of the square (or whether one falls prone).",{"type":"pf2-h4","page":474,"name":"Prone and Incapacitated Creatures","entries":["You can share a space with a prone creature if that creature is willing, unconscious, or dead and if it is your size or smaller. The GM might allow you to climb atop the corpse or unconscious body of a larger creature in some situations. A prone creature can't stand up while someone else occupies its space, but it can Crawl to a space where it's able to stand, or it can attempt to Shove the other creature out of the way."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Creatures of Different Sizes","entries":["In most cases, you can move through the space of a creature at least three sizes larger than you (Table 9-1). This means a Medium creature can move through the space of a Gargantuan creature and a Small creature can move through the space of a Huge creature. Likewise, a bigger creature can move through the space of a creature three sizes smaller than itself or smaller. You still can't end your movement in a space occupied by a creature.","Tiny creatures are an exception. They can move through creatures' spaces and can even end their movement there."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Objects","entries":["Because objects aren't as mobile as creatures are, they're more likely to fill a space. This means you can't always move through their spaces like you might move through a space occupied by a creature. You might be able to occupy the same square as a statue of your size, but not a wide column. The GM determines whether you can move into an object's square normally, whether special rules apply, or if you are unable to move into the square at all."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Forced Movement","entries":["When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions that are triggered by movement.","If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If you're pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way can't put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there's doubt on where forced movement can move a creature."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Terrain","entries":["Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.",{"type":"pf2-h4","page":475,"name":"Difficult Terrain","entries":["Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@b difficult terrain} (or moving 5 feet into or within an area of difficult terrain, if you're not using a grid) costs an extra 5 feet of movement.","Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. You can't Step into difficult terrain.","Movement you make while you are jumping ignores the terrain you're jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain. Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn't let you ignore greater difficult terrain unless the ability specifies otherwise."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Hazardous Terrain","entries":["Hazardous terrain damages you whenever you move through it. An acid pool and a pit of burning embers are both examples of hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Narrow Surfaces","entries":["A narrow surface is so precariously thin that you need to {@action Balance} or risk falling. Even on a success, you are {@condition flat-footed} on a narrow surface.","Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to {@action Balance}) or fall."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Uneven Ground","entries":["Uneven ground is an area unsteady enough that you need to {@action Balance} or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are {@condition flat-footed} on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to Balance) or fall prone."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Inclines","entries":["An incline is an area so steep that you need to {@action Climb} using the {@skill Athletics} skill in order to progress upward.","You're {@condition flat-footed} when {@action Climb||Climbing} an incline."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":477,"name":"Special Battles","entries":["Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.",{"type":"pf2-h3","page":478,"name":"Mounted Combat","entries":["You can ride some creatures into combat. As noted in the {@action Mount} specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the {@action Command an Animal} action (page 249) to get your mount to spend its actions. If you don't, the animal wastes its actions. If you have the Ride general feat, you succeed automatically when you {@action Command an Animal} that's your mount.","For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to {@action Command an Animal} and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.",{"type":"pf2-h4","page":478,"name":"Mounted Attacks","entries":["You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then {@action Command an Animal} to have your mount Strike, your mount's attack takes a –5 multiple attack penalty.","You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach."],"source":"CRB"},{"type":"pf2-h4","page":478,"name":"Mounted Defenses","entries":["When you're mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you're mounted if the mount would be in the way.","Because you can't move your body as freely while you're riding a mount, you take a –2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":478,"name":"THREE-DIMENSIONAL COMBAT","entries":["In aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods:",{"type":"list","items":["Find platforms to place flying creatures' miniatures on.","Set a die next to a creature with the number indicating how many squares up in the air it is.","Make a stack of dice or tokens, 1 per 5 feet of elevation.","Write the elevation next to the monster on the grid. In underwater combat, choose a plane to be the baseline, typically the waterline, the sea floor, or a stationary object you can measure from."]},"As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action (page 472) to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using {@skill Acrobatics} to Maneuver in Flight. Creatures might fall from the sky, using the falling rules found on page 463. At the GM's discretion, some ground-based actions might not work in the air. For instance, a flying creature couldn't Leap."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aquatic Combat","entries":["Use these rules for battles in water or underwater:",{"type":"list","items":["You're {@condition flat-footed} unless you have a swim Speed.","You gain resistance 5 to acid and fire.","You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.","Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.","You can't cast fire spells or use actions with the fire trait underwater.","At the GM's discretion, some ground-based actions might not work underwater or while floating."]},{"type":"pf2-h4","page":478,"name":"Drowning and Suffocating","entries":["You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.","When you run out of air, you fall {@condition unconscious} and start suffocating. You can't recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points)."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":479,"name":"Exploration Mode","entries":["Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you'll engage in an exploration activity, and you'll typically spend some time every day resting and making your daily preparations.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below.",{"type":"data","tag":"table","source":"CRB","name":"Travel Speed"},"The rates in Table 9 –2 assume traveling over flat and clear terrain at a determined pace, but one that's not exhausting.","Moving through {@quickref difficult terrain||3|terrain} halves the listed movement rate. {@quickref greater difficult terrain||3|terrain} reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress."],"source":"CRB"},{"type":"pf2-h2","page":479,"name":"Exploration Activities","entries":["While you're traveling and exploring, tell the GM what you'd generally like to do along the way. If you to do nothing more than make steady progress toward your goal, you move at the full travel speeds given in Table 9 –2.","When you want to do something other than simply travel, you describe what you are attempting to do. It isn't necessary to go into extreme detail, such as \"Using my dagger, I nudge the door so I can check for devious traps.\" Instead, \"I'm searching the area for hazards\" is sufficient. The GM finds the best exploration activity to match your description and describes the effects of that activity. Some exploration activities limit how fast you can travel and be effective.","These are most common exploration activities.",{"type":"pf2-brown-box","page":480,"name":"SKILL EXPLORATION ACTIVITIES","entries":["Chapter 4: Skills includes numerous additional exploration activities, which are summarized here.","{@b {@action Borrow an Arcane Spell}:} You use {@skill Arcana} to prepare a spell from someone else's spellbook (page 241).","{@b {@action Coerce}:} You use {@skill Intimidation} to threaten a creature so it does what you want (page 247).","{@b {@action Cover Tracks}:} You use {@skill Survival} to obscure your passing (page 252).","{@b {@action Decipher Writing}:} You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234).","{@b {@action Gather Information}:} You use {@skill Diplomacy} to canvass the area to learn about a specific individual or topic (page 246).","{@b {@action Identify Alchemy}:} You use Craft and alchemist's tools to identify an alchemical item (page 245).","{@b {@action Identify Magic}:} Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238).","{@b {@action Impersonate}:} You use {@skill Deception} and usually a disguise kit to create a disguise (page 245).","{@b {@action Learn a Spell}:} You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238).","{@b {@action Make an Impression}:} You use {@skill Diplomacy} to make a good impression on someone (page 246).","{@b {@action Repair}:} With a repair kit and the {@skill Crafting} skill, you fix a damaged item (page 243).","{@b {@action Sense Direction}:} You use {@skill Survival} to get a sense of where you are or determine the cardinal directions (page 252).","{@b {@action Squeeze}:} Using {@skill Acrobatics}, you squeeze though very tight spaces (page 241).","{@b {@action Track}:} You use {@skill Survival} to find and follow creatures' tracks (page 252).","{@b {@action Treat Wounds}:} You use {@skill Medicine} to treat a living creature's wounds (page 249)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":480,"name":"Rest and Daily Preparations","entries":["You perform at your best when you take enough time to rest and prepare. Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (page 453). Sleeping in armor results in poor rest that leaves you {@condition fatigued}. If you go more than 16 hours without resting, you become {@condition fatigued} (you cannot recover from this until you rest at least 6 continuous hours).","After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if you've rested, and only once per day. Preparing includes the following:",{"type":"list","items":["Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day.","Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset.","You don armor and equip weapons and other gear.","You invest up to 10 worn magic items to gain their benefits for the day."]}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":476,"name":"Flanking","entries":["When you and an ally are flanking a foe, it has a harder time defending against you. A creature is {@condition flat-footed} (taking a –2 circumstance penalty to AC) to melee attacks from creatures that are flanking it.","To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your {@trait reach} with that weapon for this purpose."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":444,"name":"Game Conventions","entries":["Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing.",{"type":"pf2-h3","name":"The GM Has the Final Say"},"If you're ever uncertain how to apply a rule, the GM decides.","Of course, Pathfinder is a game, so when adjudicating the rules, the GM is encouraged to listen to everyone's point of view and make a decision that is both fair and fun.",{"type":"pf2-h3","name":"Specific Overrides General"},"A core principle of Pathfinder is that specific rules override general ones. If two rules conflict, the more specific one takes precedence. If there's still ambiguity, the GM determines which rule to use. For example, the rules state that when attacking a concealed creature, you must attempt a DC {@flatDC 5} flat check to determine if you hit. Flat checks don't benefit from modifiers, bonuses, or penalties, but an ability that's specifically designed to overcome concealment might override and alter this. If a rule doesn't specify otherwise, default to the general rules presented in this chapter. While some special rules may also state the normal rules to provide context, you should always default to the normal rules even if effects don't specifically say to.",{"type":"pf2-h3","name":"Rounding"},"You may need to calculate a fraction of a value, like halving damage. Always round down unless otherwise specified.","For example, if a spell deals 7 damage and a creature takes half damage from it, that creature takes 3 damage.",{"type":"pf2-h3","name":"Multiplying"},"When more than one effect would multiply the same number, don't multiply more than once. Instead, combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value. For instance, if one ability doubled the duration of one of your spells and another one doubled the duration of the same spell, you would triple the duration, not quadruple it.",{"type":"pf2-h3","name":"Duplicate Effects"},"When you're affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using {@spell mage armor} and then cast it again, you'd still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage.",{"type":"pf2-h3","name":"Ambiguous Rules"},"Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn't work as intended, work with your group to find a good solution, rather than just playing with the rule as printed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Hero Points","entries":["Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.","The GM is in charge of awarding Hero Points (guidelines for doing so can be found {@quickref here||4|rewards|1}).","Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.","You can spend your Hero Points in one of two ways.","Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.",{"type":"list","items":["{@b Spend 1 Hero Point} to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on a check).","{@b Spend all your Hero Points} (minimum 1) to avoid death. You can do this when your {@condition dying} condition would increase. You lose the {@condition dying} condition entirely and stabilize with 0 Hit Points. You don't gain the {@condition wounded} condition or increase its value from losing the {@condition dying} condition in this way, but if you already had that condition, you don't lose it or decrease its value."]},{"type":"pf2-h3","page":467,"name":"Describing Heroic Deeds","entries":["Because spending Hero Points reflects heroic deeds or tasks that surpass normal expectations, if you spend a Hero Point, you should describe the deed or task your character accomplishes with it to the other players.","Your character's deed might invoke a lesson learned in a past adventure, could be spurred by a determination to save someone else, or might depend on an item that ended up on their person due to a previous exploit. If you don't want to describe the deed or don't have any strong ideas about how to do so, ask the GM to come up with something for you. This can be a collaborative process, too. The GM might remind you of a long-forgotten event in the campaign, and all you have to do is fill in how that event comes to mind just at the right time, motivating you to push past your limits."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":459,"name":"Hit Points, Healing, and Dying","entries":["All creatures and objects have Hit Points (HP). Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your class, and any you gain from other sources (like the Toughness general feat). When you take damage, you reduce your current Hit Points by a number equal to the damage dealt.","Some spells, items, and other effects, as well as simply resting, can heal living or undead creatures. When you are healed, you regain Hit Points equal to the amount healed, up to your maximum Hit Points.",{"type":"pf2-h3","page":459,"name":"Knocked Out and Dying","entries":["Creatures cannot be reduced to fewer than 0 Hit Points.","When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out for a significant amount of time (usually 1 minute or more). When undead and construct creatures reach 0 Hit Points, they are destroyed.","Player characters, their companions, and other significant characters and creatures don't automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GM's discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well.","As a player character, when you are reduced to 0 Hit Points, you're knocked out with the following effects:",{"type":"list","items":["You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.","You gain the {@condition dying 1} condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying 2} condition instead. If you have the {@condition wounded} condition (page 460), increase your {@condition dying} value by an amount equal to your {@condition wounded} value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you are instead unconscious with 0 Hit Points."]},{"type":"pf2-h4","page":459,"name":"Taking Damage while Dying","entries":["If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker's critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Recovery Checks","entries":["When you're dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows.",{"type":"successDegree","entries":{"Critical Success":"Your {@condition dying} value is reduced by 2.","Success":"Your {@condition dying} value is reduced by 1.","Failure":"Your {@condition dying} value increases by 1.","Critical Failure":"Your {@condition dying} value increases by 2."}}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Conditions Related to Death and Dying","entries":["To understand the rules for getting knocked out and how dying works in the game, you'll need some more information on the conditions used in those rules.","Presented below are the rules for the {@condition dying}, {@condition unconscious}, wounded, and doomed conditions.",{"type":"pf2-h4","page":459,"name":"Dying","entries":["You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Dying always includes a value. If this value ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse.","If you lose the {@condition dying} condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described on page 460. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition."],"source":"CRB"},{"type":"pf2-h4","page":459,"name":"Unconscious","entries":["You're sleeping, or you've been knocked out. You can't act.","You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and {@condition flat-footed} conditions.","When you gain this condition, you fall {@condition prone} and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't.","{@b If you're {@condition unconscious} because you're {@condition dying}}, you can't wake up as long as you have 0 Hit Points. If you're restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.","If you are {@condition unconscious} and at 0 Hit Points, but not {@b dying}, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.","If you're {@condition unconscious} and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways.","Each causes you to lose the {@condition unconscious} condition.",{"type":"list","items":["You take damage, provided the damage doesn't reduce you to 0 Hit Points. (If the damage reduces you to 0 Hit Points, you remain {@condition unconscious} and gain the {@condition dying} condition as normal.)","You receive healing, other than the natural healing you get from resting.","Someone nudges or shakes you awake using an Interact action.","Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their {@skill Stealth} DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.","If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest."]}],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Wounded","entries":["You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn't already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition's value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes."],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Doomed","entries":["Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were {@condition doomed 1}, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed.","Your {@condition doomed} value decreases by 1 each time you get a full night's rest."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Death","entries":["After you die, you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@ritual resurrect} ritual or the {@spell raise dead} spell."],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Heroic Recovery","entries":["If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value. You lose the dying condition and become conscious. You do not gain the wounded condition (or increase its value) when you perform a heroic recovery."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Death Effects and Instant Death","entries":["Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve negative energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Massive Damage","entries":["You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Temporary Hit Points","entries":["Some spells or abilities give you temporary Hit Points.","Track these separately from your current and maximum Hit Points; when you take damage, reduce your temporary Hit Points first. Most temporary Hit Points last for a limited duration. You can't regain lost temporary Hit Points through healing, but you can gain more via other abilities. You can have temporary Hit Points from only one source at a time. If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Fast Healing and Regeneration","entries":["A creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Items and Hit Points","entries":["Items have Hit Points like creatures, but the rules for damaging them are different (page 272). An item has a Hardness statistic that reduces damage the item takes by that amount. The item then takes any damage left over. If an item is reduced to 0 HP, it's destroyed. An item also has a Broken Threshold. If its HP are reduced to this amount or lower, it's broken, meaning it can't be used for its normal function and it doesn't grant bonuses. Damaging an unattended item usually requires attacking it directly, and can be difficult due to that item's Hardness and immunities. You usually can't attack an attended object (one on a creature's person)."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Making Choices","entries":["Pathfinder is a game where your choices determine the story's direction. Throughout the game, the GM describes what's happening in the world and then asks the players, \"So what do you do?\" Exactly what you choose to do, and how the GM responds to those choices, builds a unique story experience. Every game is different, because you'll rarely, if ever, make the same decisions as another group of players.","This is true for the GM as well—two GMs running the exact same adventure will put different emphasis and flourishes on the way they present each scenario and encounter.","Often, your choices have no immediate risk or consequences. If you're traveling along a forest path and come across a fork in the trail, the GM will ask, \"Which way do you go?\" You might choose to take the right fork or the left. You could also choose to leave the trail, or just go back to town. Once your choice is made, the GM tells you what happens next. Down the line, that choice may impact what you encounter later in the game, but in many cases nothing dangerous happens immediately.","But sometimes what happens as a result of your choices is less than certain. In those cases, you'll attempt a check."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":463,"name":"Movement","entries":["Your movement and position determine how you can interact with the world. Moving around in exploration and downtime modes is relatively fluid and free form.","Movement in encounter mode, by contrast, is governed by rules explained in Movement in Encounters (page 473). The rules below apply regardless of which mode you're playing in.",{"type":"pf2-h3","page":463,"name":"Movement Types","entries":["Creatures in Pathfinder soar through the clouds, scale sheer cliffs, and tunnel underfoot. Most creatures have a Speed, which is how fast they can move across the ground. Some abilities give you different ways to move, such as through the air or underground.","Each of these special movement types has its own Speed value. Many creatures have these Speeds naturally. The various types of movement are listed below. Since the Stride action can be used only with your normal Speed, moving using one of these movement types requires using a special action, and you can't Step while using one of these movement types. Since Speed by itself refers to your land Speed, rules text concerning these special movement types specifies the movement types to which it applies. Even though Speeds aren't checks, they can have item, circumstance, and status bonuses and penalties. These can't reduce your Speeds below 5 feet unless stated otherwise.","Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet.",{"type":"pf2-h4","page":463,"name":"Speed","entries":["Most characters and monsters have a speed statistic—also called land Speed—which indicates how quickly they can move across the ground. When you use the Stride action, you move a number of feet equal to your Speed. Numerous other abilities also allow you to move, from Crawling to Leaping, and most of them are based on your Speed in some way. Whenever a rule mentions your Speed without specifying a type, it's referring to your land Speed."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Burrow Speed","entries":["A burrow Speed lets you tunnel through the ground. You can use the {@action Burrow} action if you have a burrow Speed. Burrowing doesn't normally leave behind a tunnel unless the ability specifically states that it does. Most creatures need to hold their breath when burrowing, and they may need tremorsense (page 465) to navigate with any accuracy."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Climb Speed","entries":["A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt {@skill Athletics} checks to Climb, you automatically succeed and move up to your climb Speed instead of the listed distance.","You might still have to attempt {@skill Athletics} checks to Climb in hazardous conditions, to Climb extremely difficult surfaces, or to cross horizontal planes such as ceilings. You can also choose to roll an {@skill Athletics} check to Climb rather than accept an automatic success in hopes of getting a critical success. Your climb Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to Climb.","If you have a climb Speed, you're not {@condition flat-footed} while climbing."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Fly Speed","entries":["As long as you have a fly Speed, you can use the {@action Fly} and {@action Arrest a Fall} actions. You can also attempt to {@action Maneuver in Flight} if you're trained in the {@skill Acrobatics} skill.","Wind conditions can affect how you use the {@action Fly} action. In general, moving against the wind uses the same rules as moving through {@quickref difficult terrain||3|terrain} (or {@quickref greater difficult terrain||3|terrain}, if you're also flying upward), and moving with the wind allows you to move 10 feet for every 5 feet of movement you spend (not cumulative with moving straight downward). For more information on spending movement, see Movement in Encounters on page 473.","Upward and downward movement are both relative to the gravity in your area; if you're in a place with zero gravity, moving up or down is no different from moving horizontally."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Swim Speed","entries":["With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting {@skill Athletics} checks to {@action Swim}, you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through {@quickref difficult terrain||3|terrain}.","You might still have to attempt checks to {@action Swim} in hazardous conditions or to cross turbulent water. You can also choose to roll an {@skill Athletics} check to {@action Swim} rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to {@action Swim}.","Having a swim Speed doesn't necessarily mean you can breathe in water, so you might still have to hold your breath if you're underwater to avoid {@quickref drowning||3|drowning and suffocating}."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":463,"name":"Falling","entries":["When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land prone. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter.","You can Grab an Edge as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can't be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).",{"type":"pf2-h4","page":464,"name":"Falling on a Creature","entries":["If you land on a creature, that creature must attempt a DC 15 Reflex save. Landing exactly on a creature after a long fall is almost impossible.",{"type":"successDegree","entries":{"Critical Success":"The creature takes no damage.","Success":"The creature takes bludgeoning damage equal to one-quarter the falling damage you took.","Failure":"The creature takes bludgeoning damage equal to half the falling damage you took.","Critical Failure":"The creature takes the same amount of bludgeoning damage you took from the fall."}}],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Falling Objects","entries":["A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Overriding Conditions","entries":["Some conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition's duration continues to elapse, and it might run out while suppressed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":464,"name":"Perception","entries":["Your Perception measures your ability to notice things, search for what's hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and it's also used for the {@action Seek} action.","The rules for rolling a Perception check are found on page 448. The rules below describe the effects of light and visibility on your specific senses to perceive the world, as well as the rules for sensing and locating creatures with Perception.",{"type":"pf2-h3","page":464,"name":"Light","data":{"quickrefIndex":true},"entries":["The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.",{"type":"pf2-h4","page":464,"name":"Bright Light","data":{"quickrefIndex":true},"entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are {@condition dazzled} or {@condition blinded} by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","data":{"quickrefIndex":true},"entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision}, or a {@quickref precise sense|CRB|3|precise sense|0} other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","data":{"quickrefIndex":true},"entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a {@quickref precise sense|CRB|3|precise sense|0} other than vision. A creature without {@ability darkvision} or another means of perceiving in darkness has the {@condition blinded} condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you {@condition dazzled} for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","data":{"quickrefIndex":true},"entries":["The ways a creature can use {@skill Perception} depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.",{"type":"pf2-h4","page":464,"name":"Precise Senses","data":{"quickrefIndex":true},"entries":["Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","data":{"quickrefIndex":true},"entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a {@quickref precise sense|CRB|3|precise sense|0} can. You can usually sense a creature automatically with an imprecise sense, but it has the {@condition hidden} condition instead of the {@condition observed} condition. It might be {@condition undetected} by you if it's using {@skill Stealth} or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the {@action Seek} basic action to detect the creature. At best, an imprecise sense can be used to make an {@condition undetected} creature (or one you didn't even know was there) merely {@condition hidden}—it can't make the creature {@condition observed}."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","data":{"quickrefIndex":true},"entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an {@condition unnoticed} creature, making it {@condition undetected}. Even then, the vague sense isn't sufficient to make the creature {@condition hidden} or {@condition observed}.","When one creature might detect another, the GM almost always uses the most {@quickref precise sense|CRB|3|precise sense|0} available.","Pathfinder's rules assume that a given creature has vision as its only {@quickref precise sense|CRB|3|precise sense|0} and hearing as its only {@quickref imprecise sense|CRB|3|imprecise sense|0}. Some characters and creatures, however, have {@quickref precise|CRB|3|precise sense|0} or {@quickref imprecise senses|CRB|3|imprecise sense|0} that don't match this assumption. For instance, a character with poor vision might treat that sense as {@quickref imprecise|CRB|3|imprecise sense|0}, an animal with the {@ability scent} ability can use its sense of smell as an {@quickref imprecise sense|CRB|3|imprecise sense|0}, and a creature with echolocation or a similar ability can use hearing as a {@quickref precise|CRB|3|precise sense|0} sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","data":{"quickrefIndex":true},"entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in {@quickref Detecting Creatures|CRB|3|Detecting Creatures|0} below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).","If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable {@skill Stealth} action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.","In some cases, rolling a Dexterity-based {@skill Stealth} skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the {@skill Stealth} check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check."],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Detecting Creatures","data":{"quickrefIndex":true},"entries":["There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the {@pf2etools Conditions|conditions.html} page.","With the exception of {@condition invisible}, these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.","Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has {@ability darkvision}.","You can attempt to avoid detection by using the {@skill Stealth} skill to {@action Avoid Notice}, {@action Hide}, or {@action Sneak}, or by using {@skill Deception} to {@action Create a Diversion}.",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either {@condition hidden}, {@condition undetected}, or {@condition unnoticed}, and you'll need to factor in the targeting restrictions. Even if a creature is {@condition observed}, it might still be {@condition concealed}."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 11} flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition undetected} creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a {@condition hidden} creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["When the chance something will happen or fail to happen is based purely on chance, you'll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks' DCs; most such effects affect only certain types of flat checks.","If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["Sometimes you as the player shouldn't know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn't reveal the result. Instead, the GM simply describes the information or effects determined by the check's result. If you don't know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can't use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with {@action Recall Knowledge} or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they'll apply the ability to the check.","The GM can choose to make any check secret, even if it's not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["While most checks follow these basic rules, it's useful to know about a few specific types of checks, how they're used, and how they differ from one another.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the {@trait finesse} trait, then you can use your Dexterity modifier instead.",{"type":"pf2-inset","entries":["Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a {@trait finesse} weapon) + proficiency bonus + other bonuses + penalties"]},"{@b Ranged attack rolls} use Dexterity as their ability modifier.",{"type":"pf2-inset","entries":["Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"When attacking with a weapon, whether melee or ranged, you add your proficiency bonus for the weapon you're using. Your class determines your proficiency rank for various weapons. Sometimes, you'll have different proficiency ranks for different weapons. For instance, at 5th level, a fighter gains the weapon mastery class feature, which grants master proficiency with the simple and martial weapons of one weapon group, expert proficiency with advanced weapons of that group and other simple and martial weapons, and trained proficiency in all other advanced weapons.","The bonuses you might apply to attack rolls can come from a variety of sources. Circumstance bonuses can come from the aid of an ally or a beneficial situation. Status bonuses are typically granted by spells and other magical aids. The item bonus to attack rolls comes from magic weapons—notably, a weapon's potency rune (page 580).","Penalties to attack rolls come from situations and effects as well. Circumstance penalties come from risky tactics or detrimental circumstances, status penalties come from spells and magic working against you, and item penalties occur when you use a shoddy item (page 273). When making attack rolls, two main types of untyped penalties are likely to apply. The first is the multiple attack penalty, and the second is the range penalty. The first applies anytime you make more than one attack action during the course of your turn, and the other applies only with ranged or thrown weapons. Both are described below.",{"type":"pf2-h4","page":446,"name":"Multiple Attack Penalty","entries":["The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an {@trait attack} action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the {@trait attack} trait counts toward your multiple attack penalty, including {@action Strike||Strikes}, spell attack rolls, certain skill actions like {@action Shove}, and many others.","Some weapons and abilities reduce multiple attack penalties, such as {@trait agile} weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Attack","Multiple Attack Penalty","Agile"],["First","None","None"],["Second","–5","–4"],["Third or subsequent","–10","–8"]]},"Always calculate your multiple attack penalty for the weapon you're using on that attack. For example, let's say you're wielding a {@item longsword} in one hand and a {@item shortsword} (which has the {@trait agile} trait) in your other hand, and you are going to make three {@action Strike||Strikes} with these weapons during the course of your turn. The first {@action Strike} you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a –5 penalty if you use the {@item longsword} or a –4 penalty if you use the {@item shortsword}.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular {@action Strike}. It would be a –10 penalty with the {@item longsword} and a –8 penalty with the {@item shortsword}, no matter what weapon you used for your previous {@action Strike||Strikes}.","The multiple attack penalty applies only during your turn, so you don't have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else's turn.",{"type":"pf2-h4","page":446,"name":"Range Penalty","entries":["Ranged and thrown weapons each have a listed range increment, and attacks with them grow less accurate against targets farther away (range and range increments are covered in depth on page 279). As long as your target is at or within the listed range increment, also called the first range increment, you take no penalty to the attack roll. If you're attacking beyond that range increment, you take a –2 penalty for each additional increment beyond the first.","You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target.","For example, the range increment of a crossbow is 120 feet. If you are shooting at a target no farther away than that distance, you take no penalty due to range. If they're beyond 120 feet but no more than 240 feet away, you take a –2 penalty due to range. If they're beyond 240 feet but no more than 360 feet away, you take a –4 penalty due to range, and so on, until you reach the last range increment: beyond 600 feet but no more than 720 feet away, where you take a –10 penalty due to range."],"source":"CRB"},{"type":"pf2-h4","page":447,"name":"Armor Class","entries":["Attack rolls are compared to a special difficulty class called an {@b Armor Class} ({@b AC}), which measures how hard it is for your foes to hit you with {@action Strike||Strikes} and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you.","Armor Class is calculated using the following formula.",{"type":"pf2-inset","entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"]},"Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.","Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor.","Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} is an action that has the move trait and that allows you to move a number of feet up to your Speed.","You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet.","{@b {@action Strike}} is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist).","If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks.","Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments.","Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are {@action Strike||Strikes}, special attacks like the Grapple action of the {@skill Athletics} skill, or spell attack rolls."],"source":"CRB"},{"type":"pf2-h3","page":447,"name":"Spell Attack Rolls","entries":["If you cast spells, you might be able to make a spell attack roll. These rolls are usually made when a spell makes an attack against a creature's AC.","The ability modifier for a spell attack roll depends on how you gained access to your spells. If your class grants you spellcasting, use your key ability modifier. Innate spells use your Charisma modifier unless the ability that granted them states otherwise. Focus spells and other sources of spells specify which ability modifier you use for spell attack rolls in the ability that granted them. If you have spells from multiple sources or traditions, you might use different ability modifiers for spell attack rolls for these different sources of spells. For example, a dwarf cleric with the Stonewalker ancestry feat would use her Charisma modifier when casting {@spell meld into stone} from that feat, since it's a divine innate spell, but she would use her Wisdom modifier when casting {@spell heal} and other spells using her cleric divine spellcasting.","Determine the spell attack roll with the following formula.",{"type":"pf2-inset","entries":["Spell attack roll result = d20 roll + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]},"If you have the ability to cast spells, you'll have a proficiency rank for your spell attack rolls, so you'll always add a proficiency bonus. Like your ability modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty.","Many times, instead of requiring you to make a spell attack roll, the spells you cast will require those within the area or targeted by the spell to attempt a saving throw against your {@b Spell DC} to determine how the spell affects them.","Your spell DC is calculated using the following formula.",{"type":"pf2-inset","entries":["Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Perception","entries":["Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature's senses (described on page 464). Whenever you need to attempt a check based on your awareness, you'll attempt a Perception check.","Your Perception uses your Wisdom modifier, so you'll use the following formula when attempting a Perception check.",{"type":"pf2-inset","entries":["Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments, and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, a fine spyglass grants a +1 item bonus to Perception when attempting to see something a long distance away. Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception.","Many abilities are compared to your {@b Perception DC} to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier.",{"type":"pf2-h4","page":448,"name":"Perception for Initiative","entries":["Often, you'll roll a Perception check to determine your order in initiative. When you do this, instead of comparing the result against a DC, everyone in the encounter will compare their results. The creature with the highest result acts first, the creature with the second-highest result goes second, and so on. Sometimes you may be called on to roll a skill check for initiative instead, but you'll compare results just as if you had rolled Perception. The full rules for initiative are found in the rules for encounter mode on page 468."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Saving Throws","entries":["There are three types of saving throws: Fortitude saves, Reflex saves, and Will saves. In all cases, saving throws measure your ability to shrug off harmful effects in the form of afflictions, damage, or conditions. You'll always add a proficiency bonus to each save. Your class might give a different proficiency to each save, but you'll be trained at minimum. Some circumstances and spells might give you circumstance or status bonuses to saves, and you might find {@item resilient} armor or other magic items that give an item bonus.","{@b Fortitude saving throws} allow you to reduce the effects of abilities and afflictions that can debilitate the body.","They use your Constitution modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties"]},"{@b Reflex saving throws} measure how well you can respond quickly to a situation and how gracefully you can avoid effects that have been thrown at you. They use your Dexterity modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"{@b Will saving throws} measure how well you can resist attacks to your mind and spirit. They use your Wisdom modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Will save result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Sometimes you'll need to know your DC for a given saving throw. The DC for a saving throw is 10 + the total modifier for that saving throw.","Most of the time, when you attempt a saving throw, you don't have to use your actions or your reaction. You don't even need to be able to act to attempt saving throws. However, in some special cases you might have to take an action to attempt a save. For instance, you can try to recover from the sickened condition by spending an action to attempt a Fortitude save.",{"type":"pf2-h4","page":449,"name":"Basic Saving Throws","entries":["Sometimes you will be called on to attempt a basic saving throw. This type of saving throw works just like any other saving throw—the \"basic\" part refers to the effects.","For a basic save, you'll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you would any other saving throw. Then one of the following outcomes applies based on your degree of success—no matter what caused the saving throw.",{"type":"successDegree","entries":{"Critical Success":"You take no damage from the spell, hazard, or effect that caused you to attempt the save.","Success":"You take half the listed damage from the effect.","Failure":"You take the full damage listed from the effect.","Critical Failure":"You take double the listed damage from the effect."}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":449,"name":"FORTUNE AND MISFORTUNE EFFECTS","entries":["Fortune and misfortune effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and use the higher result, or force you to roll twice and use the lower result.","You can never have more than one fortune and more than one misfortune effect come into play on a single roll. For instance, if an effect lets you roll twice and use the higher roll, you can't then use Halfling Luck (a fortune effect) to reroll if you fail. If multiple fortune effects would apply, you have to pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it.","If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally."],"source":"CRB"},{"type":"pf2-h3","page":449,"name":"Skill Checks","entries":["Pathfinder has a variety of skills, from {@skill Athletics} to {@skill Medicine} to {@skill Occultism}. Each grants you a set of related actions that rely on you rolling a skill check. Each skill has a key ability score, based on the scope of the skill in question. For instance, {@skill Athletics} deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. {@skill Medicine} deals with the ability to diagnose and treat wounds and ailments, so its key ability score is Wisdom. The key ability score for each skill is listed in Chapter 4: Skills. No matter which skill you're using, you calculate a check for it using the following formula.",{"type":"pf2-inset","entries":["Skill check result = d20 roll + modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties"]},"You're unlikely to be trained in every skill. When using a skill in which you're untrained, your proficiency bonus is +0; otherwise, it equals your level plus 2 for trained, or higher once you become expert or better. The proficiency rank is specific to the skill you're using. Aid from another character or some other beneficial situation may grant you a circumstance bonus. A status bonus might come from a helpful spell or magical effect. Sometimes tools related to the skill grant you an item bonus to your skill checks. Conversely, unfavorable situations might give you a circumstance penalty to your skill check, while harmful spells, magic, or conditions might also impose a status penalty. Using shoddy or makeshift tools might cause you to take an item penalty. Sometimes a skill action can be an attack, and in these cases, the skill check might take a multiple attack penalty, as described on page 446.","When an ability calls for you to use the DC for a specific skill, you can calculate it by adding 10 + your total modifier for that skill."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Notating Total Modifiers","entries":["When creating your character and adventuring you'll record the total modifier for various important checks on your character sheet. Since many bonuses and penalties are due to the immediate circumstances, spells, and other temporary magical effects, you typically won't apply them to your notations.","Item bonuses and penalties are often more persistent, so you will often want to record them ahead of time. For instance, if you are using a weapon with a {@item +1 weapon potency} rune, you'll want to add the +1 item bonus to your notation for your attack rolls with that weapon, since you will include that bonus every time you attack with that weapon. But if you have a fine spyglass, you wouldn't add its item bonus to your Perception check notation, since you gain that bonus only if you are using sight—and the spyglass!—to see long distances."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","name":"Difficulty Classes","page":503,"alias":["DCs"],"entries":[{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to {@action Recall Knowledge}, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"type":"data","tag":"table","name":"Simple DCs","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Level-Based DCs","entries":["When you're determining a skill DC based on something that has a level, use Table 10–5 to set the DC. Find the level of the subject, and assign the corresponding DC. Since spells use a 1–10 scale, use the Spell Level column for them.","Use these DCs when a PC needs to Identify a Spell or {@action Recall Knowledge} about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!","Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.",{"type":"data","tag":"table","name":"DCs by Level","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Adjusting Difficulty","entries":["You might decide a DC should differ from the baseline, whether to account for PCs' areas of expertise or to represent the rarity of spells or items. A DC adjustment represents an essential difference in the difficulty of a task and applies to anyone attempting a specific check for it.","Adjustments happen most often with tasks whose DCs are based on their level. Adjustments use a scale of –10 to +10, from incredibly easy checks to incredibly hard ones, and are broken into increments of 2, 5, and 10.","You'll often apply the adjustments for uncommon, rare, or unique subjects.",{"type":"data","tag":"table","name":"DC Adjustments","source":"CRB"},"The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.","You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an {@skill Occultism} check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using {@skill Arcana} and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.",{"type":"pf2-h3","page":504,"name":"Group Attempts","entries":["The DCs in this chapter give an individual character a strong and increasing chance of success if they have some proficiency. On occasion, though, you'll have a task that only one person in the group needs to succeed at, but that everyone can attempt. The number of dice being rolled means that there's a very high chance at least one of them will succeed. Most of the time, that's perfectly fine, but sometimes you'll want the task to be a challenge, with some uncertainty as to whether the party can succeed. In these cases, make the check very hard, or incredibly hard if you want it to be particularly difficult or at high levels.","At these DCs, most of the party will probably fail, but someone will probably still succeed, likely a character who has heavily invested in the given skill, as is expected for specialized characters."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Minimum Proficiency","entries":["Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of {@skill Thievery}. A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in {@skill Arcana} to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!","For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Specific Actions","entries":["Several parts of this book, most notably Chapter 4: Skills, state that you as the GM set the DCs for certain checks or determine other parameters. Here are guidelines for the most common tasks. Remember that all of these are guidelines, and you can adjust them as necessary to suit the situation.",{"type":"pf2-h3","page":504,"name":"Craft","entries":["When a character Crafts an item, use the item's level to determine the DC, applying the adjustments from Table 10–6 for the item's rarity if it's not common. You might also apply the easy DC adjustment for an item the crafter has made before. Repairing an item usually uses the DC of the item's level with no adjustments, though you might adjust the DC to be more difficult for an item of a higher level than the character can Craft."],"source":"CRB"},{"type":"pf2-h3","page":504,"name":"Earn Income","entries":["You set the task level when someone tries to Earn Income.","The highest-level task available is usually the same as the level of the settlement where the character is located. If you don't know the settlement's level, it's usually 0–1 for a village, 2–4 for a town, or 5–7 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for {@skill Performance}, and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore.","Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 10–5. You might adjust the DC to be more difficult if there's inclement weather during an outdoor job, a rowdy audience for a performance, or the like."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Gather Information","entries":["To set the DC to Gather Information, use a simple DC representing the availability of information about the subject. Adjust the DC upward if the PC Gathering Information seeks in-depth information. For example, if a character wants to Gather Information about a visiting caravan, you might decide that a common person wouldn't know much about it, but any merchant or guard would, so learning basic facts uses the simple DC for trained proficiency. A caravan leader's name is superficial, so discovering it might be DC 15 (the simple trained DC in Table 10–4). Learning the identity of the leader's employers, however, might be DC 20 if the employers are more obscure."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Identify Magic or Learn a Spell","entries":["The DC to {@action Identify Magic} or {@action Learn a Spell} is usually the DC listed in Table 10–5 for the spell or item's level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Recall Knowledge","entries":["On most topics, you can use simple DCs for checks to {@action Recall Knowledge}. For a check about a specific creature, trap, or other subject with a level, use a {@quickref level-based DCs||4|level-based dcs} (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.",{"type":"pf2-h4","page":505,"name":"Alternative Skills","entries":["As noted in the action's description, a character might attempt to {@action Recall Knowledge} using a different skill than the ones listed as the default options. If the skill is highly applicable, like using {@skill Medicine} to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in {@quickref Adjusting Difficulty||4|Adjusting Difficulty}."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Additional Knowledge","entries":["Sometimes a character might want to follow up on a check to {@action Recall Knowledge}, rolling another check to discover more information. After a success, further uses of {@action Recall Knowledge} can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Creature Identification","entries":["A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions.","The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use {@skill Occultism} to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).",{"type":"data","tag":"table","name":"Creature Identification Skills","source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":506,"name":"DETERMINING THE SCOPE OF LORE","entries":["{@skill Lore} skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which {@skill Lore} subcategories are acceptable for characters to select. A {@skill Lore} subcategory represents a narrow focus, and thus it shouldn't replace all or even most of an entire skill, nor should it convey vast swaths of information. For example, a single {@skill Lore} subcategory doesn't cover all religions—that's covered by the {@skill Religion} skill—but a character could have a {@skill Lore} subcategory that covers a single deity. One {@skill Lore} subcategory won't cover an entire country or all of history, but it could cover a city, an ancient civilization, or one aspect of a modern country, like Taldan History {@skill Lore}. A single {@skill Lore} subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Sense Direction","entries":["Pick the most appropriate simple DC when someone uses {@skill Survival} to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Social Skills","entries":["When a character uses {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance} to influence or impress someone whose level or Will DC you don't know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don't worry about being exact. It often makes sense to adjust the DC based on the target's attitude for {@skill Deception}, {@skill Diplomacy}, or {@skill Performance}, making the DC easy for a friendly creature, very easy for a helpful one, hard for an unfriendly one, or very hard for a hostile one. You might adjust the DC further or differently based on the PC's goal; for instance, the DC to Request something an indifferent NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Subsist","entries":["A simple DC is usually sufficient for the Subsist action, with a trained DC for a typical situation. Use the disposition of the environment or city as a guide; an environment with scarce resources or a city with little tolerance for transience might require an expert or higher DC."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Track","entries":["Often when a PC uses {@skill Survival} to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their {@skill Survival} DC as the DC to Track."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Train an Animal","entries":["Train Animal (page 268) allows PCs to teach animals tricks. Use the level of the animal as the baseline; you can adjust the DC up if the trick is especially difficult, or down if the animal is especially domesticated, like a dog."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":120,"name":"Drugs","entries":["Drugs offer short-term benefits with harmful side effects and long-term consequences. These short-term benefits, such as euphoria, draw many to drugs, but addiction keeps users hooked long after their first dose. A character can voluntarily fail their initial save against a drug, but for each dose they consume, they must attempt a saving throw against addiction, a disease that represents cravings and withdrawal. Addiction is unique to each drug, so a character can be affected by multiple instances of addiction at once.","Certain drugs alter how addiction works for that drug, adding the {@trait virulent} trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction.",{"type":"data","tag":"disease","data":{"source":"GMG","page":120,"name":"Addiction","level":", level varies","type":"disease","entries":["Track the maximum stage you reach with each drug's addiction. This maximum stage is separate from your current addiction stage for the drug. The maximum stage can't be reduced, even if you fully remove the disease. When you take the drug, two things happen: you attempt a saving throw against addiction, and you suppress the effects of addiction for 1 day. Failing a save against addiction caused by taking the drug causes you to go to 1 stage higher than the maximum stage you had previously reached (2 stages higher on a critical failure). If you're currently suffering from addiction when you attempt a save from taking the drug, you can't improve your stage; if you succeed at the save, the stage remains the same as it was.","When you attempt your save against addiction each week, the stage you are currently at can't get worse—it can only stay the same or improve. The conditions from addiction can't be removed while you are affected by the addiction, and suppressing addiction by taking the drug only avoids the effects—it doesn't remove the disease.",{"type":"affliction","savingThrow":"Fortitude (DC equals that of the drug)","onset":"1 day","stages":[{"stage":1,"entry":"{@condition fatigued}","duration":"1 week"},{"stage":2,"entry":"{@condition fatigued} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":3,"entry":"{@condition fatigued}, {@condition drained||drained 1} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":4,"entry":"{@condition fatigued}, {@condition drained||drained 2}, {@condition sickened||sickened 2} and {@condition stupefied||stupefied 2}","duration":"1 week"}]}]}},{"type":"pf2-brown-box","source":"GMG","page":120,"name":"DRUGS IN YOUR GAME","entries":["Drugs are socially complex, and including them in your game has the potential to make some of your players uncomfortable—particularly players who have struggled with substance abuse themselves or seen friends and family members go through that struggle. As with any potentially difficult subject matter, you should discuss the role drugs play in your game with your players and ensure that all the players at the table are comfortable with the material; if they aren't, avoid the topic.","If you do include drugs in your game, consider the role they'll play. In some campaigns, drugs might simply be an element of flavor and a tool characters use to reach their goals; in others, the side effects and risk of addiction might be a terrible price to pay. The rules assume something of a middle path, where drugs are addictive substances that may provide a short-term benefit but have consequences. To make drugs more accessible in your game, remove some of the more severe stages of addiction. To make them more dangerous, add the {@trait virulent} trait to the addiction affliction, add more stages with increasingly severe effects, or increase the DC of the save against the addiction by 1 for every use of the drug, decreasing back to normal over time as they stop using the drug."]}],"data":{"quickref":5}},{"type":"section","page":512,"name":"Environment","entries":["Each of the environments presented in this section uses the terrain rules (which are summarized on page 514 and appear in full beginning on page 475) in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate (page 517) and natural disasters (beginning on page 517). Many places have the traits of multiple environments; a snow-covered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even {@quickref difficult terrain||3|terrain}).","Table 10–12 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature.",{"type":"data","tag":"table","name":"Enviromental Features","source":"CRB"},{"type":"pf2-h2","page":512,"name":"Environmental Damage","entries":["Some environmental features or natural disasters deal damage. Because the amount of damage can vary based on the specific circumstances, the rules for specific environments and natural disasters use damage categories to describe the damage, rather than exact numbers.","Use Table 10–11 below to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be.",{"type":"data","tag":"table","name":"Enviromental Damage","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Aquatic","entries":["Aquatic environments are among the most challenging for PCs short of other worlds and unusual planes. PCs in an aquatic environment need a way to breathe (typically a {@spell water breathing} spell) and must usually {@action Swim} to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for {@quickref greater difficult terrain||3|terrain}.","Characters in aquatic environments make frequent use of the {@quickref aquatic combat||3|aquatic combat} and {@quickref drowning and suffocation||3|drowning and suffocating} rules.",{"type":"pf2-h3","page":512,"name":"Currents and Flowing Water","entries":["Ocean currents, flowing rivers, and similar moving water are {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain} (depending on the speed of the water) for a creature Swimming against the current. At the end of a creature's turn, it moves a certain distance depending on the current's speed. For instance, a 10-foot current moves a creature 10 feet in the current's direction at the end of that creature's turn."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Visibility","entries":["It's much harder to see things at a distance underwater than it is on land, and it's particularly difficult if the water is murky or full of particles. In pure water, the maximum visual range is roughly 240 feet to see a small object, and in murky water, visibility can be reduced to only 10 feet or even less."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Arctic","entries":["The main challenge in an arctic environment is the low temperature, but arctic environments also contain ice and snow. The disasters that most often strike in arctic environments are avalanches, blizzards, and floods.",{"type":"pf2-h3","page":512,"name":"Ice","entries":["Icy ground is both uneven ground and {@quickref difficult terrain||3|terrain}, as characters slip and slide due to poor traction."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Snow","entries":["Depending on the depth of snow and its composition, most snowy ground is either {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain}. In denser snow, characters can attempt to walk along the surface without breaking through, but some patches might be loose or soft enough that they're uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Desert","entries":["Desert encompasses sandy and rocky deserts as well as badlands. Though tundra is technically a desert, it's classified as arctic, as the climate is the primary challenge in such areas. Sandy deserts often have quicksand hazards (page 526) and sandstorms.",{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Rocky deserts are strewn with rubble, which is {@quickref difficult terrain||3|terrain}. Rubble dense enough to be walked over rather than navigated through is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Sand","entries":["Packed sand doesn't usually significantly impede a character's movement, but loose sand is either {@quickref difficult terrain||3|terrain} (if it's shallow) or uneven ground (if it's deep).","The wind in a desert often shifts sand into dunes, hills of loose sand with uneven ground facing the wind and steeper inclines away from the wind."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Forest","entries":["These diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires.",{"type":"pf2-h3","page":513,"name":"Canopies","entries":["Particularly dense forests, such as rain forests, have a canopy level above the ground. A creature trying to reach the canopy or travel along it must Climb. Swinging on vines and branches usually requires an {@skill Acrobatics} or {@skill Athletics} check. A canopy provides cover, and a thicker one can prevent creatures in the canopy from seeing those on the ground, and vice versa."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Trees","entries":["While trees are omnipresent in a forest, they typically don't provide cover unless a character uses the Take Cover action. Only larger trees that take up an entire 5-foot square on the map (or more) are big enough to provide cover automatically."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that automatically provides cover. Some sorts of undergrowth, such as thorns, might also be hazardous terrain, and areas with plenty of twisting roots might be uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Mountain","entries":["Mountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches.",{"type":"pf2-h3","page":513,"name":"Chasms","entries":["Chasms are natural pits, typically at least 20 feet long and clearly visible (barring mundane or magical efforts to conceal them). The main danger posed by a chasm is that characters must Long Jump to get across. Alternatively, characters can take the safer but slower route of Climbing down the near side of the chasm and then ascending the far side to get across."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Cliffs","entries":["Cliffs and rock walls require creatures to {@action Climb} to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Mountains often have extremely rocky areas or shifting, gravelly scree that makes for {@quickref difficult terrain||3|terrain}. Especially deep or pervasive rubble is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Slopes","entries":["Slopes vary from the gentle rises of normal terrain to {@quickref difficult terrain||3|terrain} and inclines, depending on the angle of elevation. Moving down a slope is typically normal terrain, but characters might need to Climb up particularly steep slopes."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is common in mountains. It is {@quickref difficult terrain||3|terrain} and allows a character to Take Cover."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Plains","entries":["The plains environment encompasses grasslands such as savannas and farmland. The most common disasters in plains are tornadoes and wildfires.",{"type":"pf2-h3","page":514,"name":"Hedges","entries":["Hedges are planted rows of bushes, shrubs, and trees.","Their iconic appearance in adventures consists of tall hedges grown into mazes. A typical hedge is 2 to 5 feet tall, takes up a row of squares, and provides cover. A character trying to push through a hedge faces {@quickref greater difficult terrain||3|terrain}; it's sometimes faster to Climb over."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Undergrowth in plains is usually light with a few scattered areas of heavy undergrowth, but fields of certain crops, like corn, are entirely heavy undergrowth."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Swamp","entries":["Wetlands are the most common kind of swamp, but this category also includes drier marshes such as moors.","Swamps often contain quicksand hazards (page 526).","Despite their soggy nature, swamps aren't very likely to experience heavy flooding, since they act as natural sponges and absorb a great deal of water before they flood.",{"type":"pf2-h3","page":514,"name":"Bogs","entries":["Also called mires, bogs are watery areas that accumulate peat, are covered by shrubs and moss, and sometimes feature floating islands of vegetation covering deeper pools.","Shallow bogs are {@quickref difficult terrain||3|terrain} for a Medium creature, and deep bogs are {@quickref greater difficult terrain||3|terrain}. If a bog is deep enough that a creature can't reach the bottom, the creature has to Swim. Bogs are also acidic, so particularly extreme or magical bogs can be hazardous terrain."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover, while heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Some sorts of undergrowth, such as thorns, are also hazardous terrain, and areas with plenty of twisting roots are uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":514,"name":"TERRAIN RULES","entries":["Environments make frequent use of the rules for {@quickref difficult terrain||3|terrain}, {@quickref greater difficult terrain||3|terrain}, and hazardous terrain, so those rules are summarized here.","{@b Difficult terrain} is any terrain that impedes movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@quickref difficult terrain||3|terrain} (or moving 5 feet into or within an area of {@quickref difficult terrain||3|terrain}, if you're not using a grid) costs an extra 5 feet of movement. Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. Creatures can't normally Step into {@quickref difficult terrain||3|terrain}.","Any movement creatures make while jumping ignores terrain that the creature is jumping over. Some abilities (such as flight or being incorporeal) allow creatures to avoid the movement reduction from some types of {@quickref difficult terrain||3|terrain}. Certain other abilities let creatures ignore {@quickref difficult terrain||3|terrain} while traveling on foot; such an ability also allows a creature to move through {@quickref greater difficult terrain||3|terrain} using the movement cost for {@quickref difficult terrain||3|terrain}, but unless the ability specifies otherwise, these abilities don't let creatures ignore {@quickref greater difficult terrain||3|terrain}.","{@b Hazardous terrain} damages creatures whenever they move through it. For instance, an acid pool, a pit of burning embers, and a spike-filled passageway all constitute hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Urban","entries":["Urban environments include open city spaces as well as buildings. The building information in this section also applies to ruins and constructed dungeons. Depending on their construction and location, cities might be vulnerable to many sorts of disasters, especially fires and floods.",{"type":"pf2-h3","page":514,"name":"Crowds","entries":["Crowded thoroughfares and similar areas are {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} if an area is truly packed with people. You might allow a character to get a crowd to part using {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance}.","A crowd exposed to an obvious danger, like a fire or a rampaging monster, attempts to move away from the danger as quickly as possible, but it is slowed by its own mass. A fleeing crowd typically moves at the Speed of an average member each round (usually 25 feet), potentially trampling or leaving behind slower-moving members of the crowd."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Doors","entries":["Opening an unlocked door requires an Interact action (or more than one for a particularly complicated or large door). Stuck doors must be Forced Open, and locked ones require a character to Pick the Lock or Force them Open."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Floors","entries":["Wooden floors are easy to walk on, as are flagstone floors made of fitted stones. However, floors of worn flagstone often contain areas of uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Gates","entries":["Walled settlements often have gates that the city can close for defense or open to allow travel. A typical gate consists of one portcullis at each end of a gatehouse, with murder holes in between or other protected spots from which guards can attack foes."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Guards","entries":["Most settlements of significant size have guards working in shifts to protect the settlement at all hours, patrolling the streets and guarding various posts. The size of this force varies from one guard for every 1,000 residents to a force 10 times this number."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Portcullises","entries":["A portcullis is a wooden or iron grate that descends to seal off a gate or corridor. Most are raised on ropes or chains operated by a winch, and they have locking mechanisms that keep them from being lifted easily. The rules on lifting a portcullis or bending its bars appear in the sidebar on this page. If a portcullis falls on a creature, use a slamming door trap (page 523)."],"source":"CRB"},{"type":"pf2-brown-box","page":515,"name":"DOORS, GATES, AND WALLS","entries":["Some of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls.",{"type":"pf2-title","name":"Climbing"},"The table below gives the typical DC for {@skill Athletics} checks to Climb a structure, which is usually a simple DC. You might adjust the difficulty based on the specifics of the structure and environment.",{"type":"pf2-title","name":"Demolishing"},"A character might want to smash their way through a door, a window, or certain walls. The Hardness, Hit Point, and Broken Threshold values provided in the table below are based on the material the structure is typically made out of, so a portcullis made of iron, for example, has a higher Hardness than one of wood. For more on damaging objects, see page 272.","Strong walls, such as well-maintained masonry or hewn stone, can't be broken without dedicated work and proper tools. Getting through such walls requires downtime.",{"type":"table","rowLabelIdx":[0,5,11],"colStyles":["text-center","text-center","text-center"],"rows":[["Door","Climb DC","Hardness, HP (BT)"],["Wood","20","10, 40 (20)"],["Stone","30","14, 56 (28)"],["Reinforced Wood","15","15, 60 (30)"],["Iron","30","18, 72 (36)"],["Wall","Climb DC","Hardness, HP (BT)"],["Crumbling masonry","15","10, 40 (20)"],["Wooden slats","15","10, 40 (20)"],["Masonry","20","14, 56 (28)"],["Hewn stone","30","14, 56 (28)"],["Iron","40","18, 72 (36)"],["Portcullis","Climb DC","Hardness, HP (BT)"],["Wood","10","10, 40 (20)"],["Iron","10","18, 72 (36)"]]},{"type":"pf2-title","name":"Forcing Open"},"Structures that can be opened—such as doors, gates, and windows—can be Forced Open using {@skill Athletics}. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the {@skill Thievery} DC of its lock but adjusts it to be very hard (increasing the DC by 5).","If there's no lock, use the following table; when lifting a portcullis, use the lock DC or the DC from the table, whichever is higher."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Rooftops","entries":["Rooftops make for memorable ambushes, chase scenes, infiltrations, and running fights. Flat roofs are easy to move across, but they're rare in any settlement that receives significant snowfall, since heavy buildups of snow can collapse a roof. Angled roofs are uneven ground, or inclines if they're especially steep. The peak of an angled roof is a narrow surface.","Hurdling from roof to roof often requires a Long Jump, though some buildings are close enough to Leap between.","A High Jump might be necessary to reach a higher roof, or a Leap followed by Grabbing an Edge and Climbing up."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Sewers","entries":["Sewers are generally 10 feet or more below street level and are equipped with ladders or other means to ascend and descend. Raised paths along the walls allow sewer workers access, while channels in the center carry the waste itself. Less sophisticated sewers, or sections those workers don't usually access, might require wading through diseaseridden waste. Sewers can be accessed through sewer grates, which usually require 2 or more Interact actions to open.",{"type":"pf2-h4","page":516,"name":"Sewer Gas","entries":["Sewer gas often contains pockets of highly flammable gas. A pocket of sewer gas exposed to a source of flame explodes, dealing moderate environmental fire damage to creatures in the area."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stairs","entries":["Stairs are {@quickref difficult terrain||3|terrain} for characters moving up them, and shoddy stairs might also be uneven ground. Some temples and giant-built structures have enormous stairs that are {@quickref greater difficult terrain||3|terrain} both up and down, or might require Climbing every step."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Streets","entries":["Most settlements have narrow and twisting streets that were largely established organically as the settlement grew. These roads are rarely more than 20 feet wide, with alleys as narrow as 5 feet. Streets are generally paved with cobblestones. If the cobblestones are in poor repair, they could be {@quickref difficult terrain||3|terrain} or uneven ground.","Particularly lawful or well-planned cities have major thoroughfares that allow wagons and merchants to reach marketplaces and other important areas in town. These need to be at least 25 feet wide to accommodate wagons moving in both directions, and they often have narrow sidewalks that allow pedestrians to avoid wagon traffic."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Walls","entries":["Well-built structures have exterior walls of brick or stonemasonry. Smaller, lower-quality, or temporary structures might have wooden walls. Interior walls tend to be less sturdy; they could be made of wooden planks, or even simply of thick, opaque paper held in a wooden frame. An underground structure might have thick walls carved out of solid rock to prevent the weight of the ground above from collapsing the structure. Rules for climbing and breaking walls are in the sidebar on page 515."],"source":"CRB"},{"type":"pf2-h2","page":516,"name":"Underground","entries":["Underground environments consist of caves and natural underground areas. Artificial dungeons and ruins combine underground features with urban features like stairs and walls. Deep underground vaults have some of the same terrain features as mountains, such as chasms and cliffs.","The most common disasters underground are collapses.",{"type":"pf2-h3","page":516,"name":"Floors","entries":["Natural underground environments rarely have flat floors, instead featuring abrupt changes in elevation that result in {@quickref difficult terrain||3|terrain}, uneven ground, and inclines."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Ledges","entries":["Ledges are narrow surfaces that overlook a lower area or provide the only means to move along the edge of a chasm. Moving across a narrow ledge requires using {@skill Acrobatics} to Balance."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Rubble","entries":["Caverns can be covered in rubble, which is {@quickref difficult terrain||3|terrain}. Deep or pervasive rubble is also uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stalagmites and Stalactites","entries":["Stalagmites are tapering columns that rise from the floor of a cave. Areas filled with stalagmites are {@quickref greater difficult terrain||3|terrain}, and especially large stalagmites have to be sidestepped or Climbed. Stalagmites can be sharp enough they can be used as hazardous terrain in some circumstances, as can stalactites (icicle-shaped formations that hang from the roof of a cave) if they're knocked loose from a ceiling or overhang."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Walls","entries":["Natural cave walls are uneven, with nooks, crannies, and ledges. Since most caves are formed by water, cave walls are often damp, making them even more difficult to Climb."],"source":"CRB"},{"type":"pf2-brown-box","page":517,"name":"DUNGEONS","entries":["Dungeon environments, which include both ruins and contemporary buildings constructed in the wilderness, are a fairly common venue for adventures. As an environment, they combine urban features like doors and buildings (page 515) with features from an underground environment, and occasionally components from other environments. While underground dungeons are particularly common, you might also consider setting your adventure in a ruin reclaimed by the forest, with giant trees spreading their roots through the walls, or a ruin deep in a swamp, with bogs covering access to some of the ruin's hidden secrets."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":517,"name":"Climate","entries":["Weather is more than just set dressing to establish mood—it has mechanical effects you can combine with environmental components to create a more memorable encounter. Weather can impose circumstance penalties on certain checks, from –1 to –4 based on severity.",{"type":"pf2-h3","page":517,"name":"Fog","entries":["Fog imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness; it causes creatures viewed through significant amounts of fog to be concealed; and it cuts off all visibility at half a mile or less—possibly much less. Conditions limiting visibility to about a mile are called mist, and those that do so to about 3 miles are called haze."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Precipitation","entries":["Precipitation includes rain as well as colder snow, sleet, and hail. Wet precipitation douses flames, and frozen precipitation can create areas of snow or ice on the ground. Drizzle or light snowfall has little mechanical effect beyond limited visibility.",{"type":"pf2-h4","page":517,"name":"Visibility","entries":["Most forms of precipitation impose circumstance penalties on visual {@skill Perception} checks. Hail often is sparser but loud, instead penalizing auditory {@skill Perception} checks.","Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if they're far away."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Fatigue","entries":["Precipitation causes discomfort and fatigue. Anything heavier than drizzle or light snowfall reduces the time it takes for characters to become fatigued from overland travel to only 4 hours. Heavy precipitation can be dangerous in cold environments when characters go without protection. Soaked characters treat the temperature as one step colder (mild to severe, severe to extreme; see Temperature below)."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Thunderstorms","entries":["High winds and heavy precipitation accompany many thunderstorms. There's also a very small chance that a character might be struck by lightning during a storm. A lightning strike usually deals moderate electricity damage, or major electricity damage in a severe thunderstorm."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Temperature","entries":["Often, temperature doesn't impose enough of a mechanical effect to worry about beyond describing the clothing the characters need to wear to be comfortable.","Particularly hot and cold weather can make creatures fatigued more quickly during overland travel and can cause damage if harsh enough, as shown in Table 10–13 on page 518.","Appropriate cold-weather gear (such as the winter clothing) can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Wind","entries":["Wind imposes a circumstance penalty on auditory {@skill Perception} checks depending on its strength. It also interferes with physical ranged attacks such as arrows, imposing a circumstance penalty to attack rolls involving such weapons, and potentially making attacks with them impossible in powerful windstorms. Wind snuffs out handheld flames; lanterns protect their flame from the wind, but particularly powerful winds can extinguish these as well.",{"type":"pf2-h4","page":517,"name":"Moving in Wind","entries":["Wind is difficult or {@quickref greater difficult terrain||3|terrain} when Flying.","Moving in wind of sufficient strength requires a Maneuver in Flight action, and fliers are blown away on a critical failure or if they don't succeed at a minimum of one such check each round.","Even on the ground, particularly strong winds might require a creature to succeed at an {@skill Athletics} check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a –1 circumstance penalty, and Tiny creatures typically take a –2 penalty."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":518,"name":"Natural Disasters","entries":["Climate and environmental features can be a hindrance or long-term threat, but natural disasters represent acute danger, especially to those directly exposed to their fury.","The damage in the following sections uses the categories in {@table Environmental Damage||Table 10–11: Environmental Damage}.",{"type":"pf2-h3","page":518,"name":"Avalanches","entries":["Though the term avalanche specifically refers to a cascading flow of ice and snow down a mountain's slope, the same rules work for landslides, mudslides, and other similar disasters. Avalanches of wet snow usually travel up to 200 feet per round, though powdery snow can travel up to 10 times faster. Rockslides and mudslides are slower, sometimes even slow enough that a character might be able to outrun them.","An avalanche deals major or even massive bludgeoning damage to creatures and objects in its path. These victims are also buried under a significant mass. Creatures caught in an avalanche's path can attempt a Reflex save; if they succeed, they take only half the bludgeoning damage, and if they critically succeed, they also avoid being buried.",{"type":"pf2-h4","page":518,"name":"Burial","entries":["Buried creatures take minor bludgeoning damage each minute, and they potentially take minor cold damage if buried under an avalanche of snow. At the GM's discretion, creatures without a sufficient air pocket could also risk suffocation (page 478). A buried creature is restrained and usually can't free itself.","Allies or bystanders can attempt to dig out a buried creature. Each creature digging clears roughly a 5-footby- 5-foot square every 4 minutes with a successful {@skill Athletics} check (or every 2 minutes on a critical success).","Using shovels or other proper tools halves the time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Blizzards","entries":["Blizzards combine cold weather, heavy snow, and strong winds. They don't pose a single direct threat as other disasters do; instead, the combination of these factors all at once poses a substantial impediment to characters."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Collapses","entries":["Collapses and cave-ins occur when caverns or buildings fall, dumping tons of rock or other material on those caught below or inside them. Creatures under the collapse take major or massive bludgeoning damage and become buried, just as with an avalanche. Fortunately, collapses don't spread unless they weaken the overall integrity of the area and lead to further collapses."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Earthquakes","entries":["Earthquakes often cause other natural disasters in the form of avalanches, collapses, floods, and tsunamis, but they also present unique threats such as fissures, soil liquefaction, and tremors.",{"type":"pf2-h4","page":518,"name":"Fissures","entries":["Fissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Soil Liquefaction","entries":["Liquefaction occurs when granular particles shake to the point where they temporarily lose their solid form and act as liquids. When this happens to soil, it can cause creatures and even whole buildings to sink into the ground. You can use the {@spell earthquake} spell for more specific rules, though that spell represents only one particular kind of localized quake."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Tremors","entries":["Tremors knock creatures prone, causing them to fall or careen into other objects, which can deal bludgeoning damage appropriate to the severity of the quake."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Floods","entries":["Though more gradual floods can damage structures and drown creatures, flash floods are similar to avalanches, except with a liquid mass instead of a solid one. Instead of burying creatures, a flash flood carries creatures and even massive objects away, buffeting the creatures and potentially drowning them. The drowning rules appear on page 478.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Sandstorms","entries":["Mild sandstorms and dust storms don't present much more danger than a windy rainstorm, but they can cause damage to a creature's lungs and spread diseases across long distances. Heavy sandstorms deal minor slashing damage each round to those exposed to the sand, force creatures to hold their breath to avoid suffocation, or both."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tornadoes","entries":["In a tornado's path, wind conditions impose severe circumstance penalties, but creatures that would normally be blown away are instead picked up in the tornado's funnel, where they take massive bludgeoning damage from flying debris as they rise through the cone until they are eventually expelled (taking bludgeoning damage from falling).","Tornadoes usually travel around 300 feet per round (roughly 30 miles per hour). They normally travel a few miles before dissipating. Some tornadoes are stationary or travel much faster."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tsunamis","entries":["Tsunamis present many of the same dangers as flash floods but are much larger and more destructive. Tsunami waves can reach <100 feet> or more in height, wrecking buildings and creatures alike with massive bludgeoning damage from both the wave itself and debris pulled up along its path of destruction."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Volcanic Eruptions","entries":["Volcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents.",{"type":"pf2-h4","page":519,"name":"Ash","entries":["Ash from volcanic eruptions is hot enough to cause minor fire damage each minute. It limits visibility like a thick fog and can make air unbreathable, requiring characters to hold their breath or suffocate (page 478).","Ash clouds generate ash lightning strikes, which typically deal moderate electricity damage but are very unlikely to hit an individual creature. Ash buildup on the ground creates areas of uneven ground, {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain}, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Bombs","entries":["Pressure can launch lava into the air that falls as lava bombs: masses of lava that solidify as they fly and shatter on impact, dealing at least moderate bludgeoning damage and moderate fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Flows","entries":["Lava flows are an iconic volcanic threat; they usually move between 5 and 60 feet per round over normal ground, so characters can often outrun them. However, flows can move up to 300 feet per round in a steep volcanic tube or channel. Lava emanates heat that deals minor fire damage even before it comes into contact with creatures, and immersion in lava deals massive fire damage each round."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Pyroclastic Flows","entries":["Mixes of hot gases and rock debris, pyroclastic flows spread much faster than lava, sometimes more than 4,000 feet per round. While cooler than the hottest lava, pyroclastic flows are capable of overwhelming entire settlements. They work like avalanches but deal half of their damage as fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Vents","entries":["Steam vents shoot from the ground, dealing moderate fire damage or more in a wide column. Acidic and poisonous gases released from beneath the surface can create wide areas of hazardous terrain that deals at least minor acid or poison damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Wildfires","entries":["Wildfires travel mainly along a front moving in a single direction. In a forest, the front can advance up to 70 feet per round (7 miles per hour). They can move up to twice as fast across plains due to a lack of shade and the relatively low humidity. Embers from the fire, carried by winds and rising hot air, can scatter, forming spot fires as far as 10 miles away from the main wildfire. Wildfires present three main threats: flames, heat, and smoke.",{"type":"pf2-h4","page":519,"name":"Flames","entries":["Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["Wildfires increase the temperature in advance of the front, reaching nearly 1,500° F at the fire's arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so.","During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's {@skill Stealth} DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the {@action Seek} action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you can describe what they notice.","Magical hazards that don't have a minimum proficiency rank can be found using {@spell detect magic}, but this spell doesn't provide enough information to understand or disable the hazard—it only reveals the hazard's presence.","Determining a magical hazard's properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using {@action Identify Magic} or {@action Recall Knowledge}. Magical hazards with a minimum proficiency rank cannot be found with {@spell detect magic} at all."],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Triggering a Hazard","entries":["If the group fails to detect a hazard and the hazard's trigger is a standard part of traveling (such as stepping on a floor plate or moving through a magical sensor while walking), the hazard's reaction occurs. Hazards that would be triggered only when someone directly manipulates the environment—by opening a door, for example—use their reactions only if a PC explicitly takes that action.",{"type":"pf2-h3","page":520,"name":"Reaction or Free Action","entries":["Most hazards have reactions that occur when they're triggered. For simple hazards, the reaction is the entirety of the hazard's effect. For complex hazards, the reaction may also cause the hazard to roll initiative, either starting a combat encounter or joining one already in progress, and the hazard continues to pose a threat over multiple rounds. Some hazards have a triggered free action instead of a reaction; for instance, quicksand can suck down multiple creatures per round."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Routine","entries":["A complex hazard usually follows a set of preprogrammed actions called a routine. Once triggered, the hazard first performs its initial reaction; then, if the PCs are not yet in encounter mode, they should roll initiative. (If they're already in encounter mode, their initiative remains the same.) The hazard might tell you to roll initiative for it—in this case, the hazard rolls initiative using its {@skill Stealth} modifier.","After this happens, the hazard follows its routine each round on its initiative. The number of actions a hazard can take each round, as well as what they can be used for, depend on the hazard."],"source":"CRB"},{"type":"pf2-brown-box","page":520,"name":"MONSTERS AND HAZARDS","entries":["The statistics for NPCs and monsters usually don't list their proficiency ranks. Most of the time, they don't need to deal with detecting or disabling hazards the way PCs do, so you don't need this information. However, if a PC resets a trap in a monster's path or plans to lure a monster into a hazard, you can improvise this information.","For Perception, a monster is usually an expert at 3rd or 4th level, a master at 8th or 9th level, and legendary at 16th or 17th level. If the monster has {@skill Thievery} listed in its skills, it has the highest proficiency possible for its level (trained at 1st, expert at 3rd, master at 7th, and legendary at 15th); otherwise, it's untrained. Of course, an individual monster might deviate from these guidelines, especially if it's mindless or not very perceptive."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Resetting a Hazard","entries":["Some hazards can be reset, allowing them to be triggered again. This can occur automatically, as for quicksand, whose surface settles after 24 hours, or manually, like a hidden pit, whose trapdoor must be closed for the pit to become hidden again."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Disabling a Hazard","entries":["The most versatile method for deactivating traps is the Disable a Device action of the {@skill Thievery} skill, though most mechanical traps can also simply be smashed, and magical traps can usually be counteracted. Environmental hazards often can be overcome with {@skill Nature} or {@skill Survival}, and haunts can often be overcome with {@skill Occultism} or {@skill Religion}. The specific skill and DC required to disable a hazard are listed in the hazard's stat block. Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM. As with detecting a hazard, disabling a hazard might require a character to have a certain proficiency rank in the listed skill.","A character must first detect a hazard (or have it pointed out to them) to try to deactivate it. They can attempt to deactivate a hazard whether or not it has already been triggered, though some hazards no longer pose a danger once their reactions have occurred, especially if there is no way for them to be reset.","For most hazards, a successful check for the listed skill against the DC in the stat block disables the hazard without triggering it. Any other means of deactivating the hazard are included in the hazard's stat block, as are any additional steps required to properly deactivate it.","A critical failure on any roll to disable a hazard triggers it, including a critical failure on a roll to counteract a magic hazard.","Some hazards require multiple successful checks to deactivate, typically because they have a particularly complicated component or have several discrete portions. For hazards with a complex component, a critical success on a check to disable the hazard counts as two successes on a single component.",{"type":"pf2-h3","page":521,"name":"Damaging a Hazard","entries":["Rather than trying to carefully disable a hazard, a character might just smash it. Damaging a mechanical trap or another physical hazard works like damaging objects: the hazard reduces the damage it takes by its Hardness. In most cases, hitting the hazard also triggers it, as explained in Attacking a Hazard below. If a hazard's Hit Points are reduced to its Broken Threshold (BT) or lower, the hazard becomes broken and can't be activated, though it can still be repaired. If it's reduced to 0 HP, it's destroyed and can't be repaired. (See page 272 in Chapter 6 for more information on damaging objects.)","Hazards' AC, applicable saving throw modifiers, Hardness, HP, and BT are listed in their stat blocks. A hazard that doesn't list one of these statistics can't be affected by anything targeting that statistic. For example, a hazard that has HP but no BT can't be broken, but can still be destroyed. Hazards are immune to anything an object is immune to unless specifically noted otherwise, and they can't be targeted by anything that can't target objects. Some hazards may have additional immunities, as well as resistances or weaknesses.",{"type":"pf2-h4","page":521,"name":"Attacking a Hazard","entries":["If someone hits a hazard—especially if it's a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks."],"source":"CRB"},{"type":"pf2-h4","page":521,"name":"Repairing a Hazard","entries":["You might allow a character to repair a damaged hazard to restore its functionality. You determine the specifics of this, since it can vary by trap. The Repair action might be insufficient if fixing the trap requires gathering scattered components or the like. If the item has a Reset entry, the character needs to do whatever is listed there, in addition to repairing the damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":521,"name":"Counteracting a Magical Hazard","entries":["Some magical hazards can be counteracted using {@spell dispel magic} and the counteracting rules found on page 458. These hazards' spell levels and counteract DCs are listed in their stat block. Counteracting a hazard otherwise works like using a skill check to disable the hazard."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Hazard Experience","entries":["Characters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they don't gain XP for the hazard again. The XP values for hazards of different levels also appear on page 508, but are repeated here for convenience. The XP for a complex hazard is equal to the XP for a monster of the same level, and the XP for a simple hazard is one-fifth of that. Hazards of a lower level than the party's level –4 are trivial and award no XP.",{"type":"data","tag":"table","name":"Hazard XP","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":522,"name":"Hazard Format","entries":["Hazards are presented in a stat block format similar to those used for monsters. A few notes regarding the format follow the sample stat block.",{"type":"data","tag":"generic","data":{"source":"CRB","page":522,"name":"Hazard Name","category":"Hazard","level":" [Level]","traits":["traits"],"sections":[[[{"name":"Stealth","entry":"This entry lists the {@skill Stealth} modifier for a complex hazard's initiative or the {@skill Stealth} DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If {@spell detect magic} can be used to detect the hazard, this information is located here as well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might include special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell level and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually only haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points, with its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the hazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses, if any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the hazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard appears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative. Routine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word \"Routine\" indicates how many actions the hazard can use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically, this is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["The hazard's level indicates what level of party it's a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that feature's level is the hazard's level."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their {@skill Stealth} modifier, which they use for initiative, instead of their {@skill Stealth} DC. If you need the DC, it's equal to this modifier + 10."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":526,"name":"Hazards","entries":["{@note To view all Hazards, please view the {@filter Hazards page.|hazards||source=CRB}}",{"type":"pf2-brown-box","page":528,"name":"UPGRADED SUMMONING RUNES","entries":["You can make a summoning rune of nearly any level. It summons a creature of a level equal to the trap's level.","Use {@table DCs by Level||Table 10–5: DCs by Level} to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a {@table DC Adjustments||hard adjustment} (+2). The {@skill Stealth} modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in {@skill Perception} to find, and they might require a higher proficiency rank in {@skill Thievery} to disable."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":483,"name":"Planning a Campaign","entries":["A Pathfinder game is typically structured as a campaign—a serialized story that focuses on a single party of characters.","A campaign is subdivided into multiple adventures, smaller stories that involve exploration and interaction with nonplayer characters. A single adventure represents a complete story that might be connected to the larger arc of a campaign. Playing an adventure spans one or more game sessions—gatherings where the group plays a part of the adventure over the course of several hours.","A campaign provides the overall structure for your Pathfinder game. As you prepare for your campaign, you'll establish its scope and themes, which you'll then reinforce in the adventures and scenes that take place within it.",{"type":"pf2-brown-box","page":483,"name":"COLLABORATION DURING PLAY","entries":["As Game Master, you have the final say on how the world and rules function, and how nonplayer characters act. This rule's purpose is to make the game run smoothly, with one guiding hand ensuring consistency. It's not intended to make one player into a dictator over the rest of the group. Collaboration is vital to roleplaying games!","How you implement collaboration in a game depends on what your players are interested in. In some groups, players enjoy adding details to the world and to nonplayer characters. In others, players want to feel like the world is outside their control, and the only decisions they get to make are those made by their own characters. Both are fun and acceptable ways to play.","You are encouraged to collect input from your players before you start, asking what storytelling genres they'd like to emphasize, which areas of the world they want to play in, the types of enemies they'd like to face, or which published adventure they want to play. A good campaign includes some back-and-forth at the beginning as the players figure out what characters they want to play and you figure out what sort of adventure to run. The results can range from building an adventure entirely to fit the characters to choosing a specific published adventure, having the players make their characters, and then just adapting the beginning of that adventure so that all the player characters have a reason to be involved.","As you play, opportunities to collaborate will occur again and again. When players throw out suggestions or come up with specific theories about the events of the campaign, they're telling you what they'd like to see in the game. Try to find ways to incorporate their suggestions, but with enough of a twist that each still includes something unexpected."],"source":"CRB"},{"type":"pf2-h3","page":483,"name":"Campaign Length","entries":["The length of a campaign can range from a few sessions to many years. Two main factors determine campaign length: how much time you need to complete the story, and how much time players want to devote to the game.","A single session, or a \"one-shot,\" is great if your group is trying out Pathfinder or wants to play a specific short adventure. This requires a smaller time commitment but requires the GM to present the events of the game in a way that is immediately engaging, since there's less opportunity for the players to become invested in the story or setting.","If you want to play through a longer campaign, you'll need to add some story elements that speak directly to the characters in your game rather than just to the events of the adventure. In other words, the characters should have individual goals in addition to the group's overall goals.","You can estimate how long a campaign will take by looking at the amount of time you actually have to play, or the number of character levels you intend the characters to advance. It typically takes three to four sessions for a group to level up. Since you'll probably cancel sessions on occasion, playing once a week for a year results in roughly a 14-level campaign, playing every 2 weeks for a year gives you an 8-level campaign, and playing monthly allows for a 5-level campaign. If you play only once a month, you might consider holding longer sessions and using fast advancement (page 509).","It's entirely okay to have a campaign with an indefinite length. Many groups play through one adventure and then decide to take on another. If you run an indefinite campaign, however, avoid ongoing plots that you can't satisfactorily end if the campaign comes to a close after the next adventure. If you introduce an overwhelmingly powerful villain who's crucial to the story but can't be stopped until the player characters are 15th level, ending the campaign at 8th level will feel anticlimactic.","It pays to be conservative when estimating your campaign length and scope. It's always tempting to run a 20-level epic campaign with complex, interwoven plots, but such games can fall apart long before the end if your group can play only once a month and the players have other responsibilities.",{"type":"pf2-h4","name":"Expected Duration","entries":["Not every campaign ends at the same point. Some campaigns go all the way to 20th level, ending after the player characters attain the height of power and confront the greatest threats any mortal could face. Others end at a lower level, after the group takes down a major villain or solves a crucial problem. And still other campaigns end when players become unable to attend or decide its a good time to stop playing.","You should have an end point in mind when you start a campaign. Still, you have to be flexible, since you're telling the story alongside other players, and your initial expectations for the campaign may be proven incorrect. When you think you're heading toward a satisfying conclusion, it's useful to check in with the other players. You might say, \"I think we have about two sessions left. Does that work for everyone? Is there any unfinished business you want to take care of?\" This lets you gauge whether your assumptions match up with the rest of the group—and make any necessary adjustments."]}],"source":"CRB"},{"type":"pf2-h3","page":484,"name":"Themes","entries":["The themes you choose for your campaign are what distinguish it from other campaigns. They include the major dramatic questions of your story and the repeated use of certain environments or creatures, and they can also include embracing a genre beyond traditional high fantasy. The themes you choose for your campaign also suggest storyline elements you might use.","A storyline's themes usually relate to the backstories, motivations, and flaws of the player characters and villains. For example, if you've chosen revenge as one of the themes of your game, you might introduce a villain whose quest for revenge tears his life apart and causes tragic harm to those around him. If one of the player characters is a chaotic good believer in liberty and freedom, you might engage that character by pitting the group against slavers. Or, you might choose a theme of love, leading to nonplayer characters involved in doomed romances, seeking to regain lovers they have lost, or courting the player characters.","Using similar locations and related creatures helps you form connections between disparate adventures. The players feel like their characters are becoming experts negotiating with giants, navigating seaways, battling devils, exploring the planes, or dealing with whatever the recurring elements are. For example, you might have the players explore a frozen tundra early on, then later travel to an icy plane filled with more difficult challenges that can be overcome using knowledge they've previously developed. Likewise, hobgoblin soldiers may be tough enemies for your group at low levels, but as the PCs attain higher levels and the hobgoblins become mere minions of another creature, the players feel a sense of progression.","Pathfinder is a fantasy adventure game, but you can shift your campaign to include elements of other fictional genres. You might want to infuse your game a with a sense of horror, reduce the amount of magic and use slow advancement (page 509) to make it a tale of sword and sorcery, or turn magic into technology for a steampunk setting."],"source":"CRB"},{"type":"pf2-h3","page":485,"name":"A Welcoming Environment","entries":["The role of Game Master comes with the responsibility of ensuring you and the rest of the players have a rewarding, fun time during the game. Games can deal with difficult subjects and have stressful moments, but fundamentally Pathfinder is a leisure activity. It can remain so only if the players follow the social contract and respect one another.","Players with physical or mental disabilities might find themselves more challenged than abled players. Work with your players to ensure they have the resources and support they need. Additionally, be on the lookout for behavior that's inappropriate, whether intentional or inadvertent, and pay careful attention to players' body language during the game. If you notice a player becoming uncomfortable, you are empowered to pause the game, take it in a new direction, privately check in with your players during or after the session, or take any other action you think is appropriate.","If a player tells you they're uncomfortable with something in the game, whether it's content you've presented as the GM or another player's or PC's actions, listen carefully to that player and take steps to ensure they can once again have fun during your game. If you're preparing prewritten material and you find a character or a situation inappropriate, you are fully empowered to change any details as you see fit. You also have the authority (and responsibility) to ask players to change their behavior—or even leave the table—if what they're doing is unacceptable or makes others feel uncomfortable. It's never appropriate to make the person who is uncomfortable responsible for resolving a problem. It's okay if mistakes happen. What's important is how you respond and move forward.","Gaming is for everyone. Never let those acting in bad faith undermine your game or exclude other players. Your efforts are part of the long-term process of making games and game culture welcoming to all. Working together, we can build a community where players of all identities and experiences feel safe.",{"type":"pf2-brown-box","page":485,"name":"TOOLS FOR RESPONSIBLE PLAY","entries":["Consent and comfort are important topics for roleplaying games, and many designers have created techniques to help facilitate responsible play. Some methods you can use are lines and veils, developed by Ron Edwards, and the X-Card, developed by John Stavropoulos.","Lines and Veils The terms \"line\" and \"veil\" can give your table a common vocabulary for the concepts described in this section. A line is a hard limit to the actions players might take, such as \"We're drawing a line at torture.\" The group agrees not to cross a line and omits that content from the game.","A veil indicates something that shouldn't be described in detail. The scene fades to black for a veil, or the group moves on to discuss a different topic, though whatever the veil is drawn across still happens. For example, you might say, \"We'll draw a veil across the scene as those characters head into the bedroom.\" You might come up with some lines and veils in advance, but then find more as play continues.","The X-Card Draw an \"X\" on a card, and you've got an X-Card. Place it on the table at the start of the session and describe its use to the players: any player can silently reject content they find upsetting by tapping the X-Card; whoever's speaking then rewinds a bit and continues on, excising the objectionable content. As with setting the basic guidelines for your campaign, there are no questions asked, no judgment, and no argument when someone invokes the X-Card. You can, however, ask for clarification if you need it, such as \"How far back should I rewind this?\" Some groups instead make an X with their hands, say \"Let's X that out,\" or use some other method. Either way, follow up with the player privately, after the game, to see if the guidelines need to be revised.","You can find more details at {@b {@link tinyurl.com/x-card-rpg|https://tinyurl.com/x-card-rpg}}."],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"Objectionable Content","entries":["Before a campaign begins, check in with your players—as a group or individually—to find out what types of content they want to allow in the game, and which topics they would prefer to avoid. Because the story unfolds in real time, it's essential that you discuss these topics before the game starts. These discussions are intended to keep players safe, and so it's not okay to ask why someone wants a type of content banned. If someone wants it banned, ban it—no questions asked.","It can help to start with a rating, like those used for movies or video games. Pathfinder games often include violence and cruelty. What's the limit on how graphically these concepts should be described? Can players swear at the table? Does anyone have phobias they don't want to appear in the game, such as spiders or body horror?","After you figure out the limits on objectionable content, you have four important tasks:",{"type":"list","items":["Clearly convey these limits to the other players.","Ensure you and the players abide by the boundaries.","Act immediately if someone becomes uncomfortable about content during a session, even if it wasn't already banned in a prior discussion. Once the issue is resolved, move on.","Resolve the issue if any player deliberately pushes these boundaries, tries to find loopholes, tries to renegotiate the limits, or belittles people for having a different tolerance to objectionable content."]}],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"The Pathfinder Baseline","entries":["You might find that your players don't have much to say on the topic of objectionable content, and just assume that general societal mores will keep the most uncomfortable topics out of the game. That's not always enough, as that approach relies on shared assumptions that aren't always accurate. The following is a set of basic assumptions that works for many groups, which you can modify to fit your preferences and those of the other players.",{"type":"list","items":["Bloodshed, injuries, and even dismemberment might be described. However, excessive descriptions of gore and cruelty should be avoided.","Romantic and sexual relationships can happen in the game, but players should avoid being overly suggestive. Sex always happens \"off-screen.\" Because attempts at initiating a relationship between player characters can be uncomfortably similar to one player hitting on another, this should generally be avoided (and is entirely inappropriate when playing with strangers).","Avoid excessively gross or scatological descriptions."]},"The following acts should never be performed by player characters:",{"type":"list","items":["Torture","Rape, nonconsensual sexual contact, or sexual threats","Harm to children, including sexual abuse","Owning slaves or profiting from the slave trade","Reprehensible uses of mind-control magic"]},"Villains might engage in such acts, but they won't happen \"on-screen\" or won't be described in detail. Many groups choose to not have villains engage in these activities at all, keeping these reprehensible acts out of mind entirely."],"source":"CRB"},{"type":"pf2-h4","name":"Social Splash Damage","page":486,"entries":["As important as it is to take care of yourself and the other players in your game, be mindful of your group's impact on the other people around you. If you're playing in a space that's not your own, respect your hosts. If you're playing in public, consider the comfort of the people around you, not just what your group is comfortable with. It's easy to get caught up in a game, as we get sucked into the microcosm of an imagined world, but don't ignore the real world around you. Be aware when you're making too much noise, leaving a mess, alarming passersby with graphic descriptions of violence, or even just giving the cold shoulder to curious spectators witnessing RPG play for the first time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":486,"name":"Character Creation","entries":["At the outset of a new campaign, the players will create new player characters. Part of that process involves you introducing what the campaign will be about and what types of characters are most appropriate. Work with the players to determine which rule options are available. The safest options are the common choices from the {@book Pathfinder Core Rulebook|CRB}. If players want to use common options from other books or uncommon or rare options, through play, review those options to see if any of them conflict with the style of campaign you have in mind or might present strange surprises down the road. It's usually best to allow new options, but there's no obligation to do so. Be as open as you're comfortable with."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":486,"name":"Preparing an Adventure","entries":["An adventure is a self-contained collection of story elements, characters, and settings that become the basis for the story you and the other players tell. Think of the adventure as an outline for your own story. You'll have major beats you want to include, some consistent characters, and themes you want to convey, but all sorts of things can change during the process of turning the outline into a completed story.","You might use a published adventure from Paizo or another company, or you might construct your own adventure as you prepare for your game sessions.",{"type":"pf2-h3","page":486,"name":"Published Adventures","entries":["Prewritten adventures include background information and nonplayer characters needed for the story, plus all the locations, maps, and monster groups necessary for both exploration and encounters. Prewritten adventures can speed up your preparation, since you can simply read the relevant sections of the adventure before a game, and you don't have to create everything from scratch. A published adventure already includes the expected amount of encounters and treasure, and you can find adventures built for different character levels to match your group. Reading a published adventure or running one as your first game can help you see how adventures are structured, which makes it easier to write one later if you choose.","Though a published adventure is prewritten, it's not set in stone. Changing the details of an adventure to suit your group isn't just acceptable, it's preferred! Use the backstories and predilections of the player characters to inform how you change the adventure. This can mean altering adversaries so they're linked to the player characters, changing the setting to a place some of the player characters are from, or excising particular scenes if you know they won't appeal to your players."],"source":"CRB"},{"type":"pf2-h3","page":487,"name":"Creating Adventures","entries":["Building your own adventure is much more challenging than using a published one, but it lets you express yourself, be even more creative, and tailor the game directly to the players and their characters. Later sections in this chapter include guidelines for building and running encounters, placing treasure, and setting appropriately difficult challenges, all to help you construct your own adventures.","Adventure plotting can start at many different points. You might begin with a particular antagonist, then construct an adventure that fits that villain's theme and leads the group to them. Alternatively, you could start with an interesting location for exploration, then populate it with adversaries and challenges appropriate to the setting.",{"type":"pf2-h4","page":487,"name":"Locations","entries":["Memorable settings that include mysterious and fantastical locations for players to visit can elicit the players' curiosity.","Exploring each location should be a treat in itself, not just a chore the players must complete to get from one fight to the next. As you create a locale, picture it in your mind's eye and write down minor details you can include as you narrate the game. Describing decorations, natural landmarks, wildlife, peculiar smells, and even temperature changes make a place feel more real.","Beyond monsters and loot, your locations can include environment-based challenges, from environmental conditions like blizzards to puzzles, traps, or other hazards.","These challenges should suit your adventure's location: walls of brambles in a castle ruin overrun with vegetation, pools of acid in a cursed swamp, or magical traps in the tomb of a paranoid wizard. Rules for environments appear on page 512, and those for hazards start on page 520."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Encounters","entries":["A robust set of encounters forms the backbone of your adventure. Encounters often feature combat with other creatures, but they can also include hazards, or you might create social encounters in which characters duel only with words. The rules for building encounters appropriate to your group's level begin below.","Some adventures have a clear and direct progression, with encounters occurring at specific times or in a specific order. Others, such as a dungeon filled with interconnected rooms the group can investigate in any order, are nonlinear, and the group can face encounters in any order—or even avoid them entirely. Most adventures are somewhere in between, with some keystone encounters you know the characters will need to contend with, but others that are optional."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Treasure","entries":["Your adventure should give out an amount of treasure that's appropriate to the characters' level. The guidelines for assigning treasure are on page 508. You can dole out treasure in all kinds of ways. Treasure could be items carried by an adversary, rewards from a patron for completing a mission, or a classic pile of coins and items inside a wooden chest guarded by a monster. It's best to spread treasure throughout an adventure rather than stockpiled in a single hoard. This gives the players incremental rewards, letting their characters advance in frequent small steps rather than giant leaps separated by many hours of play."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":488,"name":"USING RARITY AND ACCESS","entries":["The rarity system has two purposes: to convey how common or rare certain spells, creatures, or items are in the game world, and to give you an easy tool to control the complexity of your game. Uncommon and rare options aren't more powerful than other options of their level, but they introduce complications for certain types of stories, or are less common in the world. For instance, it might be more challenging to run a mystery adventure when a player can cast an uncommon spell such as {@spell detect evil}.","At the start of the campaign, communicate your preferred expectations on rarity to the players. Unless you decide otherwise, the players can choose from any common options they qualify for, plus any uncommon options granted by their character choices—primarily their ancestry and class. By default, a character who tries hard enough might eventually find an uncommon option, whereas a rare option is always a special reward.","Beyond that baseline, you can grant access as freely as you want; some GMs open up all uncommon and rare options universally. If you're not sure, just look over any uncommon or rare elements before you include them as rewards or otherwise allow a player to acquire them.",{"type":"pf2-title","name":"Rewards"},"You can use uncommon and rare rules elements to reward characters. These still have the same value and approximate power as any other treasure of the same Price, but they're just a bit more special because they hail from distant lands or have unusual or surprising abilities.","Items are the most likely candidates for uncommon or rare rewards, but an NPC might teach an uncommon or rare spell to a PC in gratitude or to help the party prepare for a certain adversary. You can also improvise extra benefits based around uncommon or rare items. For instance, if a PC gains a rare plant with occult uses, you might also decide that the PC should temporarily get more money if they use it while Earning Income using Herbalism Lore, because it enables them to produce novel poultices.",{"type":"pf2-title","name":"Different Locations"},"The rarities in this book assume you're playing in the Inner Sea region of Golarion, where most Pathfinder games are set. These rarities are also suitable for most western medieval fantasy games. However, you might want to alter the rarities for a campaign set in another location on Golarion (detailed in Chapter 8), to emphasize a non-human culture, or to play in a fantasy setting with different roots, like a wuxia game based on Chinese culture. These changes most often affect basic items. If you start your campaign in a dwarven stronghold, for example, you might make all the weapons with the dwarf trait common. You should feel free to adjust rarities to suit your campaign's theme, but if you do, you should share your changes with your group."],"source":"CRB"},{"type":"pf2-h3","page":488,"name":"Building Encounters","entries":["The most common type of encounter is a combat encounter, where the PCs face other creatures. Combat encounters are strictly governed by rules; the guidelines that follow will help you build combat encounters that pose appropriate challenges for your group. Building hazard encounters works the same way. Social encounters are more free-form, and are up to you as the GM to design.","To build a combat encounter, first decide how the encounter fits in the adventure as a whole. Then, estimate how much of a threat you want the encounter to pose, using one of five categories below.","{@b Trivial-threat} encounters are so easy that the characters have essentially no chance of losing; they shouldn't even need to spend significant resources unless they are particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don't ignore them just because of the lack of threat.","{@b Low-threat} encounters present a veneer of difficulty and typically use some of the party's resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously threatened.","{@b Moderate-threat} encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting.","{@b Severe-threat} encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open.","{@b Extreme-threat} encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses. An extremethreat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.",{"type":"pf2-h4","page":488,"name":"XP Budget","entries":["Once you've selected a threat level, it's time to build the encounter. You have an XP budget based on the threat, and each creature costs some of that budget. Start with the monsters or NPCs that are most important to the encounter, then decide how you want to use the rest of your XP budget. Many encounters won't match the XP budget exactly, but they should come close. The XP budget is based on a group of four characters. If your group is larger or smaller, see Different Party Sizes below."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Choosing Creatures","entries":["In all but the most unusual circumstances, you'll select creatures for your encounter that range from 4 levels lower than the PCs' level to 4 levels higher (see {@table Creature XP and Role||Table 10–2: Creature XP and Role}). Each creature has a part to play in your encounter, from a lowly lackey to a boss so mighty it could defeat the entire party single-handedly.","Each creature costs some of the XP from your XP budget for the encounter, based on its level compared to the levels of the characters in your party. For instance, if the PCs are 5th level, a 2nd-level creature is a \"party level –3\" creature, a lackey appropriate for a lowto- moderate-threat encounter, and it costs 15 XP in an encounter's XP budget. Party level is explained in detail on page 508."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Different Party Sizes","entries":["For each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter in {@table Encounter Budget||Table 10–1: Encounter Budget}. If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter don't change—you'll always award the amount of XP listed for a group of four characters.","It's best to use the XP increase from more characters to add more enemies or hazards, and the XP decrease from fewer characters to subtract enemies and hazards, rather than making one enemy tougher or weaker. Encounters are typically more satisfying if the number of enemy creatures is fairly close to the number of player characters."],"source":"CRB"},{"type":"data","tag":"table","source":"CRB","name":"Encounter Budget"},{"type":"data","tag":"table","source":"CRB","name":"Creature XP and Role"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.","In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more overthetop game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.","Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.","The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment."],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Experience Points","entries":["As characters adventure, they earn Experience Points (XP).","These awards come from achieving goals, completing social encounters, exploring new places, fighting monsters, overcoming hazards, and other sorts of deeds. You have a great deal of control over when the characters gain XP, though the following guidelines are what you're expected to give out in a standard campaign.","Normally, when a player character reaches 1,000 XP or more, they level up, reduce their XP by 1,000, and start progressing toward the next level. Other means of advancement are described in the Advancement Speeds sidebar on page 509.",{"type":"pf2-h3","page":507,"name":"XP Awards","entries":["Experience Points are awarded for encounters, exploration, and progress in an adventure. When the PCs face direct opposition, such as a fight or a social conflict, the XP earned is based on the level of the challenge the party overcame. Characters can also gain XP from exploration, such as finding secret areas, locating a hideout, enduring a dangerous environment, or mapping an entire dungeon.","Any XP awarded goes to all members of the group. For instance, if the party wins a battle worth 100 XP, they each get 100 XP, even if the party's rogue was off in a vault stealing treasure during the battle. But if the rogue collected a splendid and famous gemstone, which you've decided was a moderate accomplishment worth 30 XP, each member of the party gets 30 XP, too.",{"type":"pf2-h3","page":507,"name":"Adversaries and Hazards","entries":["Encounters with adversaries and hazards grant a set amount of XP. When the group overcomes an encounter with creatures or hazards, each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes; see Party Size on page 508 for details).","Trivial encounters don't normally grant any XP, but you might decide to award the same XP as for a minor or moderate accomplishment for a trivial encounter that was important to the story, or for an encounter that became trivial because of the order in which the PCs encountered it in a nonlinear adventure."],"source":"CRB"},{"type":"pf2-h3","page":507,"name":"Accomplishments","entries":["Characters' actions that move the story forward—like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart—are considered accomplishments and should be rewarded with XP. Their significance determines the size of the XP award. Determine whether the achievement was a minor, moderate, or major accomplishment, and refer to {@table XP Awards||Table 10–8: XP Awards} to award an appropriate amount of XP. Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters' efforts across many sessions. Moderate and major accomplishments usually come after heroic effort, so that's an ideal time to also give a Hero Point to one or more of the characters involved.","As mentioned earlier, it's up to you how much XP to give out for accomplishments. As a general guideline, in a given game session, you'll typically give several minor awards, one or two moderate awards, and only one major award, if any."],"source":"CRB"},{"type":"data","tag":"table","name":"XP Awards","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Party Size","entries":["The rules for advancement assume a group of four PCs. The rules for encounters (page 489) describe how to accommodate groups of a different size, but the XP awards don't change—always award the amount of XP listed for a group of four characters. You usually won't need to make many adjustments for a differently sized group outside of encounters. Be careful of providing too many ways to get accomplishment XP when you have a large group, though, since they can pursue multiple accomplishments at once, which can lead to the PCs leveling up too fast."],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Group Parity and Party Level","entries":["It's recommended that you keep all the player characters at the same XP total. This makes it much easier to know what challenges are suitable for your players. Having characters at different levels can mean weaker characters die more easily and their players feel less effective, which in turn makes the game less fun for those players.","If you choose not to keep the whole group at the same character level, you'll need to select a party level to determine your XP budget for encounters. Choose the level you think best represents the party's ability as a whole. Use the highest level if only one or two characters are behind, or an average if everyone is at a different level. If only one character is two or more levels ahead, use a party level suitable for the lower-level characters, and adjust the encounters as if there were one additional PC for every 2 levels the higher-level character has beyond the rest of the party.","Party members who are behind the party level gain double the XP other characters do until they reach the party's level. When tracking individually, you'll need to decide whether party members get XP for missed sessions."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":508,"name":"Treasure","entries":["As the GM, it's your job to distribute treasure to the player characters. Treasure appears throughout an adventure, and the PCs obtain it by raiding treasure hoards, defeating foes who carry valuable items or currency, getting paid for successful quests, and any other way you can imagine.","This section provides guidelines for distributing treasure in a typical Pathfinder campaign, but you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between.",{"type":"pf2-h3","page":508,"name":"Treasure by Level","entries":["{@table Party Treasure by Level||Table 10–9: Party Treasure by Level} on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.","When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level.","Some creature entries in the {@Pf2eTools Pathfinder Bestiary|bestiary.html} list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level.","Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the party's capabilities as the PCs progress through the adventure to make sure they don't end up behind.",{"type":"pf2-h4","page":509,"name":"Currency","entries":["A party will find money and other treasure that isn't useful on its own but that can be sold or spent on other things. The gp values in the Party Currency column don't refer only to coins. Gems, art objects, crafting materials (including precious materials), jewelry, and even items of much lower level than the party's level can all be more interesting than a pile of gold.","If you include a lower-level permanent item as part of a currency reward, count only half the item's Price toward the gp amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly scrolls, and if you think your party will use them, count those items at their full Price."],"source":"CRB"},{"type":"pf2-brown-box","page":509,"name":"ADVANCEMENT SPEEDS","entries":["By varying the amount of XP it takes to gain a level, you can change how quickly characters gain power. The game rules assume a group playing with standard advancement.","Fast advancement works best when you know you won't be playing a very long campaign and want to accomplish as much as possible quickly; slow advancement works best for a gritty campaign where all progress is hard won.","You can alter XP from one adventure to the next to get a different feel. During a street-level murder mystery and travel through a haunted wilderness, you might use slow advancement. When the PCs reach the dungeon, you might switch to standard or fast advancement. The values below are just examples. You can use values even higher or lower.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Advancement Speed","XP to Level Up"],["Fast","800 XP"],["Standad","1,000 XP"],["Slow","1,200 XP"]]},{"type":"pf2-title","name":"Story-Based Leveling"},"If you don't want to deal with managing and handing out XP, or if you want to have progression based solely on events in the story, you can ignore the XP process entirely and instead simply decide when the characters level up.","Generally, the characters should gain a level every three to four game sessions, just after the most appropriate big event that happens during that time, such as defeating a significant villain or achieving a major goal."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Other Types of Treasure","entries":["Not all treasure has to be items or currency. Crafters can use the {@skill Crafting} skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy's spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Treasure and Rarity","entries":["Giving out uncommon and rare items and formulas can get players more interested in treasure. It's best to introduce uncommon items as a reward fairly regularly but rare items only occasionally. These rewards are especially compelling when the adventurers get the item by defeating or outsmarting an enemy who carries an item that fits their backstory or theme.","Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world."],"source":"CRB"},{"type":"data","tag":"table","name":"Party Treasure by Level","source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on {@table Party Treasure by Level||Table 10–9: Party Treasure by Level} aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a {@item runestone} with a {@item fortification} rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level {@item shadow} rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.","However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11thlevel permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!","If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level. Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters below. They should be a bit higher. but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly."],"source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Party Sizes","entries":["If a party has more than four characters, add the following for each additional character:",{"type":"list","items":["One permanent item of the party's level or 1 level higher","Two consumables, usually one of the party's level and one of 1 level higher","Currency equal to the value in the Currency per Additional PC column of Table 10–9"]},"If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that can't cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear help compensate for the smaller group size."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":510,"name":"ADJUSTING TREASURE","entries":["The treasure you award to the party should be monitored and adjusted as you play. You might need to give out treasure you hadn't originally planned for, especially if the group bypasses part of an adventure. Keep an eye on the party's resources. If they're running out of consumables or money, or if they're having trouble in combat because their items aren't up to the task, you can make adjustments.","This is especially common in adventures that have little downtime or that take place far from civilization. If the group goes a long time without being able to purchase or Craft useful items, the PCs will be flush with coins and valuables but behind on useful equipment. In a situation like this, you can either place more useful treasure in the adventure or introduce NPCs who are willing to trade.",{"type":"pf2-title","name":"Megadungeons and Sandboxes"},"Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness.","If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures.","For a simple guideline to these situations, increase the treasure as though there were one more PC in the party.","If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further."],"source":"CRB"},{"type":"pf2-h3","page":510,"name":"Treasure for New Characters","entries":["When your new campaign starts at a higher level, a new player joins an existing group, or a current player's character dies and they need a new one, your campaign will have one or more PCs who don't start at 1st level. In these cases, refer to {@table Character Wealth||Table 10–10: Character Wealth} on the next page, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well.","These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures.",{"type":"pf2-h4","page":511,"name":"Item Selection","entries":["You should work with the new character's player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game.","At your discretion, you can grant the player character uncommon or rare items that fit their backstory and concept, keeping in mind how many items of those rarities you have introduced into your game. The player can also spend currency on consumables or lower-level permanent items, keeping the rest as coinage. As usual, you determine which items the character can find for purchase.","A PC can voluntarily choose an item that has a lower level than any or all of the listed items, but they don't gain any more currency by doing so.","If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the character's level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items."],"source":"CRB"},{"type":"data","tag":"table","name":"Character Wealth","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":511,"name":"Buying and Selling Items","entries":["Characters can usually buy and sell items only during downtime. An item can typically be sold for only half its Price, though art objects, gems, and raw materials can be sold for their full Price (page 271)."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":493,"name":"Running Modes of Play","entries":["Encounters take place in real time or slower, and they involve direct engagement between players and enemies, potential allies, or each other. Combat and direct social interaction usually take place in encounter mode.","Exploration is the connective tissue of an adventure, and it is used whenever characters are exploring a place where there's danger or uncertainty, such as an unfamiliar city or a dungeon. In exploration mode, characters aren't in immediate peril, but they must still be on their toes. Exploration and encounters are collectively called adventuring.","When the party isn't adventuring, the characters are in downtime. This mode covers most of a normal person's life, such as mundane, day-to-day tasks and working toward long-term goals.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["Encounter mode is the most structured mode of play, and you'll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b Time Scale:} Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point.","{@b Actions and Reactions:} In combat encounters, each participant's turn is broken into discrete actions, and participants can use reactions when their triggers occur.","Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["Players often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, you're roleplaying these foes, and you decide their tactics.","Most creatures have a basic grasp of simple tactics like flanking or focusing on a single target. But you should remember that they also react based on emotions and make mistakes—perhaps even more than the player characters do.","When selecting targets or choosing which abilities to use, rely on the adversaries' knowledge of the situation, not your own. You might know that the cleric has a high Will save modifier, but a monster might still try to use a fear ability on her. That doesn't mean you should play adversaries as complete fools; they can learn from their mistakes, make sound plans, and even research the player characters in advance.","Adversaries usually don't attack a character who's knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them.","Running adversaries is a mix of being true to the creature and doing what's best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the fighter taunts a fire giant to draw its attention away from the fragile wizard, the tactically sound decision is for the giant to keep pummeling the wizard. But is that the best choice for the scene? Perhaps everyone will have more fun if the giant redirects its ire to the infuriating fighter."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["What happens if you've planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure.","In the case of XP, the guidelines are simple: If the player characters avoided the challenge through smart tactical play, a savvy diplomatic exchange, clever use of magic, or another approach that required ingenuity and planning, award them the normal XP for the encounter.","If they did something that took only moderate effort or was a lucky break, like finding a secret passage and using it to avoid a fight, award them XP for a minor or moderate accomplishment. In an adventure that's more free-form, like a sprawling dungeon with multiple paths, there might be no reward for bypassing an encounter, because doing so was trivial.","You'll have to think on your feet if information or items get skipped when players bypass encounters. First, look for another reasonable place in the adventure to place the information or item. If it makes sense, move the original encounter to another part of the adventure and give the PCs a major advantage for bypassing the encounter in the first place."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In what's traditionally called the \"theater of the mind,\" you and other players imagine the locations of the combatants and the environment. In this style of play, you'll frequently need to make judgment calls. These are usually simple, like \"Can I see the ogre from where I'm standing?\" or \"Can I get to the ogre with one Stride?\" It's often best to have a player tell you what they want to do, such as \"I want to cross the beam to get to the ogre and attack it.\" Then, you tell the player how that breaks down into actions, like \"You'll need to spend one action and succeed at an {@skill Acrobatics} check, then Stride to get close enough, then you'll have one action left for a Strike.\"","When preparing encounters, avoid using lots of {@quickref difficult terrain||3|terrain}, cover, or other battlefield challenges that work better on a grid. Also, be more lenient with combat tactics like flanking. You won't have a way to measure flanking, but the rules expect melee characters like rogues to often get into a flanking position—often, two characters ganging up in melee is enough to count."],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Ending Encounters","entries":["A combat encounter typically ends when all the creatures on one side are killed or knocked unconscious. Once this happens, you can stop acting in initiative order.","The surviving side then has ample time to ensure that everyone taken out stays down. However, you might need to keep using combat rounds if any player characters are near death, clinging to a cliff, or in some other situation where every moment matters for their survival.","You can decide a fight is over if there's no challenge left, and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells they're concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. You can end a fight early in several ways: the foes can surrender, an adversary can die before its Hit Points actually run out, or you can simply say the battle's over and that the PCs easily dispatch their remaining foes. In this last case, you might ask, \"Is everyone okay if we call the fight?\" to make sure your players are on board.","One side might surrender when almost all its members are defeated or if spells or skills thoroughly demoralize them. Once there's a surrender, come out of initiative order and enter into a short negotiation.","These conversations are really about whether the winners will show mercy to the losers or just kill or otherwise get rid of them. The surrendering side usually doesn't have much leverage in these cases, so avoid long back-and-forth discussions.",{"type":"pf2-h3","page":494,"name":"Fleeing Enemies","entries":["Fleeing enemies can be a problem. Player characters often want to pursue foes that flee because they think an enemy might return as a threat later on. Avoid playing this out move by move, as it can easily bog down the game. If every adversary is fleeing, forgo initiative order and give each PC the option to pursue any one fleeing foe. Each PC can declare one action, spell, or other ability to use to try to keep up. Then, compare the PC's Speed to that of the target, assess how much the pursuer's chosen spell or ability would help, and factor in any abilities the quarry has that would aid escape. If you determine that the pursuer catches up, go back into combat with the original initiative order. If not, the quarry escapes for now.","If the PCs decide to flee, it's usually best to let them do so. Pick a particular location and allow them to escape once they all reach it. However, if they're encumbered or otherwise slowed down, or if enemies have higher Speeds and a strong motive to pursue, you might impose consequences upon PCs who flee."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Social Encounters","entries":["Most conversations play best as free-form roleplaying, with maybe one or two checks for social skills involved.","Sometimes, though, a tense situation or crucial parlay requires a social encounter that uses initiative, much like a combat encounter. As with any other encounter, the stakes of a social encounter need to be high! A failed social encounter could mean a character is imprisoned or put to death, a major rival becomes a political powerhouse, or a key ally is disgraced and ostracized.","Using the structure of an encounter is {@condition helpful} because it makes the timing clearer than in free-form play, and each character feels like they're contributing. When running a social encounter, establish the stakes up front, so the players know the consequences of success or failure and the circumstances that will cause the encounter to end.","You have much more flexibility in how you run a social encounter than in a combat encounter. Extending the length of rounds beyond 6 seconds, allowing more improvisation, and focusing less on special attacks and spells all differentiate a social encounter from a combat one. In most cases, you don't need to worry about character's movements, nor do you need a map. Some examples of social encounters include:",{"type":"list","items":["Proving someone's innocence in front of a judge.","Convincing a neighboring monarch to help defend against an invasion.","Besting a rival bard in a battle of wits.","Exposing a villain's deception before a noble court."]},{"type":"pf2-h4","page":494,"name":"Initiative and Actions","entries":["Initiative in a social encounter typically has characters rolling {@skill Society} or a Charisma-based skill, such as {@skill Diplomacy} or {@skill Deception}. As with other encounters, a character's approach to the conflict determines which skill they'll roll. On a character's turn, they typically get to attempt one roll, usually by using a skill action. Let the player roleplay what their character says and does, then determine what they'll roll. Allow them to use any abilities or spells that might help them make their case, though keep in mind that when most people see the visual signs of a spell being cast, they think someone is using magic to try to influence or harm them, and they have a negative reaction.","Good social encounters include an opposition. This can be direct, such as a rival who argues against the characters' case, or passive, such as a mob that automatically becomes more unruly as each round passes. Give the opposition one or more positions in the initiative order so you can convey what it is doing. You can create game statistics for the opposition, especially if it's an individual, but in situations like that of the unruly mob, you might need nothing more than establish a set of increasingly difficult DCs."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Measuring Success and Progress","entries":["You'll need to decide how to measure the characters' success in social encounters, because there's no AC to target or HP to whittle down. Chapter 4 includes guidance on setting DCs for social skill actions, often using a target's Will DC. If you need a DC for people who don't have stats, such as a crowd or an NPC for whom you haven't already generated statistics, use the guidelines on setting DCs, found on page 503. You can either pick a simple DC or use a level-based DC, estimating a level for the subject or how challenging it should be to sway them.","The attitude conditions—{@condition hostile}, {@condition unfriendly}, {@condition indifferent}, friendly, and helpful—provide a useful way to track the progress of a social encounter. Use these to represent the attitude of an authority, a crowd, a jury, or the like. A typical goal for a social encounter is to change the attitude of a person or group to helpful so they assist you, or calming a hostile group or person to defuse a situation. Try to give the players a clear idea of how much they've progressed as the encounter proceeds.","Another option is to track the number of successes or failures the characters accrue. For instance, you might need to trick four guards into leaving their posts, and count each successful attempt to Lie or Create a Diversion toward a total of four necessary successes. You can combine these two methods; if the PCs need a group of important nobles to vote their way, the goal of the encounter might be to ensure that a majority of the nobles have a better attitude toward the PCs than they have of a rival—all within a limited time frame."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Consequences","entries":["When you set stakes at the start of a social encounter, give an idea of the consequences. Beyond whatever narrative benefits player characters might gain, a social encounter usually includes an XP award. Because these are encounters along the same lines as combat encounters, they grant a sizable amount of XP, typically that of a moderate accomplishment, or even a major accomplishment if the encounter was the culmination of long-term plans or a significant adversary got their comeuppance.","The outcome of a social encounter should direct the story of the game. Look for repercussions. Which NPCs might view the PCs more favorably now? Which might hold a grudge or formulate a new plan? A social encounter can seal the fate of an NPC and end their story, but this isn't true for player characters. Even if something looks truly dire for them, such as a death sentence, the social encounter isn't the end—there's still time for desperate heroics or a twist in the story."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":496,"name":"Exploration","entries":["Exploration mode is intentionally less regimented than encounters. As a result, during exploration you'll be making judgment calls on just about everything that happens.","Fundamentally, exploration is all about rewarding the PCs for learning about their surroundings. To facilitate this, it's especially important to have and convey a clear mental picture of the group's surroundings. You'll be better able to keep track of where the players are and describe the sights, sounds, and other sensations of their adventuring locales. Encourage the players to have their characters truly explore, and reward their curiosity. The things they try to do in exploration mode show you what they're interested in and what they consider important.","As you play, you'll get a good feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures.","{@b Stakes:} Low to moderate. Exploration mode should be used when there's some amount of risk, but no immediate danger. The PCs might be in an environment where they're likely to face monsters or hazards, but they usually stay in exploration mode until they enter a fight or engage in some other direct interaction.","{@b Time Scale:} When the PCs are in exploration mode, time in the game world passes much faster than real-world time at the table, so it's rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed. If it's important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments.","{@b Actions and Reactions:} Though exploration isn't broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you can decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions that come up during exploration mode.",{"type":"pf2-h3","page":496,"name":"Exploration Activities","entries":["In exploration mode, each player who wants to do something beyond just traveling chooses an exploration activity for their character. The most common activities are Avoid Notice, Detect Magic, Hustle, and Search, though there are many options available. While players usually hew close to these default activities, there's no need for them to memorize the exploration activities and use them exactly. Instead, allow each player to describe what their character is doing. Then, as the GM, you can determine which activity applies. This also means you determine how an activity works if the character's actions differ from those on the list.","The following sections discuss exploration activities that require adjudication from you beyond the guidelines for players detailed on pages 479–480 of Chapter 9.",{"type":"pf2-h4","page":496,"name":"Detect Magic","entries":["This activity doesn't enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency can't be found with {@spell detect magic}, nor can illusions of equal or higher level than the spell.","When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Follow the Expert","entries":["A skilled character can help out less skilled allies who choose to {@action Follow the Expert}. This is a good way to help a character with a low {@skill Stealth} modifier sneak around, get a character with poor {@skill Athletics} up a steep cliff, and so on. Usually, a character who is {@action Following the Expert} can't perform other exploration activities or follow more than one person at a time."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Investigate","entries":["As with {@action Searching} or {@action Detecting Magic}, the initial result of {@action Investigating} is usually enough to give the investigator a clue that leads into a more thorough examination, but it rarely gives all possible information. For instance, a character might note that the walls of a dungeon are covered with {@language Abyssal} writing, but they would need to stop to read the text or determine that it's written in blood."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Search","entries":["With a successful Perception check while {@action Search||Searching}, a character notices the presence or absence of something unusual in the area, but it doesn't provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a {@action Search||Searching} character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and you'd give a rough idea of the trap's location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door.","If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), {@action Search||Searching} would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search.","You roll a secret Perception check for a {@action Search||Searching} character to detect any secrets they pass that's in a place that stands out (such as near a door or a turn in a corridor), but not one that's in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":498,"name":"EXPLORATION ACTIVITIES","entries":["The following exploration activities are fully detailed on pages 479–480 of Chapter 9. Many more appear within Chapter 4: Skills.",{"type":"list","items":["{@action Avoid Notice}","{@action Defend}","{@action Detect Magic}","{@action Follow the Expert}","{@action Hustle}","{@action Investigate}","{@action Repeat a Spell}","{@action Scout}","{@action Search}"]},{"type":"pf2-title","name":"Improvising New Activities"},"If a player wants to do something not covered by other rules, here are some guidelines. If the activity is similar to an action someone could use in an encounter, such as Avoid Notice, it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek). An activity using a quicker pace, corresponding to roughly 20 actions per minute, might have limited use or cause fatigue, as would one requiring intense concentration.","You might find that a player wants to do something equivalent to spending 3 actions every 6 seconds, just like they would in combat. Characters can exert themselves to this extent in combat only because combat lasts such a short time—such exertion isn't sustainable over the longer time frame of exploration."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Setting a Party Order","entries":["In exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. It's up to you to determine the specifics of who gets targeted based on the situation.","When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs' exact positions, with their input, if you're moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Adverse Terrain and Weather","entries":["Exploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters' progress. The specific effects of certain types of terrain and weather are described starting on page 512.","{@quickref difficult terrain||3|terrain} such as thick undergrowth usually slows down progress. Unless it's important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on {@table Travel Speed||Table 9–2: Travel Speed}, typically cutting it in half if almost all of the land is {@quickref difficult terrain||3|terrain} or to one-third for {@quickref greater difficult terrain||3|terrain}.","Hazardous terrain, such as the caldera of an active volcano, might physically harm the player characters. The group might have the option to travel directly through or go around by spending more time. You can transition into a more detailed scene while the characters move through hazardous terrain and attempt to mitigate the damage with spells or skill checks. If they endure hazardous terrain, consider giving the PCs a minor or moderate XP reward at the end of their exploration, with slightly more XP if they took smart precautions to avoid taking damage.","Dangerous crevasses, swampy bogs, quicksand, and similar dangers are environmental hazards, which are described beginning on page 512."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Hazards","entries":["Exploration can get broken up by traps and other hazards (see Hazards on page 520). Simple hazards pose a threat to the PCs only once and can be dealt with in exploration mode. Complex hazards require jumping into encounter mode until the hazard is dealt with. Disabling a trap or overcoming a hazard usually takes place in encounter mode. PCs have a better chance to detect hazards while exploring if they're using the Search activity (and the Detect Magic activity, in the case of some magic traps)."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Rolling Initiative","entries":["Transitioning from exploration to an encounter usually involves rolling for initiative. Call for initiative once a trap is triggered, as soon as two opposing groups come into contact, or when a creature on one side decides to take action against the other. For example:",{"type":"list","items":["A group of PCs are exploring a cavern. They enter a narrow passage patrolled by a group of kobold warriors. Now that the two groups are in the same area, it's time to roll initiative.","Amiri and a kobold champion agree to have a {@condition friendly} wrestling match. They square off on a patch of dirt, and you call for initiative using {@skill Athletics}.","Merisiel and Kyra are negotiating with the kobold king. Things aren't going well, so Merisiel decides to launch a surprise attack. As soon as she says this is her plan, you call for initiative.","Harsk and Ezren are trying to Balance across a narrow beam to reach an isolated kobold treasure trove. When they get halfway across, a red dragon who was hiding behind the mountain flies around to attack! As soon as the dragon makes its appearance, you call for an initiative roll."]},{"type":"pf2-h4","page":498,"name":"Initiative after Reactions","entries":["In some cases, a trap or a foe has a reaction that tells you to roll initiative. For instance, a complex trap that's triggered might make an attack with its reaction before the initiative order begins. In these cases, resolve all the results of the reaction before calling for initiative rolls."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Choosing the Type of Roll","entries":["When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is {@skill Perception}; this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are {@skill Stealth} (for sneaking up, like the dragon in the last example) and {@skill Deception} (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, {@skill Performance}, or {@skill Society}.","If you're unsure what roll to call for, use {@skill Perception}. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or {@skill Perception} and let the player decide. Don't do this if it's absolutely clear another kind of check matters more sense than {@skill Perception}, such as when the character is sneaking up on enemies and should definitely use {@skill Stealth}.","You can allow a player to make a case that they should use a different skill than {@skill Perception}, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, \"I'm going to dangle down off the chandelier to get the drop on them,\" you could let them use {@skill Acrobatics} for their initiative roll. If they just said, \"Hey, I want to attack these guys. Can I use {@skill Acrobatics}?\" without having established a reason beforehand, you probably shouldn't allow it."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Character Placement","entries":["When calling for initiative for a combat encounter, you'll need to decide where the participants in the encounter go on the battle map. Use the party's order, described on page 497, as a base. You can move forward characters who are using {@skill Stealth} to get into position, putting them in a place they could reasonably have moved up to before having a chance to be detected. Consult with each player to make sure their position makes sense to both of you."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":499,"name":"MONITORING SPELL DURATIONS","entries":["Spell durations are approximate values that codify the vagaries and eccentricities of magic into a convenient number. However, that doesn't mean you can set your watch by a spell with a 1-hour duration. This is one of the reasons the passage of time outside of encounters is in your hands and isn't as precise as encounter rounds.","If a question arises about whether a spell has expired, you make the call. You shouldn't be punitive, but you also shouldn't treat characters like they move with clockwork precision and perfect efficiency between encounters.","There are two times these durations matter most: when players try to fit multiple encounters within the duration of a spell, and when they want to use a spell before a fight and keep it in effect during the encounter.",{"type":"pf2-title","name":"Multiple Encounters"},"A 1-minute spell should last for multiple encounters only if the encounters happen in very close proximity (usually in two adjoining rooms) and if the PCs go directly from one fight to the next without leaving encounter mode. If they want to stop and heal, or if the party debates whether to go on, the process takes enough time that the spell runs out.","Be more generous with spells lasting 10 minutes or more. A 10-minute spell easily lasts for one encounter and could continue for another if the locations are close. A 1-hour spell usually lasts for several encounters.",{"type":"pf2-title","name":"Before a Fight"},"Casting advantageous spells before a fight (sometimes called \"pre-buffing\") gives the characters a big advantage, since they can spend more combat rounds on offensive actions instead of preparatory ones. If the players have the drop on their foes, you usually can let each character cast one spell or prepare in some similar way, then roll initiative.","Casting preparatory spells before combat becomes a problem when it feels rote and the players assume it will always work—that sort of planning can't hold up in every situation! In many cases, the act of casting spells gives away the party's presence. In cases where the PCs' preparations could give them away, you might roll for initiative before everyone can complete their preparations."],"source":"CRB"},{"type":"pf2-h3","page":499,"name":"Resting","entries":["Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways:",{"type":"list","items":["The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).","The character loses the {@condition fatigued} condition.","The character reduces the severity of the {@condition doomed} and {@condition drained} conditions by 1.","Most spellcasters need to rest before they regain their spells for the day."]},"A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.","Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it.","If a character goes more than 16 hours without going to sleep, they become fatigued.","Taking long-term rest for faster recovery is part of downtime and can't be done during exploration. See page 502 for these rules.",{"type":"pf2-h4","page":499,"name":"Resting","entries":["Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a night's schedule needs to account for everyone's time on guard duty. Table 10–3:","Watches and Rest on the next page indicates how long the group needs to set aside for rest, assuming everyone gets a rotating watch assignment of equal length.","If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a {@skill Stealth} check against the Perception DCs of all characters to see if anyone noticed its approach.",{"type":"data","tag":"table","source":"CRB","name":"Watches and Rest"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Daily Preperations","entries":["Just before setting out to explore, or after a night's rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following.",{"type":"list","items":["Spellcasters who prepare spells choose which spells they'll have available that day.","Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.","Each character equips their gear. This includes donning their armor and strapping on their weapons.","Characters invest up to 10 worn magic items to gain their benefits for the day (page 531)."]}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Starvation and Thirst","entries":["Typically characters eat and drink enough to survive comfortably. When they can't, they're fatigued until they do. After 1 day + a creature's Constitution modifier without water, it takes 1d4 damage each hour that can't be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can't be healed until it sates its hunger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":500,"name":"Downtime","entries":["In downtime, you can sum up the important events of a whole day with just one roll. Use this mode when the characters return home or otherwise aren't adventuring.","Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. As with exploration, you might punctuate downtime with roleplaying or encounters when it's natural to do so.","This section describes ways to handle downtime and details several activities and considerations specific to downtime, such as cost of living, buying and selling goods, long-term rest, and retraining. Most other downtime activities are skill actions; a number of these common downtime activities and their associated skills are listed below. See the relevant skills in Chapter 4 for details.",{"type":"list","items":["{@action Craft} ({@skill Crafting})","{@action Earn Income} ({@skill Crafting}, {@skill Lore}, {@skill Performance})","{@action Treat Disease} ({@skill Medicine})","{@action Create Forgery} ({@skill Society})","{@action Subsist} ({@skill Society}, {@skill Survival})"]},"{@b Stakes:} None to low. Downtime is the counterpart to adventuring and covers low-risk activities.","{@b Time Scale:} Downtime can last days, weeks, months, or years in the game world in a few minutes of real time.","{@b Actions and Reactions:} If you need to use actions and reactions, switch to exploration or encounter mode.","A creature that can't act is unable to perform most downtime activities, but it can take long-term rest.",{"type":"pf2-h3","page":500,"name":"Playing out a Downtime Day","entries":["At the start of a given day of downtime, have all the players declare what their characters are trying to accomplish that day. You can then resolve one character's efforts at a time (or group some characters together, if they are cooperating on a single project). Some activities, such as Earning Income, require only a simple roll and some embellishment from you and the player. Other activities are more involved, incorporating encounters or exploration. You can call on the players to play out their downtime activities in any order, though it's often best to do the simplest ones first. Players who aren't part of a more involved activity might have time to take a break from the table while the more complex activities are played out.","Characters can undertake their daily preparations if they want, just as they would on a day of exploration. Ask players to establish a standard set of preparations, and you can assume the characters go through the same routine every day unless their players say otherwise.",{"type":"pf2-h4","page":500,"name":"Cooperation","entries":["Multiple characters can cooperate on the same downtime task. If it's a simple task that requires just one check, such as a party Subsisting as they await rescue on a desert island, one character rolls the necessary check while everyone else Aids that character. If it's a complex task, assume all of them are working on different parts of it at one time, so all their efforts count toward its completion. For example, a party might collaborate to build a theater, with one character drawing up architectural plans, one doing manual labor, and one talking to local politicians and guilds."],"source":"CRB"},{"type":"pf2-h4","page":500,"name":"Checks","entries":["Some downtime activities require rolls, typically skill checks. Because these rolls represent the culmination of a series of tasks over a long period, players can't use most abilities or spells that manipulate die rolls, such as activating a magic item to gain a bonus or casting a fortune spell to roll twice. Constant benefits still apply, though, so someone might invest a magic item that gives them a bonus without requiring activation. You might make specific exceptions to this rule. If something could apply constantly, or so often that it might as well be constant, it's more likely to be used for downtime checks; for instance {@feat Assurance} could apply."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":501,"name":"Longer Periods of Downtime","entries":["Running downtime during a long time off—like several weeks, months, or even years—can be more challenging.","However, it's also an opportunity for the characters to progress toward long-term plans rather than worrying about day-to-day activities. Because so much time is involved, characters don't roll a check for each day. Instead, they deal with a few special events, average out the rest of the downtime, and pay for their cost of living.",{"type":"pf2-h4","page":501,"name":"Events","entries":["After the characters state what they want to achieve in their downtime, select a few standout events for each of them—usually one event for a period of a week or a month, or four events for a year or longer. These events should be tailored to each character and their goals, and they can serve as hooks for adventures or plot development.","Though the following examples of downtime events all involve Earning Income, you can use them to spark ideas for other activities. A character using Perform to Earn Income could produce a commanding performance of a new play for visiting nobility. Someone using {@skill Crafting} might get a lucrative commission to craft a special item. A character with Lore might have to research a difficult problem that needs a quick response.","PCs who want to do things that don't correspond to a specific downtime activity should still experience downtime events; you just choose the relevant skill and DC. For example, if a character intends to build their own library to house their books on magic, you might decide setting the foundation and organizing the library once construction is finished are major events. The first could be a {@skill Crafting} check, and the second an {@skill Arcana} or Library Lore check."],"source":"CRB"},{"type":"pf2-h4","page":501,"name":"Average Progress","entries":["For long periods of downtime, you might not want to roll for every week, or even every month. Instead, set the level for one task using the lowest level the character can reliably find in the place where they spend their downtime (see Difficulty Classes on page 503 for more on setting task levels). If the character fails this check, you might allow them to try again after a week (or a month, if you're dealing with years of downtime). Don't allow them to roll again if they succeeded but want to try for a critical success, unless they do something in the story of the game that you think makes it reasonable to allow a new roll.","The events you include during a long stretch of downtime should typically feature higher-level tasks than the baseline. For instance, a character Earning Income with Sailing Lore for 4 months might work at a port doing 1st-level tasks most of the time, but have 1 week of 3rd-level tasks to account for busy periods. You'll normally have the player roll once for the time they spent at 1st-level tasks and once for the week of 3rd-level tasks."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Cost of Living","entries":["For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found on page 294. For long stretches of downtime, use the values on {@table Cost of Living||Table 6–16: Cost of Living} on the same page. Deduct these costs from a character's funds after they gain any money from their other downtime activities.","A character can live off the land instead, but each day they do, they typically use the Subsist activity (page 240) to the exclusion of any other downtime activity."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Buying and Selling","entries":["After an adventure yields a windfall, the characters might have a number of items they want to sell. Likewise, when they're flush with currency, they might want to stock up on gear. It usually takes 1 day of downtime to sell off a few goods or shop around to buy a couple items. It can take longer to sell off a large number of goods, expensive items, or items that aren't in high demand.","This assumes the characters are at a settlement of decent size during their downtime. In some cases, they might spend time traveling for days to reach bigger cities.","As always, you have final say over what sort of shops and items are available.","An item can usually be purchased at its full Price and sold for half its Price. Supply and demand adjusts these numbers, but only occasionally."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Long-Term Rest","entries":["Each full 24-hour period a character spends resting during downtime allows them to recover double what they would for an 8-hour rest (as listed on page 499). They must spend this time resting in a comfortable and secure location, typically in bed.","If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by diseases, long-lasting poisons, or similar afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove don't end automatically during long-term rest."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Retraining","entries":["The retraining rules on page 481 allow a player to change some character choices, but they rely on you to decide whether the retraining requires a teacher, how long it takes, if it has any associated costs, and if the ability can be retrained at all. It's reasonable for a character to retrain most choices, and you should allow them. Only choices that are truly intrinsic to the character, like a sorcerer's bloodline, should be off limits without extraordinary circumstances.","Try to make retraining into a story. Use NPCs the character already knows as teachers, have a character undertake intense research in a mysterious old library, or ground the retraining in the game's narrative by making it the consequence of something that happened to the character in a previous session.",{"type":"pf2-h4","page":502,"name":"Time","entries":["Retraining a feat or skill increase typically takes a week. Class features that require a choice can also be retrained but take longer: at least a month, and possibly more. Retraining might take even longer if it would be especially physically demanding or require travel, lengthy experimentation, or in-depth research, but usually you won't want to require more than a month for a feat or skill, or 4 months for a class feature.","A character might need to retrain several options at once. For instance, retraining a skill increase might mean they have skill feats they can no longer use, and so they'll need to retrain those as well. You can add all this retraining time together, then reduce the total a bit to represent the cohesive nature of the retraining."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Instruction and Cost","entries":["The rules abstract the process of learning new things as you level up—you're learning on the job—but retraining suggests that the character works with a teacher or undergoes specific practice to retrain. If you want, you can entirely ignore this aspect of retraining, but it does give an opportunity to introduce (or reintroduce) NPCs and further the game's story. You can even have one player character mentor another, particularly when it comes to retraining skills.","Any costs to retraining should be pretty minor—about as much as a PC could gain by Earning Income over the same period of time. The costs are mostly there to make the training feel appropriate within the context of the story, not to consume significant amounts of the character's earnings. A teacher might volunteer to work without pay as a reward for something the character has already done, or simply ask for a favor in return."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Disallowed Options","entries":["While some character options can't normally be retrained, you can invent ways for a character to retrain even these—special rituals, incredible quests, or the perfect tutor. For example, ability scores can't normally be retrained, as that can unbalance the game. But not all players necessarily want to exploit the system—maybe a player simply wants to swap an ability boost between two low stats. In situations like this, you could let them spend a few months working out or studying to reassign an ability boost."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":489,"name":"Running a Game Session","entries":["A campaign happens over a series of sessions. Each session is usually several hours long, with multiple encounters, some exploration, and possibly downtime. Your session can be compared to an episode of a TV show; it should include some twists, turns, and changes, and end leaving people excited about what comes next.",{"type":"pf2-h3","page":489,"name":"Planning a Session","entries":["One of the greatest challenges in gaming is scheduling a time for everyone to get together and play. Often, this responsibility falls on you as the GM, since you're the one who has to prepare your game between sessions. Many games have a set schedule, such as once per week, once every 2 weeks, or once per month. The less frequently your group meets, the better notes and recaps you'll need to keep everyone on the same page.","Plan a time for everybody will arrive, and also try to set a time when playing the game will begin. This can make it easier for everyone to finish chatting, catching up, and eating in a timely fashion so you can start playing the game. Having an end time in mind is also fairly important. A typical game session lasts about 4 hours, though some groups hold 2-hour sessions or play marathon games. Less than 2 hours usually isn't enough time to get much done in most Pathfinder campaigns. If your session will be longer than 2 hours, plan out some 15-minute breaks (in addition to bathroom and beverage breaks, which players can take as needed)."],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Starting a Session","entries":["Once everyone is ready, get everyone's attention and cover the following topics. These are in a rough order that you can change based on your group's style or a session's needs.",{"type":"list","items":["Recap what happened during the previous sessions.","Establish where the characters are at the beginning of this session. Have they been resting since their last challenge? Are they in a hallway, preparing to raid the next room of a dungeon? Tell players whether their characters had time to rest or recover since the last session.","Remind players that they each have 1 Hero Point at the start of the session ({@quickref here||4|rewards|1}).","Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session.","Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react."]}],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Running a Session","entries":["During a session, you're in charge of keeping the game's action moving, managing the different modes of play, fielding questions, and making rules decisions. You'll also want to keep a rough eye on the time, so you can end when most convenient for the group.","You're the interface between the rules and the imagined world you and the other players share. They will ask you questions, and they'll act based on their own assumptions. It's up to you to establish what's true in the world, but you don't do this unilaterally. You're informed by the setting's backstory, your preparations, and the suggestions and assumptions the other players bring to the table. Keep in mind that until you announce something, your own plans are subject to change. For example, if you originally intended the owner of a tavern to be kindly and well-intentioned, but a player misreads her and invents an interesting conspiracy theory regarding her intentions that sounds fun, you might convert the tavern owner into an agent of evil after all.","You'll also determine when PCs and foes need to attempt checks, as well as the consequences of those rolls. This comes up most often outside of encounters, as encounters are more regimented about when checks happen and how they are resolved. In an encounter, a player can usually determine their own character's turn, with you chiming in only to say whether an attack hits or if something in the environment requires a character to attempt a check.",{"type":"pf2-h4","page":490,"name":"The Spotlight","entries":["As you run the game, keep track of who has the spotlight. It can be easy to keep attention on the most outgoing player or character, but you need to check in with all the players. If a player hasn't contributed in some time, stop and ask, \"What's your character doing at this point?\" If the player's not sure, add a detail or nonplayer character to the scene that the player might find interesting."],"source":"CRB"},{"type":"pf2-h4","page":490,"name":"Distractions and Interrupting","entries":["Maintaining the players' attention keeps a game moving and leads to memorable moments when everyone's in the same zone. Too many interruptions break the flow. This is fine in moderation. Distractions become a problem if they're too frequent, as they cause people to miss things and make misinformed decisions as the session becomes disconnected. Yet every game includes breaks—sometimes intentional, sometimes not—and digressions. Finding the right balance of diversions for your group is essential.","A game is a social gathering, so there's definitely a place for conversation that's not directly related to playing the game. These interruptions become a problem if they're too frequent, or if people are talking over others. If a player repeatedly interrupts you or other people or undercuts every crucial moment of the game with a joke, talk to them about limiting their comments to appropriate times. Often, all you need to do is hold up your hand or otherwise indicate that the player is talking out of turn to delay them until after you or another speaker finishes talking.","Phones and other mobile devices are another major source of distraction. Banning them entirely is often impractical—many players use apps to roll dice or manage their character sheets, or they need to answer texts from their partner, check in on a work project, or otherwise stay connected with people who rely on them. However, you can set ground rules against using a device for anything that's not time-sensitive or game-related, such as refreshing social media, checking the score of a hockey game, playing a mobile game, or answering a non-urgent text. You can relax these rules for players when their characters are \"offstage.\" If a player's character isn't in a scene, that might be a good time for the player to use a mobile device."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":491,"name":"OFF-SESSION GAMING","entries":["Session play with a full group isn't the only way to play Pathfinder. Finding opportunities to expand on the game outside of its regular schedule can keep your group engaged between sessions.","You can get together with a single player to run a mini-session for their character, covering a mission that's important to their story but doesn't concern the rest of the group. You and the players can work out what their characters do during solid stretches of downtime via e-mail or chat messages. You can also give players opportunities to collaborate on details of the story, like having a player design a heraldic symbol for the adventuring group or map out their home base. You might even decide to award a Hero Point at the next session to a player for events that happened outside a session.","Some events aren't suitable for handling outside of sessions. Any event that strongly affects a character whose player isn't present should be handled at the table when everyone can attend. It's also helpful to recap events that took place outside of the session for all characters so no one feels excluded or lost."],"source":"CRB"},{"type":"pf2-h3","page":491,"name":"Adjudicating the Rules","entries":["As the GM, you are responsible for solving any rules disputes. Remember that keeping your game moving is more important than being 100% correct. Looking up rules at the table can slow the game down, so in many cases it's better to make your best guess rather than scour the book for the exact rule. (It can be instructive to look those rules up during a break or after the session, though!)","To make calls on the fly, use the following guidelines, which are the same principles the game rules are based on. You might want to keep printouts of these guidelines and the DC guidelines (page 503) for quick reference.",{"type":"list","items":["If you don't know how long a quick task takes, go with 1 action, or 2 actions if a character shouldn't be able to perform it three times per round.","If you're not sure what action a task uses, look for the most similar basic action. If you don't find one, make up an undefined action (page XXX) adding any necessary traits (usually attack, concentrate, manipulate, or move).","When two sides are opposed, have one roll against the other's DC. Don't have both sides roll (initiative is the exception to this rule). The character who rolls is usually the one acting (except in the case of saving throws).","If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a –1 circumstance penalty.","If you're not sure how difficult a significant challenge should be, use the DC for the party's level.","If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure).","If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to {@action Recall Knowledge}, use an appropriate {@skill Lore} skill (usually at an untrained proficiency rank).","Use the characters' daily preparations as the time to reset anything that lasts roughly a day.","When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described {@quickref here||4|rewards|1}).","When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely."]}],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Special Circumstances","entries":["The player characters in your group will at times attempt tasks that should be easier or harder than the rules or adventure would otherwise lead you to expect, such as a PC Gathering Information in their hometown. In these cases, you can just apply a circumstance bonus or penalty. Usually, this is +1 or –1 for a minor but significant circumstance, but you can adjust this bonus or penalty to +2 or –2 for a major circumstance. The maximum bonus or penalty, +4 or –4, should apply only if someone has an overwhelming advantage or is trying something extremely unlikely but not quite impossible.","You can also add traits to actions. Let's say that during a fight, Seelah dips her sword into a brazier of hot coals before swinging it at an enemy with a weakness to fire. You could add the fire trait to this attack. A PC getting an advantage in this way should usually have to use an action to do so, so Seelah would get the benefit for one attack, but to do it again she'd need to bury her sword in the coals once more."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"SHARING RESPONSIBILITY","entries":["Just because you're the GM and ostensibly in charge doesn't mean you have to do all the extra work to make the campaign run. Some of the tasks described here, like scheduling games, taking notes, and giving recaps, can be delegated to other players. You might also have someone track initiative or the Hit Points of the PCs' foes for you in encounters, or even run those foes if you have a large group and someone would rather do that than control a character of their own. It's also great when someone else can host a session, provide snacks for the group, or take on other responsibilities that aren't directly related to the game.","It's best to figure out a schedule of responsibilities when you're first setting up a game. Ask the players what they're willing to take on. If you start to feel overwhelmed partway through a campaign, you can revisit the topic and try out new options until you find a setup that's comfortable."],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Incorporating Additional Options","entries":["You might grant players access to additional rule or character options. If you feel confident that allowing a character to take a particular option will be a good addition to your game, then go for it! If you're uncertain or worried about a request, you don't have to allow it, and it's your call to make. However, try to meet players halfway or suggest alternatives. If you want to allow an option on a trial basis but are worried it might become a problem later, talk to the player beforehand and explain that you are tentatively allowing the option, but might change your mind later, after you see how the option can be used during play."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"PAIZO'S PUBLISHED ADVENTURES","entries":["You can purchase the following types of adventures at {@b {@link paizo.com|https://paizo.com}}, your local game store, or many book stores. If you want to acquire all the adventures in a given line, you can purchase a subscription at {@b {@link paizo.com|https://paizo.com}}.",{"type":"pf2-title","name":"Pathfinder Adventure Paths"},"Each monthly volume of a Pathfinder Adventure Path leads into the next as part of a greater story spanning multiple volumes. The first volume of each Adventure Path typically starts at 1st level, and each volume has a self-contained story that eventually leads to a big climax at the end of the final volume. Each volume also typically includes new monsters, rules, and details about the world.","Each Adventure Path has a different theme, and their settings range across the Inner Sea region and beyond.",{"type":"pf2-title","name":"Pathfinder Adventures"},"Pathfinder Adventures are standalone adventures that cover several levels of play. They're self-contained and typically have a unique structure or theme. You can play through a Pathfinder Adventure on its own or as part of your ongoing campaign—some make ideal side adventures for Adventure Paths that have similar themes.",{"type":"pf2-title","name":"Pathfinder Society Scenarios"},"Scenarios are the adventures used by the Pathfinder Society Roleplaying Guild; you can play them as part of the Pathfinder Society or on your own. Each takes about 4 to 5 hours to run, so you can tell a whole story in a short amount of time, but they're also part of a larger continuity and can be combined together to form the basis of a longer campaign."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":39,"name":"Starting at a Higher Level","entries":["A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level.","The {@table Character Wealth|CRB} table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want."],"data":{"quickref":5}}]}]}}
\ No newline at end of file
+{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Animal Companions","Archetypes","Character Creation","Characters With Disabilities","Familiars","Leveling Up"]},{"name":"Items & Equipment","headers":["Activating Items","Animals","Armor","Carrying and Using Items","Coins and Currency","Constant Abilities","Creating a Personal Staff","Formulas","Investing Magic Items","Item Damage","Item Level","Items and Sizes","Price","Runes","Scrolls","Services","Shields","Shoddy Items","Staves","Wands","Weapons","Wearing Tools"]},{"name":"Spells","headers":["Cantrips","Casting Spells","Disbelieving Illusions","Durations","Focus Spells","Hostile Actions","Identifying Spells","Innate Spells","Ranges, Areas, and Targets","Reading Spells","Rituals","Saving Throws","Setting Triggers","Spell Attacks","Spell Slots","Walls"]},{"name":"Playing the Game","headers":["Actions","Afflictions","Checks","Concealment and Invisibility","Condition Values","Conditions","Counteracting","Cover","Damage","Downtime Mode","Effects","Encounter Mode","Exploration Mode","Flanking","Game Conventions","Hero Points","Hit Points, Healing, and Dying","Making Choices","Movement","Overriding Conditions","Perception","Special Checks","Specific Checks"]},{"name":"Game Mastering","headers":["Difficulty Classes","Drugs","Environment","Hazards","Planning a Campaign","Preparing an Adventure","Rewards","Running Modes of Play","Running a Game Session","Starting at a Higher Level"]}]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","page":214,"name":"Animal Companions","entries":["An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Your animal companion has the {@trait animal} and {@trait minion} traits, and it gains 2 actions during your turn if you use the {@action Command an Animal} action to command it; this is in place of the usual effects of {@action Command an Animal}. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.",{"type":"pf2-h3","page":214,"name":"Riding Animal Companions","entries":["You or an ally can ride your animal companion as long as it is at least one size larger than the rider. If it is carrying a rider, the animal companion can use only its land Speed, and it can't move and Support you on the same turn. However, if your companion has the mount special ability, it's especially suited for riding and ignores both of these restrictions."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Young Animal Companions","entries":["The following are the base statistics for a young animal companion, the first animal companion most characters get. You make adjustments to these statistics depending on the type of animal you choose. As you gain levels, you might make further adjustments as your companion becomes more powerful. An animal companion has the same level you do. Animal companions calculate their modifiers and DCs just as you do with one difference: the only item bonuses they can benefit from are to speed and AC (their maximum item bonus to AC is +2)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Proficiencies","entries":["Your animal companion uses your level to determine its proficiency bonuses. It's trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, {@skill Acrobatics}, and {@skill Athletics}. Animal companions can't use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Ability Modifiers","entries":["An animal companion begins with base ability modifiers of {@b Str} +2, {@b Dex} +2, {@b Con} +1, {@b Int}–4, {@b Wis} +1, {@b Cha} +0. Each type has its own strengths and increases two of these modifiers by 1 each. These increases are already calculated into the stat blocks in Companion Types below."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Hit Points","entries":["Your animal companion has ancestry Hit Points from its type, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Mature Animal Companions","entries":["To advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in {@skill Intimidation}, {@skill Stealth}, and {@skill Survival} to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your companion is Medium or smaller, it grows by one size."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Nimble Animal Companions","entries":["To advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in {@skill Acrobatics} to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Savage Animal Companions","entries":["To advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in {@skill Athletics} to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Companion Types","entries":["The species of animal you choose is called your {@filter companion's type|companionsfamiliars||Type=Companion}. Each {@filter companion type|companionsfamiliars||Type=Companion} has its own statistics. The Size entry indicates your companion's starting size as a young animal companion. Following the size entry are the companion's unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companion's ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companion's special senses. The Speed entry gives your companion's Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion.","The Support Benefit entry indicates a special benefit you gain by {@action Command an Animal||Commanding the Animal} to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Specialized Animal Companions","entries":["Specialized animal companions are more intelligent and engage in more complex behaviors. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Its proficiency ranks for saving throws and Perception increase to master.","Increase its Dexterity modifier by 1 and its Intelligence modifier by 2. Its unarmed attack damage increases from two dice to three dice, and it increases its additional damage with unarmed attacks from 2 to 4 or from 3 to 6.","Each specialization grants additional benefits. Most animal companions can have only one specialization.",{"type":"pf2-h4","page":217,"name":"Ambusher","entries":["In your companion's natural environment, it can use a {@action Sneak} action even if it's currently observed. Its proficiency rank in {@skill Stealth} increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Bully","entries":["Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for {@skill Athletics} and {@skill Intimidation} increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 3."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Daredevil","entries":["Your companion joins the fray with graceful leaps and dives.","It gains the {@classFeature deny advantage|barbarian||3} ability, so it isn't {@condition flat-footed} to hidden, undetected, or flanking creatures unless such a creature's level is greater than yours. Its proficiency rank in {@skill Acrobatics} increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Racer","entries":["Your companion races. It gains a +10-foot status bonus to its Speed, swim Speed, or fly Speed (your choice). Its proficiency in Fortitude saves increases to legendary, and its Constitution modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Tracker","entries":["Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in {@skill Survival} increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Wrecker","entries":["Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its {@skill Athletics} proficiency increases to master, and its Strength modifier increases by 1."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":219,"name":"Archetypes","entries":["Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.","Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).","Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.","Sometimes an archetype feat lets you gain another feat, such as the alchemist's basic concoction. You must always meet the prerequisites of the feat you gain in this way.","Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a fighter can't select the Fighter Dedication feat)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["Archetypes with the class trait represent a fundamental divergence from your class's specialties, but one that exists within the context of your class. You can select a class archetype only if you are a member of the class of the same name. Class archetypes always alter or replace some of a class's static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features.","In that case, you must take that archetype's dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","alias":["Spellcasting Benefits"],"entries":["Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren't multiclass archetypes.","A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.","Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called Master Wizard Spellcasting.","All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.","{@b Basic Spellcasting Feat:} Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the \"basic spellcasting benefits.\"","{@b Expert Spellcasting Feat:} Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the \"expert spellcasting benefits.\"","{@b Master Spellcasting Feat:} Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the \"master spellcasting benefits.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["Unless you're the GM, the first thing you need to do when playing Pathfinder is create your character. It's up to you to imagine your character's past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. You'll use the game's mechanics to determine your character's ability to perform various tasks and use special abilities during the game.","This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer.","Many of the steps on pages 21 –28 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 24 –25; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when you're actually playing the game—but creating a character happens in a different order, so you'll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank.","All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 24 –25, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which aren't shown, the text will tell you.","If you're creating a higher-level character, it's a good idea to begin with the instructions here, then turn to page 29 for instructions on leveling up characters.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["One of the most important aspects of your character is their ability scores. These scores represent your character's raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation.","Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your character's physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your character's learned prowess, awareness, and force of personality.","Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["Strength measures your character's physical power.","Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["Dexterity measures your character's agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character's AC and Reflex saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["Constitution measures your character's overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat.","Your Constitution modifier is added to your Hit Points and Fortitude saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["Each ability score starts at 10, representing human average, but as you make character choices, you'll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions.","{@b Ancestry:} Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["An ability boost normally increases an ability score's value by 2. However, if the ability score to which you're applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score that's higher than 18.","When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a \"free\" ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["Ability flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["The standard method of generating ability scores that's described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume.","If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"Roll four 6-sided dice (4d6) and discard the lowest die result.","Add the three remaining results together and record the sum.","(For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until you've generated six such values. Decide which value you want for each of your ability scores.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character's ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the character's background (you do not get the other free ability boost).","These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to {@table ABILITY MODIFIERS||Table 1–1}. When your character receives additional ability boosts at higher levels, you assign them as any character would."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Modifiers","entries":["Once you've finalized your ability scores, you can use them to determine your ability modifiers, which are used in most other statistics in the game. Find the score in {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers} to determine its ability modifier.",{"type":"data","tag":"table","name":"Ability Modifiers","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":21,"name":"Create a Concept","entries":["What sort of hero do you want to play? The answer to this question might be as simple as \"a brave warrior,\" or as complicated as \"the child of elven wanderers, but raised in a city dominated by humans and devoted to Sarenrae, goddess of the sun.\" Consider your character's personality, sketch out a few details about their past, and think about how and why they adventure. You'll want to peruse Pathfinder's available ancestries, backgrounds, and classes. The summaries on pages 22 –23 might help you match your concept with some of these basic rule elements. Before a game begins, it's also a good idea for the players to discuss how their characters might know each other and how they'll work together throughout the course of their adventures.","There are many ways to approach your character concept.","Once you have a good idea of the character you'd like to play, move on to Step 2 to start building your character.",{"type":"pf2-h3","page":21,"name":"Ancestry, Background, Class, or Details","entries":["If one of Pathfinder's character ancestries, backgrounds, or classes particularly intrigues you, it's easy to build a character concept around these options. The summaries of ancestries and classes on pages 22 –23 give a brief overview of these options (full details appear in Chapters 2 and 3, respectively). Each ancestry also has several heritages that might refine your concept further, such as a human with an elf or orc parent, or an arctic or woodland elf. Additionally, the game has many backgrounds to choose from, representing your character's upbringing, their family's livelihood, or their earliest profession. Backgrounds are detailed later in Chapter 2, beginning on page 60.","Building a character around a specific ancestry, background, or class can be a fun way to interact with the world's lore. Would you like to build a typical member of your character's ancestry or class, as described in the relevant entry, or would you prefer to play a character who defies commonly held notions about their people?","For example, you could play a dwarf with a wide-eyed sense of wonder and a zest for change, or a performing rogue capable of amazing acrobatic feats but with little interest in sneaking about.","You can draw your concept from any aspect of a character's details. You can use roleplaying to challenge not only the norms of Pathfinder's fictional world, but even real-life societal norms. Your character might challenge gender notions, explore cultural identity, have a disability, or any combination of these suggestions. Your character can live any life you see fit."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Faith","entries":["Perhaps you'd like to play a character who is a devout follower of a specific deity. Pathfinder is a rich world with myriad faiths and philosophies spanning a wide range, from Cayden Cailean, the Drunken Hero of good-hearted adventuring; to Desna, the Song of Spheres and goddess of dreaming and the stars; to Iomedae, the Inheritor, goddess of honor, justice, and rulership. Pathfinder's major deities appear on pages 437–440. Your character might be so drawn to a particular faith that you decide they should be a champion or cleric of that deity; they might instead be a lay worshipper who applies their faith's teachings to daily life, or simply the child of devout parents."],"source":"CRB"},{"type":"pf2-brown-box","page":21,"name":"ANCESTRIES AND CLASSES","entries":["Each player takes a different approach to creating a character. Some want a character who will fit well into the story, while others look for a combination of abilities that complement each other mechanically. You might combine these two approaches. There is no wrong way!","When you turn the page, you'll see a graphical representation of ancestries and classes that provide at-aglance information for players looking to make the most of their starting ability scores. In the ancestries overview on page 22, each entry lists which ability scores it boosts, and also indicates any ability flaws the ancestry might have.","You can find more about ability boosts and ability flaws in Ability Scores on page 20.","The summaries of the classes on pages 22 –23 list each class's key ability score—the ability score used to calculate the potency of many of their class abilities. Characters receive an ability boost in that ability score when you choose their class. This summary also lists one or more secondary ability scores important to members of that class.","Keep in mind a character's background also affects their ability scores, though there's more flexibility in the ability boosts from backgrounds than in those from classes. For descriptions of the available backgrounds, see pages 60–64."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Your Allies","entries":["You might want to coordinate with other players when forming your character concept. Your characters could have something in common already; perhaps they are relatives, or travelers from the same village. You might discuss mechanical aspects with the other players, creating characters whose combat abilities complement each other. In the latter case, it can be helpful for a party to include characters who deal damage, characters who can absorb damage, and characters who can provide healing.","However, Pathfinder's classes include a lot of choices, and there are many options for building each type of character, so don't let these broad categories restrict your decisions."],"source":"CRB"},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Once you've developed your character's concept, jot down a few sentences summarizing your ideas under the Notes section on the third page of your character sheet. Record any of the details you've already decided, such as your character's name, on the appropriate lines on the first page."],"source":"CRB"}],"step":"1","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Start Building Ability Scores","entries":["At this point, you need to start building your character's ability scores. See the overview of ability scores on pages 19 –20 for more information about these important aspects of your character and an overview of the process.","Your character's ability scores each start at 10, and as you select your ancestry, background, and class, you'll apply ability boosts, which increase a score by 2, and ability flaws, which decrease a score by 2. At this point, just note a 10 in each ability score and familiarize yourself with the rules for ability boosts and flaws on page 20. This is also a good time to identify which ability scores will be most important to your character. See The Six Ability Scores on page 19 and the class summaries on pages 22 –23 for more information."],"step":"2","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Select an Ancestry","entries":["Select an ancestry for your character. The ancestry summaries on page 22 provide an overview of Pathfinder's core ancestry options, and each is fully detailed in Chapter 2. Ancestry determines your character's size, Speed, and languages, and contributes to their Hit Points.","Each also grants ability boosts and ability flaws to represent the ancestry's basic capabilities.","You'll make four decisions when you select your character's ancestry:",{"type":"list","items":["Pick the ancestry itself.","Assign any free ability boosts and decide if you are taking any voluntary flaws.","Select a heritage from those available within that ancestry, further defining the traits your character was born with.","Choose an ancestry feat, representing an ability your hero learned at an early age."]},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's ancestry and heritage in the appropriate space at the top of your character sheet's first page. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your ancestry, and subtracting 2 from an ability score if you gained an ability flaw from your ancestry. Note the number of Hit Points your character gains from their ancestry—you'll add more to this number later. Finally, in the appropriate spaces, record your character's size, Speed, and languages. If your character's ancestry provides them with special abilities, write them in the appropriate spaces, such as {@ability darkvision} in the Senses"],"source":"CRB"}],"step":"3","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Pick a Background","entries":["Your character's background might represent their upbringing, an aptitude they've been honing since their youth, or another aspect of their life before they became an adventurer. Character backgrounds appear in Chapter 2, starting on page 60. They typically provide two ability boosts (one that can be applied to either of two specific ability scores, and one that is free), training in a specific skill, training in a Lore skill, and a specific skill feat.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Record your character's background in the space at the top of the first page of your character sheet. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your background. Record the skill feat the background provides in the Skill Feat section of your character sheet's second page. On the first page, check the \"T\" box next to the name of the specific skill and for one Lore skill to indicate your character is trained, then write the name of the Lore skill granted by your background."],"source":"CRB"}],"step":"4","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Choose a Class","entries":["At this point, you need to decide your character's class.","A class gives your character access to a suite of heroic abilities, determines how effectively they fight, and governs how easily they can shake off or avoid certain harmful effects. Each class is fully detailed in Chapter 3, but the summaries on pages 22 –23 provide an overview of each and tells you which ability scores are important when playing that class.","You don't need to write down all of your character's class features yet. You simply need to know which class you want to play, which determines the ability scores that will be most important for your character.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's class in the space at the top of the first page of your character sheet, then write \"1\" in the Level box to indicate that your character is 1st level. Next to the ability scores, note the class's key ability score, and add 2 to that ability score from the ability boost the class provides. Don't worry about recording the rest of your character's class features and abilities yet—you'll handle that in Step 7."],"source":"CRB"}],"step":"5","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Determine Ability Scores","entries":[{"type":"pf2-sidebar","page":26,"name":"OPTIONAL: VOLUNTARY FLAWS","entries":["Sometimes, it's fun to play a character with a major flaw even if you're not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can't apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma.","You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves' ability flaw during this step."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["First, make sure you've applied all the ability boosts and ability flaws you've noted in previous steps (from your ancestry, background, and class).","Then, apply four more ability boosts to your character's ability scores, choosing a different ability score for each and increasing that ability score by 2.","Finally, record your starting ability scores and ability modifiers, as determined using {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers}."]},"Remember that each ability boost adds 2 to the base score of 10, and each ability flaw subtracts 2. You should have no ability score lower than 8 or higher than 18.",{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's starting ability scores in the box provided for each. Record the ability modifier for each ability score in the box to the left of the ability's name."],"source":"CRB"}],"step":"6","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Record Class Details","entries":["Now, record all the benefits and class features that your character receives from the class you've chosen. While you've already noted your key ability score, you'll want to be sure to record the following class features.",{"type":"pf2-sidebar","page":27,"name":"SPELLS AND SPELLCASTING","entries":["Most classes can learn to cast a few focus spells, but the bard, cleric, druid, sorcerer, and wizard all gain spellcasting—the ability to cast a wide variety of spells.","If your character's class grants spells, you should take time during Step 7 to learn about the spells they know and how to cast them. The fourth page of the character sheet provides space to note your character's magic tradition and their proficiency rank for spell attack rolls and spell DCs. It also gives ample space to record the spells in your character's repertoire or spellbook, or that you prepare frequently. Each class determines which spells a character can cast, how they are cast, and how many they can cast in a day, but the spells themselves and detailed rules for spellcasting are located in Chapter 7."],"source":"CRB"},{"type":"list","items":["To determine your character's total starting Hit Points, add together the number of Hit Points your character gains from their ancestry (chosen in Step 2) and the number of Hit Points they gain from their class.","The Initial Proficiencies section of your class entry indicates your character's starting proficiency ranks in a number of areas. Choose which skills your character is trained in and record those, along with the ones set by your class. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in.","See the class advancement table in your class entry to learn the class features your character gains at 1st level—but remember, you already chose an ancestry and background. Some class features require you to make additional choices, such as selecting spells."]},{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's total Hit Points on the first page of your character sheet. Use the proficiency fields (the boxes marked \"T,\" \"E,\" \"M,\" and \"L\") on your character sheet to record your character's initial proficiencies in Perception, saving throws, and the skills granted by their class; mark \"T\" if your character is trained, or \"E\" if your character is expert. Indicate which additional skills you chose for your character to be trained in by marking the \"T\" proficiency box for each skill you selected. Likewise, record your character's their armor proficiencies in the Armor Class section at the top of the first page and their weapon proficiencies at the bottom of the first page. Record all other class feats and abilities on the second page. Don't worry yet about finalizing any values for your character's statistics—you'll handle that in Step 9."],"source":"CRB"}],"step":"7","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Buy Equipment","entries":["At 1st level, your character has 15 gold pieces (150 silver pieces) to spend on armor, weapons, and other basic equipment. Your character's class lists the types of weapons and armor with which they are trained (or better!). Their weapons determine how much damage they deal in combat, and their armor influences their Armor Class; these calculations are covered in more detail in Step 10. Don't forget essentials such as food and traveling gear! For more on the available equipment and how much it costs, see Chapter 6.",{"type":"pf2-tips-box","page":27,"name":"CHARACTER SHEET","entries":["Once you've spent your character's starting wealth, calculate any remaining gp, sp, and cp they might still have and write those amounts in Inventory on the second page. Record your character's weapons in the Melee {@action Strike||Strikes} and Ranged {@action Strike||Strikes} sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["With most of the big decisions for your character made, it's time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["Your character's Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["For each kind of saving throw, add your character's Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your character's Constitution modifier. For Reflex saving throws, use your character's Dexterity modifier. For Will saving throws, use your character's Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee {@action Strike||Strikes} and Dexterity for ranged {@action Strike||Strikes}).","You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon's Strike deals.","Melee weapons usually add your character's Strength modifier to damage rolls, while ranged weapons might add some or all of your character's Strength modifier, depending on the weapon's traits. See the weapon entries in Chapter 6 for more information."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["In the second box to the right of each skill name on your character sheet, there's an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability's modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space.","Record the proficiency bonuses, ability modifiers, and total modifiers for your melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left.","If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["Your character's alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 1 –2: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character.","Your character's alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isn't committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your character's alignment.","If you play a champion, your character's alignment must be one allowed for their deity and cause (pages 437–440 and 106–107), and if you play a cleric, your character's alignment must be one allowed for their deity (pages 437–440).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["Your character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who aren't friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if they're willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, they're likely neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["Your character has a lawful alignment if they value consistency, stability, and predictability over flexibility.","Lawful characters have a set system in life, whether it's meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesn't mean they make decisions by choosing randomly.","Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty.","Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["Alignment can change during play as a character's beliefs change, or as you realize that your character's actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your character's alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["Write down the deity your character worships, if any.","Champions and clerics must worship a deity. See pages 437–440 for more about Pathfinder's deities."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["Decide your character's age and note it on the third page of the character sheet. The description for your character's ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There aren't any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the game's threats, so it's recommended that characters are at least young adults."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["Characters of all genders are equally likely to become adventurers. Record your character's gender, if applicable, and their pronouns on the third page of the character sheet."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["A class DC sets the difficulty for certain abilities granted by your character's class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the class's key ability score."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["Your character's Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character's Dexterity modifier (up to their armor's Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armor's item bonus to AC and any other permanent bonuses and penalties."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["Your character's maximum Bulk determines how much weight they can comfortably carry. If they're carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character can't carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":487,"name":"Characters With Disabilities","entries":["A player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened aren't a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities.",{"type":"pf2-h3","name":"Blindness or Impaired Vision"},"A blind character can't detect anything using vision, critically fails {@skill Perception} checks requiring sight, is immune to {@trait visual} effects, and can't be {@condition blinded} or {@condition dazzled}. You might give this character the {@feat Blind-Fight (Fighter)||Blind-Fight} feat for free.","A character with impaired vision might take a –2 to –4 penalty to vision-based {@skill Perception} checks. {@item Basic Corrective Lenses|LOTGB|Spectacles} or {@filter other corrective devices|items||source=|type=|Subcategory=Vision} might reduce or remove this.",{"type":"pf2-h3","name":"Deafness or Being Hard of Hearing"},"A deaf character can't detect anything using hearing, critically fails {@skill Perception} checks that require hearing, and is immune to {@trait auditory} effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action they're not accustomed to that involves auditory elements, they must succeed at a DC {@flatDC 5} flat check or the action is lost. It's best to give them the {@feat Sign Language} feat for free, and you might give them {@feat Read Lips} as well. You might give one or more other characters in the group {@feat Sign Language} for free as well.","A hard-of-hearing character might take a –2 to –4 penalty to {@skill Perception} checks that are hearing-based. {@filter Corrective devices for hearing|items||Subcategory=Hearing} are less common than spectacles are in a typical Pathfinder world.",{"type":"pf2-h3","name":"Missing Limb"},"Some magic items require certain limbs or other body parts. It's fine to allow an alternative form of the item, turning boots into bracers for a character without legs, for example.","A character with a missing hand or arm might need to spend 2 actions to {@action Interact} with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a {@filter prosthetic hand or arm|items||source=|type=|subcategory=prosthesis} to compensate.","Someone missing a foot or leg might take a small penalty to Speed, but can typically acquire a prosthetic to compensate. If they have no legs, they might use a {@filter wheelchair|items||source=|type=|subcategory=wheelchair}, a dependable mount, or levitation or flight magic.",{"type":"pf2-h3","name":"Mental Illness and Chronic Illness"},"Some disabilities, such as mental illness and chronic illnesses, are best left to the player to roleplay. Mental illness is an especially fraught topic, with a history of insensitive portrayal. Be careful about the intentions of the player and the impact the presentation might have on other players."],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":217,"name":"Familiars","entries":["Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid's leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit.","Familiars have the minion trait (page 634), so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost.","You can have only one familiar at a time.",{"type":"pf2-h3","page":217,"name":"Modifiers and AC","entries":["Your familiar's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, {@skill Acrobatics}, and {@skill Stealth} modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don't have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn't have or use its own ability modifiers and can never benefit from item bonuses."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Hit Points","entries":["Your familiar has 5 Hit Points for each of your levels."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Size","entries":["Your familiar is Tiny."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Senses","entries":["Your familiar has {@ability low-light vision} and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it's within 1 mile of you, sharing emotions. It doesn't understand or speak languages normally, but it can gain speech from a familiar ability."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Movement","entries":["Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar).","It can gain other movement types from familiar abilities."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Familiar and Master Abilities","entries":["Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar can't be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.",{"type":"pf2-h4","page":218,"name":"Familiar Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Amphibious","entries":["It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed)."]},{"name":"Burrower","entries":["It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes."]},{"name":"Climber","entries":["It gains a climb Speed of 25 feet."]},{"name":"Damage Avoidance","entries":["Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn't prevent effects other than damage."]},{"name":"Darkvision","entries":["It gains {@ability darkvision}."]},{"name":"Fast Movement","entries":["Increase one of the familiar's Speeds from 25 feet to 40 feet."]},{"name":"Flier","entries":["It gains a fly Speed of 25 feet."]},{"name":"Kinspeech","entries":["It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level."]},{"name":"Lab Assistant","entries":["It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this."]},{"name":"Manual Dexterity","entries":["It can use up to two of its limbs as if they were hands to use manipulate actions."]},{"name":"Scent","entries":["It gains {@ability scent} (imprecise, 30 feet)."]},{"name":"Speech","entries":["It understands and speaks a language you know."]}]}],"source":"CRB"},{"type":"pf2-h4","page":218,"name":"Master Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Cantrip Connection","entries":["You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can't otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this."]},{"name":"Extra Reagents","entries":["Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability."]},{"name":"Familiar Focus","entries":["Once per day, your familiar can use 2 actions with the {@trait concentrate} to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this."]},{"name":"Lifelink","entries":["If your familiar would be reduced to 0 HP by damage, as a reaction with the {@trait concentrate}, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar."]},{"name":"Spell Battery","entries":["You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability."]},{"name":"Spell Delivery","entries":["If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn't reach the target to touch it this turn, the spell has no effect."]}]}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":31,"name":"Leveling Up","entries":["The world of Pathfinder is a dangerous place, and your character will face terrifying beasts and deadly traps on their journey into legend. With each challenge resolved, a character earns Experience Points (XP) that allow them to increase in level. Each level grants greater skill, increased resiliency, and new capabilities, allowing your character to face even greater challenges and go on to earn even more impressive rewards.","Each time your character reaches 1,000 Experience Points, their level increases by 1. On your character sheet, indicate your character's new level beside the name of their class, and deduct 1,000 XP from their XP total. If you have any Experience Points left after this, record them—they count toward your next level, so your character is already on their way to advancing yet again!","Next, return to your character's class entry. Increase your character's total Hit Points by the number indicated for your class. Then, take a look at the class advancement table and find the row for your character's new level.","Your character gains all the abilities listed for that level, including new abilities specific to your class and additional benefits all characters gain as they level up.","For example, all characters gain four ability boosts at 5th level and every 5 levels thereafter.","You can find all the new abilities specific to your class, including class feats, right in your class entry, though you can also use class feats to take an archetype (page 219).","Your character's class entry also explains how to apply any ability boosts and skill increases your character gains.","If they gain an ancestry feat, head back to the entry for your character's ancestry in Chapter 2 and select another ancestry feat from the list of options. If they gain a skill increase, refer to Chapter 4 when deciding which skill to apply it to. If they gain a general feat or a skill feat, you can choose from the feats listed in Chapter 5. If they can cast spells, see the class entry for details on adding spell slots and spells. It's also a good idea to review your character's spells in Chapter 7 and see if there are heightened versions they can now cast.","Once you've made all your choices for your character's new level, be sure to go over your character sheet and adjust any values that have changed. At a bare minimum, your proficiency bonuses all increase by 1 because you've gained a level, so your AC, attack rolls, Perception, saving throws, skill modifiers, spell attack rolls, and class DC all increase by at least 1. You might need to change other values because of skill increases, ability boosts, or class features that either increase your proficiency rank or increase other statistics at certain levels. If an ability boost increases your character's Constitution modifier, recalculate their maximum Hit Points using their new Constitution modifier (typically this adds 1 Hit Point per level). If an ability boost increases your character's Intelligence modifier, they become trained in an additional skill and language.","Some feats grant a benefit based on your level, such as Toughness, and these benefits are adjusted whenever you gain a level as well.","You can perform the steps in the leveling-up process in whichever order you want. For example, if you wanted to take the skill feat Intimidating Prowess as your skill feat at 10th level, but your character's Strength score was only 14, you could first increase their Strength score to 16 using the ability boosts gained at 10th level, and then take Intimidating Prowess as a skill feat at the same level.",{"type":"pf2-h3","page":31,"name":"Leveling-Up Checklist","entries":["Every time you gain a level, make sure you do each of the following:",{"type":"list","items":["Increase your level by 1 and subtract 1,000 XP from your XP total.","Increase your maximum Hit Points by the amount listed in your class entry in Chapter 3.","Add class features from your class advancement table, including ability boosts and skill increases.","Select feats as indicated on your class advancement table. For ancestry feats, see Chapter 2. For class feats, see your class entry in Chapter 3. For general feats and skill feats, see Chapter 5.","Add spells and spell slots if your class grants spellcasting. See Chapter 7 for spells.","Increase all of your proficiency bonuses by 1 from your new level, and make other increases to your proficiency bonuses as necessary from skill increases or other class features. Increase any other statistics that changed as a result of ability boosts or other abilities.","Adjust bonuses from feats and other abilities that are based on your level."]}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":532,"name":"Activating Items","entries":["Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. {@action Activate an Item||Activating an Item} works much like {@action Cast a Spell||Casting a Spell}, in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item's Activate entry.","If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description. Activations are not necessarily magical—for instance, drinking an alchemical elixir isn't usually a magical effect.",{"type":"data","tag":"action","name":"Activate an Item","source":"CRB"},{"type":"pf2-brown-box","page":532,"name":"DISRUPTING ACTIVATIONS","entries":["Some abilities and effects can disrupt the process of {@action Activate an Item||Activating an Item}. If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends."],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Activation Components","entries":["An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":533,"name":"Command","entries":["This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and {@trait concentrate}s. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Envision","entries":["This component is a specific image or phenomenon you need to imagine. Activate an Item gains the {@trait concentrate}."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Interact","entries":["This component works like the Interact basic action.","Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Cast a Spell","entries":["If an item lists \"{@action Cast a Spell}\" after \"Activate,\" the activation requires you to use the {@action Cast a Spell} activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component.","If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it.","In this case, Activate an Item gains all the traits from the relevant components of the {@action Cast a Spell} activity."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Limited Activations","entries":["Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesn't refresh if another creature later invests or tries to activate the item."],"source":"CRB"},{"type":"pf2-brown-box","page":533,"name":"ITEM CATEGORIES","entries":["Items are grouped into the following categories, shown here with the page number where those items appear and a brief description of the category.",{"type":"list","items":["{@b {@filter Alchemical Items|items||source=CRB|category=Bomb;Poison;Elixir}} are powered by the reactions of alchemical reagents. Almost all alchemical items are consumable items that are used up when you activate them. This category includes bombs, elixirs (including mutagens), poisons, and alchemical tools.","{@b {@filter Ammunition|items||source=CRB|category=Ammunition}}, in Consumables, includes different types of magical arrows, crossbow bolts, and other types of ammunition.","{@b {@filter Apex Items|items||source=CRB|category=Apex}} are a subcategory of worn items of a high level that increase an ability score.","{@b {@filter Armor|items||source=CRB|category=armor}} includes the rules for basic magical armor as well as special suits of armor.","{@b {@filter Companion Items|items||source=CRB|category=companion}} are a category of worn items meant for animal companions and mounts.","{@b {@filter Consumables|items||source=CRB|category=consumable}} are used up when you activate them, and include ammunition, oils, potions, scrolls, and talismans, among others. Categories of items that are consumables but have specific rules, such as alchemical items, are presented separately.","{@b {@filter Held Items|items||source=CRB|category=held}} include a wide variety of items you use with your hands. This doesn't include more narrow categories of held items, such as weapons.","{@b {@filter Materials|items||source=CRB|category=material}} can be used to make items with unique properties and other advantages.","{@b {@filter Oils|items||source=CRB|category=oil}} are consumables applied to the surface of an object or person.","{@b {@filter Potions|items||source=CRB|category=potion}} are consumable magical liquids you drink to activate.","{@b {@filter Runes|items||source=CRB|category=rune}} modify armor and weapons when etched onto them. This section includes fundamental runes for weapons ({@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking}) and armor ({@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient}).","{@b {@filter Scrolls|items||source=CRB|category=scroll}} are consumables that allow spellcasters to cast more spells.","{@b {@filter Shields|items||source=CRB|category=shield}} include more durable shields and ones with special magical powers.","{@b {@filter Snares|items||source=CRB|category=snare}} are single-use traps typically made by rangers.","{@b {@filter Staves|items||source=CRB|category=staff}} provide flexible spellcasting options.","{@b {@filter Structures|items||source=CRB|category=structure}} include buildings, tents, and other larger items.","{@b {@filter Talismans|items||source=CRB|category=talisman}} are consumables that are affixed to items and then activated for a one-time combat or physical benefit.","{@b {@filter Wands|items||source=CRB|category=wand}} hold a spell of the crafter's choice, and can be used to repeatedly cast that spell.","{@b {@filter Weapons|items||source=CRB|category=weapon}} include the rules for basic magical weapons, weapons made from precious materials, and specific magic weapons.","{@b {@filter Worn Items|items||source=CRB|category=worn}} consist of a vast collection of clothing and other items you wear on your body."]}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Sustaining Activations","entries":["Some items, once activated, have effects that can be sustained if you concentrate on them. This works much like the Sustain a Spell action (found on page 304). If an item's description states that you can sustain the effect, that effect lasts until the end of your turn in the round after you Activated the Item. You can use a Sustain an Activation action on that turn to extend the duration.",{"type":"data","tag":"action","name":"Sustain an Activation","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":534,"name":"Dismissing Activations","entries":["Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Animals","entries":["The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become {@condition frightened||frightened 4} and {@condition fleeing} as long as they're {@condition frightened}. If you successfully {@action Command your Animal} using {@skill Nature}, you can keep it from fleeing, though this doesn't remove its frightened condition. If the animal is attacked or damaged, it returns to {@condition frightened||frightened 4} and {@condition fleeing}, with the same exceptions.","Warhorses and warponies are combat trained. They don't become {@condition frightened} or {@condition fleeing} during encounters in this way.",{"type":"data","tag":"table","name":"Animals","source":"CRB"},{"type":"pf2-h3","page":295,"name":"Barding","entries":["You can purchase special armor for animals, called barding (shown on {@table Barding||Table 6–18}). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available.",{"type":"data","tag":"table","name":"Barding","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see below), you reduce the penalty by 5 feet."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["This entry indicates the Strength score at which you are strong enough to overcome some of the armor's penalties. If your Strength is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried or worn usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b {@trait Bulwark}:} The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a {@spell fireball}, you add a +3 modifier instead of your Dexterity modifier.","{@b {@trait Comfort}:} The armor is so comfortable that you can rest normally while wearing it.","{@b {@trait Flexible}:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to {@skill Acrobatics} or {@skill Athletics} checks.","{@b {@trait Noisy}:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity."],"source":"CRB"},{"type":"pf2-h3","page":275,"name":"Armor Specialization Effects","entries":["Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.","{@b {@group Chain}:} The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor's potency rune for medium armor, or 6 + the value of the armor's potency rune for heavy armor. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit.","{@b {@group Composite}:} The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Leather}:} The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Plate}:} The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmored Defense","source":"CRB"},{"type":"data","tag":"table","name":"Armor","source":"CRB"},{"type":"pf2-brown-box","page":275,"name":"MATERIALS","entries":["Most suits of armor and weapons are made from ordinary, commonly available materials like iron, leather, steel, and wood. If you're not sure what a suit of armor is made of, the GM determines the details.","Some armor, shields, and weapons are instead made of precious materials. These often have inherent supernatural properties. Cold iron, for example, which harms fey, and silver can damage werecreatures. These materials are detailed beginning on page 577."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":275,"name":"Armor Descriptions","entries":["Each type of armor is described in more detail below.","{@b {@item Breastplate}:} Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (page 276) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.","{@b {@item Chain Mail}:} A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body.","{@b {@item Chain Shirt}:} Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.","{@b {@item Explorer's Clothing}:} Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes (as described on page 581).","{@b {@item Full Plate}:} Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Half Plate}:} Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Hide}:} A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility.","{@b {@item Leather}:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b {@item Padded Armor}:} This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it's so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat.","{@b {@item Scale Mail}:} Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.","{@b {@item Splint Mail}:} This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor (see above) and a pair of gauntlets (page 285).","{@b {@item Studded Leather}:} This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.",{"type":"data","tag":"table","name":"Damaging Armor","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Carrying and Using Items","entries":["A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access.","Drawing a worn item or changing how you're carrying an item usually requires you to use an {@action Interact} action (though to drop an item, you use the {@action Release} action instead). {@table Changing Equipment||Table 6–2: Changing Equipment} lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so.","Many ways of using items require you to spend multiple actions. For example, drinking a potion stowed in your belt pouch requires using an {@action Interact} action to draw it and then using a second action to drink it as described in its {@action Activate an Item||Activate} entry.",{"type":"pf2-h3","page":271,"name":"Bulk","entries":["Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength score, you usually don't need to worry about Bulk unless you're carrying numerous substantial items.",{"type":"pf2-h4","page":272,"name":"Bulk Limits","entries":["You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can't hold or carry more Bulk than 10 plus your Strength modifier.",{"type":"pf2-beige-box","page":272,"name":"Encumbered","entries":["You are carrying more weight than you can manage. While you're {@condition encumbered}, you're {@condition clumsy 1} and take a –10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk Values","entries":["Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a—) for the purpose of determining Bulk. For instance, {@item full plate} armor is 4 Bulk, a {@item longsword} is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk don't count toward Bulk unless you try to carry vast numbers of them, as determined by the GM."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Estimating an Item's Bulk","entries":["As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn't heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk, as described on page 295."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Coins","entries":["Coins are a popular means of exchange due to their portability, but they can still add up. A thousand coins of any denomination or combination of denominations count as 1 Bulk. It's not usually necessary to determine the Bulk of coins in fractions of 1,000; simply round down fractions of 1,000. In other words, 100 coins don't count as a light item, and 1,999 coins are 1 Bulk, not 2."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Creatures","entries":["You might need to know the Bulk of a creature, especially if you need to carry someone off the battlefield. The table that follows lists the typical Bulk of a creature based on its size, but the GM might adjust this number.",{"type":"table","page":272,"colStyles":["text-center","text-center"],"rows":[["Size of Creature","Bulk"],["{@trait Tiny}","1"],["{@trait Small}","3"],["{@trait Medium}","6"],["{@trait Large}","12"],["{@trait Huge}","24"],["{@trait Gargantuan}","48"]],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Dragging","entries":["In some situations, you might drag an object or creature rather than carry it. If you're dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute unless you have some means to speed it up. Use the total Bulk of what you're dragging, so if you have a sack laden with goods, use the sum of all the Bulk it carries instead of an individual item within."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":272,"name":"Wielding Items","entries":["Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around—you're ready to use it. Other abilities might require you to merely carry or have an item. These apply as long as you have the item on your person; you don't have to wield it."],"source":"CRB"},{"type":"data","tag":"table","name":"Changing Equipment","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Coins and Currency","entries":["Though you might be able to barter valuable items in some areas, currency is the most versatile way to make transactions when you head to market. The most common currency is coins. For most commoners and beginning adventurers, the standard unit is the {@b silver piece} ({@b sp}). Each silver piece is a standard weight of silver and is typically accepted by any merchant or kingdom no matter where it was minted. There are three other common types of coins, each likewise standardized in weight and value. The first is the {@b copper piece} ({@b cp}). Each copper piece is worth one-tenth of a silver piece. The {@b gold piece} ({@b gp}) is often used for purchasing magic items and other expensive items, as 1 gold piece is worth 10 silver pieces or 100 copper pieces. The {@b platinum piece} ({@b pp}) is used by nobles to demonstrate their wealth, for the purchase of very expensive items, or simply as a way to easily transport large sums of currency. A platinum piece is worth 10 gold pieces, 100 silver pieces, or 1,000 copper pieces. See {@table Coin Values||Table 6–1: Coin Values} for the exchange rates of common types of coins.",{"type":"pf2-h3","page":271,"name":"Other Currency","entries":["Art objects, gems, and raw materials (such as those used for the {@action Craft} activity) can be used much like currency: you can sell them for the same Price you can buy them."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Constant Abilities","entries":["Some magic items have abilities that always function. You don't have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work. For example, an {@item everburning torch} always sheds light, and a {@item flaming} weapon deals fire damage every time it deals damage."],"data":{"quickref":2},"source":"CRB"},{"type":"section","name":"Creating a Personal Staff","source":"SoM","page":166,"entries":["Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list.",{"type":"pf2-h3","name":"Determining Level And Price","source":"SoM","page":166,"entries":["Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below.",{"type":"data","name":"Personal Staves","tag":"table","source":"SoM"}]},{"type":"pf2-h3","name":"Picking Your Spells","source":"SoM","page":166,"entries":["Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your {@class sorcerer|crb|undine|undine} {@class sorcerer} might create a {@i deep sea staff} themed around the {@trait water} trait, inscribing it with spells such as {@spell create water} and {@spell hydraulic push}.","You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using {@feat Trick Magic Item}; however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters."]},{"type":"pf2-h4","name":"Example","source":"SoM","page":166,"entries":["Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells:",{"type":"list","style":"list-hang","items":["Cantrip: {@spell tanglefoot}","1st: {@spell protector tree}, {@spell shillelagh}","2nd: {@spell entangle}, {@spell shape wood}","3rd: {@spell tree shape}, {@spell wall of thorns}","4th: {@spell barkskin}, {@spell speak with plants}","5th: {@spell plant form}, {@spell wall of thorns}","6th: {@spell nature's reprisal}, {@spell plant form}"]},"Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot."]},{"type":"pf2-h3","name":"Crafting the Staff","source":"SoM","page":166,"entries":[{"type":"pf2-sidebar","name":"Staff of Nature's Cunning","source":"SoM","page":167,"entries":["You might want to take a version of the {@item Lini's Leafstick} for your own character or to give out as treasure in a campaign. To make that easier, here's a non-unique version with multiple types for different levels.","{@item Staff of Nature's Cunning|SoM}"]},"Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items.","As with normal staves, one casting of all listed levels of all spells in the staff must be provided during {@action Craft||Crafting}.","Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the {@trait magical} trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list.","You still need to {@action Craft} the staff. If you're not good at {@skill Crafting}, you can have somebody use the {@skill Craft} activity for you, but you must be present the whole time. Since the creation of a custom staff is {@trait rare}, you and the GM might decide to have a special quest for esoteric ingredients and methods as part of the story.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini selected mostly transmutation spells for her staff, so she chooses the {@trait transmutation} trait. She could give it the primal trait, but choses to keep it open with the {@trait magical} trait, much like the {@item verdant staff} in the Core Rulebook.","To Craft the staff, Lini follows the normal rules. She provides 3,250 gp in raw materials, spends 4 days at work, and attempts a {@skill Crafting} check. Each day she works on it, she prepares the spells she needs to put into the staff given its Craft Requirements."]}]},{"type":"pf2-h3","name":"Naming The Staff","source":"SoM","page":167,"entries":["When your staff is complete, give it a name—though skeptics might sneer, spellcasters believe that naming a staff upon creation will help it attune to its new master.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini christens her new creation {@i Lini's Leafstick}!",{"type":"data","tag":"item","name":"Lini's Leafstick","source":"SoM"}]}]}],"data":{"quickref":2}},{"type":"section","page":293,"name":"Formulas","entries":["Formulas are instructions for making items with the {@action Craft} activity. You can usually read a formula as long as you can read the language it's written in, though you might lack the skill to {@action Craft} the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals.","You can buy common formulas at the Price listed on {@table formulas||Table 6–13}, or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else's formula book. If you have a formula, you can {@action Craft} a copy of it using the {@skill Crafting} skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all!","If you have an item, you can try to reverse-engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a {@skill Crafting} check against the same DC it would take to {@action Craft} the item. If you succeed, you {@action Craft} the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, you're left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you'd normally be able to salvage.","The item's disassembled parts are worth half its Price in raw materials and can't be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like {@action Craft||Crafting} it from scratch; you use the disassembled parts as the necessary raw materials.",{"type":"data","tag":"table","name":"Formulas","source":"CRB"},{"type":"pf2-h3","page":293,"name":"Items with Multiple Types","entries":["If an item has multiple types of different levels, each type has its own formula, and you need the formula for the specific type of item you want to Craft. For example, {@i if you have a formula for a type I bag of holding but not for a type II bag of holding, you must acquire a separate formula to Craft a type II bag of holding.}"],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Investing Magic Items","entries":["Certain magic items convey their magical benefits only when worn and invested using the Invest an Item activity, tying them to your inner potential. These items have the invested trait. Many invested items have constant abilities that function all the time or that always trigger when you use the item—but only when they're invested. If you don't have an item invested, these abilities don't work. If an invested item can be activated, you must have invested the item to activate it.","You can benefit from no more than 10 invested magic items each day. Because this limit is fairly high, and because it matters only for worn items, you probably won't need to worry about reaching the limit until higher levels, when you've acquired many useful magic items to wear.","You can still gain the mundane benefits of an item if you don't invest it. A suit of {@i +1 resilient armor} still gives you its item bonus to AC when not invested, but it doesn't give its magical bonus to saving throws, and {@item winged boots} still protect your feet even though you can't activate them to fly. Entirely non-magical items don't need to be invested.",{"type":"data","tag":"action","name":"Invest an Item","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":272,"name":"Item Damage","entries":["An item can be broken or destroyed if it takes enough damage. Every item has a {@b Hardness} value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the item's Hit Points. Normally an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesn't normally damage your armor or other gear, even if it hits you. However, the {@feat Shield Block} reaction can cause your shield to take damage as you use it to prevent damage to yourself, and some monsters have exceptional abilities that can damage your items.","An item that takes damage can become and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its {@b Broken Threshold} ({@b BT}); once its Hit Points are reduced to 0, it is {@b destroyed}. A broken item has the broken condition until Repaired above its Broken Threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no {@condition Broken} Threshold, then it has no relevant changes to its function due to being broken, but it's still destroyed at 0 Hit Points. (See the broken condition definition on page 273 for more information.) A destroyed item can't be Repaired.","An item's Hardness, Hit Points, and {@condition Broken} Threshold usually depend on the material the item is made of. This information appears in the {@book Materials|CRB|11|Materials} section of {@book Chapter 11: Crafting & Treasure|CRB|11|Chapter 11: Crafting & Treasure}.",{"type":"pf2-beige-box","page":273,"name":"Broken","entries":["Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses— with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.","A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.","If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold."],"source":"CRB"},{"type":"pf2-h3","page":273,"name":"Object Immunities","entries":["Inanimate objects and hazards are immune to bleed, death effects, disease, healing, mental effects, necromancy, nonlethal attacks, and poison, as well as the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions. An item that has a mind is not immune to mental effects. Many objects are immune to other conditions, at the GM's discretion. For instance, a sword has no Speed, so it can't take a penalty to its Speed, but an effect that causes a Speed penalty might work on a moving blade trap."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Item Level","entries":["Each item has an item level, which represents the item's complexity and any magic used in its construction. Simpler items with a lower level are easier to construct, and you can't Craft items that have a higher level than your own (page 243). If an item's level isn't listed, its level is 0. While characters can use items of any level, GMs should keep in mind that allowing characters access to items far above their current level may have a negative impact on the game."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":295,"name":"Items and Sizes","entries":["The Bulk rules in this chapter are for {@trait Small} and {@trait Medium} creatures, as the items are made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on {@table Bulk Conversions||Table 6–19}.","These rules for Bulk limits come up most often when a group tries to load up a mount or animal companion. The rules for items of different sizes tend to come into play when the characters defeat a big creature that has gear, since in most cases, the only creatures of other sizes are creatures under the GM's control. In most cases, Small or Medium creatures can wield a Large weapon, though it's unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures.",{"type":"pf2-h3","page":295,"name":"Bulk Conversions for Different Sizes","entries":["As shown in {@table Bulk Conversions||Table 6–19}, {@trait Large} or larger creatures are less encumbered by bulky items than {@trait Small} or {@trait Medium} creatures, while {@trait Tiny} creatures become overburdened more quickly. A {@trait Large} creature treats 10 items of 1 Bulk as 1 Bulk, a {@trait Huge} creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A {@trait Tiny} creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a {@trait Huge} creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A {@trait Tiny} creature doesn't treat any items as having negligible Bulk.",{"type":"data","tag":"table","name":"Bulk conversions","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":295,"name":"Items of Different Sizes","entries":["Creatures of sizes other than {@trait Small} or {@trait Medium} need items appropriate to their size. These items have different Bulk and possibly a different Price. {@table Differently Sized Items||Table 6 –20} provides the Price and Bulk conversion for such items.",{"type":"data","tag":"table","name":"Differently Sized Items","source":"CRB"},"For example, a {@item morningstar} sized for a {@trait Medium} creature has a Price of 1 gp and 1 Bulk, so one made for a {@trait Huge} creature has a Price of 4 gp and 4 Bulk. One made for a {@trait Tiny} creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk.","Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, {@trait Tiny} or {@trait Large} (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a {@trait Medium} creature.","Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on {@table Differently Sized Items||Table 6 –20}, then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Price","entries":["Most items in the following tables have a Price, which is the amount of currency it typically takes to purchase that item. An item with a Price of \"—\" can't be purchased. An item with a Price of 0 is normally free, but its value could be higher based on the materials used to create it. Most items can be sold for half their Price, but coins, gems, art objects, and raw materials (such as components for the Craft activity) can be exchanged for their full Price.",{"type":"pf2-key-box","page":271,"name":"STARTING MONEY","entries":[{"type":"pf2-title","name":"15 GP (150 SP)"}],"source":"CRB"},{"type":"data","tag":"table","name":"Coin Values","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":580,"name":"Runes","entries":["Most magic weapons and armor gain their enhancements from potent eldritch runes etched into them. These runes allow for in-depth customization of items.","Runes must be physically engraved on items through a special process to convey their effects. They take two forms:","fundamental runes and property runes. Fundamental runes offer the most basic and essential benefits: a {@item weapon potency (generic)||weapon potency} rune adds a bonus to a weapon's attack rolls, and the {@item striking (generic)||striking} rune adds extra weapon damage dice. An {@item armor potency (generic)||armor potency} rune increases the armor's item bonus to AC, and the {@item resilient (generic)||resilient} rune grants a bonus to the wearer's saving throws. Property runes, by contrast, grant more varied effects—typically powers that are constant while the armor is worn or that take effect each time the weapon is used, such as a rune that grants energy resistance or one that adds fire damage to a weapon's attacks.","The number of property runes a weapon or armor can have is equal to the value of its potency rune. A +1 weapon can have one property rune, but it could hold another if the {@item +1 weapon potency} rune were upgraded to a {@item +2 weapon potency} rune. Since the {@item striking (generic)||striking} and {@item resilient (generic)||resilient} runes are fundamental runes, they don't count against this limit.","An item with runes is typically referred to by the value of its potency rune, followed by any other fundamental runes, then the names of any property runes, and ends with the name of the base item. For example, you might have a {@runeItem longsword||+1 weapon potency|} or {@runeItem chain mail||+2 armor potency||greater resilient||fire-resistant|}.","Rune-etched armor and weapons have the same Bulk and general characteristics as the non-magical version unless noted otherwise. The level of an item with runes etched onto it is equal to the highest level among the base item and all runes etched on it; therefore, a {@runeItem mace||+1 weapon potency||striking|} (a 4th-level item) with a {@item disrupting} rune (a 5th-level rune) would be a 5th-level item.","Each rune can be etched into a specific type of armor or weapon, as indicated in the Usage entry of the rune's stat block. Explorer's clothing can have armor runes etched on it even though it's not armor, but because it's not in the light, medium, or heavy armor category, it can't have runes requiring any of those categories.",{"type":"pf2-h3","page":580,"name":"Investiture","entries":["If a suit of armor has any runes, it has the {@trait invested} trait, requiring you to invest it to get its magical benefits."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Rune Formulas","entries":["The Price of a rune's formula is the same as the Price of a formula for an item of the same level; it can be acquired in the same way as an {@quickref item formula||1|formulas}."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"The Etching Process","entries":["Etching a rune on an item follows the same process as using the {@action Craft} activity to make an item. You must have the formula for the rune, the item you're adding the rune to must be in your possession throughout the etching process, and you must meet any special Craft Requirements of the rune. The rune has no effect until you complete the {@action Craft} activity. You can etch only one rune at a time.",{"type":"pf2-h4","page":580,"name":"Transferring Runes","entries":["You can transfer runes between one item and another, including a {@item runestone}. This also uses the {@action Craft} activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property).","If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can't accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your {@action craft||Crafting} check. If you transfer a potency rune, you might end up with property runes on an item that can't benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.","The DC of the {@skill Crafting} check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune's Price, unless transferring from a {@item runestone}, which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft."],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Fundamental Runes","entries":["Four fundamental runes produce the most essential magic of protection and destruction: {@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient} runes for armor, and {@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking} runes for weapons. A potency rune is what makes a weapon a magic weapon (page 599) or armor magic armor (page 556).","An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each rune's entry). As you level up, you typically alternate between increasing an item's potency rune and its {@item striking (generic)||striking} or {@item resilient (generic)||resilient} rune when you can afford to.",{"type":"data","tag":"table","name":"Fundamental Runes","source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"SPECIFIC ARMOR AND WEAPONS","entries":["Unlike armor and weapons enhanced with runes, specific armor and weapons (such as {@item ghoul hide} or a {@item holy avenger}) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes."],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"RUNE TRANSFER EXAMPLES","entries":["You could transfer a {@item flaming} rune from a {@runeItem greatsword||+1 weapon potency||striking||flaming|} to a {@runeItem longsword||+2 weapon potency||striking|}, resulting in a {@runeItem longsword||+2 weapon potency||striking||flaming|} and a {@runeItem greatsword||+1 weapon potency||striking|}. You could swap the weapon potency runes from a {@runeItem longsword||+1 weapon potency} and a {@runeItem greatsword||+2 weapon potency}, resulting in a {@runeItem longsword||+2 weapon potency} and a {@runeItem greatsword||+1 weapon potency}. However, you couldn't swap a {@item +1 weapon potency} rune from one weapon with a {@item flaming} property rune from another weapon, as the two runes don't have the same form.","When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items.","For example, a +2 weapon can hold two property runes. If you transferred a {@item flaming} rune from a {@runeItem rapier||+1 weapon potency||striking||flaming|} to a {@runeItem warhammer||+2 weapon potency||striking||frost|}, you would decide whether you wanted to end up with a {@runeItem rapier||+1 weapon potency||striking|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming||frost|} or a {@runeItem rapier||+1 weapon potency||striking||frost|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming|}."],"source":"CRB"},{"type":"pf2-brown-box","page":582,"name":"UPGRADING ARMOR AND WEAPON RUNES","entries":["You'll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item's level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don't include progressions that aren't as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon.",{"type":"data","tag":"table","name":"Armor Upgrade Prices","source":"CRB"},{"type":"data","tag":"table","name":"Weapon Upgrade Price","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":582,"name":"Property Runes","entries":["Property runes add special abilities to armor or a weapon in addition to the item's fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune.","Rune abilities that must be activated follow the rules for activating magic items on page 532."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":564,"name":"Scrolls","entries":["A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of {@spell magic missile} (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.","If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single {@action Recall Knowledge} action and automatically succeed at identifying the scroll's spell. If it's not, you must use {@action Identify Magic} to learn what spell the scroll holds.",{"type":"pf2-h4","page":564,"name":"Casting a Spell from a Scroll","entries":["{@action Cast a Spell||Casting a Spell} from a scroll requires holding the scroll in one hand and activating it with a {@action Cast a Spell} activity using the normal number of actions for that spell.","To {@action Cast a Spell} from a scroll, the spell must appear on your spell list. Because you're the one {@action Cast a Spell||Casting the Spell}, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).","Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when {@action Cast a Spell||Casting a Spell} from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to {@action Cast a Spell||Cast the Spell} from a scroll."],"source":"CRB"},{"type":"pf2-h4","page":564,"name":"Scroll Statistics","entries":["All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated."],"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Varying Statistics","entries":["Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to {@action Cast a Spell||Cast the Spell} are added to the scroll's Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll's rarity matches the spell's rarity.","The traits for a scroll vary based on the spell it contains.","A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it."],"source":"CRB"},{"type":"data","tag":"table","name":"Scroll Statistics","source":"CRB"},{"type":"pf2-h4","page":565,"name":"Crafting a Scroll","entries":["The process to {@action Craft} a scroll is much like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either {@action Cast a Spell||Cast that Spell} during the crafting process, or someone else must do so in your presence. {@action Cast a Spell||Casting that Spell} doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot.","You can't {@action Craft} a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to {@spell Craft} scrolls.","Like other {@trait consumable||consumables}, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Sample Scrolls","entries":["A wide variety of spells can appear on scrolls. The following specific scrolls are just examples.",{"type":"data","tag":"item","data":{"name":"Scroll of Illusory Disguise","source":"CRB","page":565,"type":"Item","level":1,"traits":["consumable","illusion","magical","scroll"],"price":{"coin":"gp","amount":3},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can cast {@spell illusory disguise} as a 1st-level spell."],"craftReq":["Supply one casting of illusory disguise."]}},{"type":"data","tag":"item","data":{"name":"Scroll of Glitterdust","source":"CRB","page":565,"type":"Item","level":3,"traits":["consumable","evocation","magical","scroll"],"price":{"coin":"gp","amount":12},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can be used to cast {@spell glitterdust} as a 2nd-level spell."],"craftReq":["Supply one casting of glitterdust."]}}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Services","entries":["The services listed on {@table Basic Services and Consumables||Table 6–14} describe expenditures for common services and consumables.",{"type":"data","tag":"table","name":"Basic Services and Consumables","source":"CRB"},{"type":"pf2-h3","page":294,"name":"Hirelings","entries":["Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings' rates double if they're going adventuring with you."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Transportation","entries":["The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Spellcasting","entries":["Spellcasting services, listed on {@table Spellcasting Services||Table 6–15}, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It's hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.",{"type":"data","tag":"table","name":"Spellcasting Services","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":["{@action Raise a Shield} is the action most commonly used with shields. Most shields must be held in one hand, so you can't hold anything with that hand and {@action Raise a Shield}. A {@item buckler}, however, doesn't take up your hand, so you can {@action Raise a Shield} with a {@item buckler} if the hand is free (or, at the GM's discretion, if it's holding a simple, lightweight object that's not a weapon). You lose the benefits of {@action Raise a Shield} if that hand is no longer free.","When you have a {@item tower shield} raised, you can use the {@action Take Cover} action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide {@quickref lesser cover||3|cover} against an attack, having your tower shield raised provides {@quickref standard cover||3|cover} against it (and other creatures can {@action Take Cover} as normal using the cover from your shield).","If you have access to the {@feat Shield Block} reaction (from your class or from a feat), you can use it while {@action Raise a Shield||Raising your Shield} to reduce the damage you take by an amount equal to the shield's Hardness. Both you and the shield then take any remaining damage.",{"type":"pf2-h2","page":277,"name":"Shield Statistics","entries":["Shields have statistics that follow the same rules as armor:","Price, Speed Penalty, and Bulk. See page 274 for the rules for those statistics. Their other statistics are described here.",{"type":"pf2-h3","page":277,"name":"AC Bonus","entries":["A shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the Raise a Shield action, found on page 472."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"Hardness","entries":["Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the {@feat Shield Block} feat (page 266). The rules for Hardness appear on page 272."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"HP (BT)","entries":["This column lists the shield's Hit Points (HP) and Broken Threshold (BT). These measure how much damage the shield can take before it's destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the {@feat Shield Block} reaction."],"source":"CRB"},{"type":"data","tag":"table","name":"Shields","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Attacking with a Shield","entries":["A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on {@table Melee Weapons||Table 6–7: Melee Weapons}. The shield bash is an option only for shields that weren't designed to be used as weapons. A shield can't have runes added to it. You can also buy and attach a {@item shield boss} or {@item shield spikes} to a shield to make it a more practical weapon. These can be found on {@table Melee Weapons||Table 6–7}. These work like other weapons and can even be etched with runes."],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Shield Descriptions","entries":["Each type of shield is described in more detail below.","{@b {@item Buckler}:} This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand.","{@b {@item Wooden Shield}:} Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily.","{@b {@item Steel Shield}:} Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.","{@b {@item Tower Shield}:} These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":273,"name":"Shoddy Items","entries":["Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case. Attacks and checks involving a shoddy item take a –2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor). A shoddy suit of armor also worsens the armor's check penalty by 2. A shoddy item's Hit Points and Broken Threshold are each half that of a normal item of its type."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":592,"name":"Staves","entries":["A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait.",{"type":"pf2-h3","page":592,"name":"Casting Spells from a Staff","entries":["A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can {@action Cast a Spell} from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell's level. {@action Cast a Spell||Casting a Spell} from a staff requires holding the staff (typically in one hand) and {@action Activate an Item||Activating} the staff by {@action Cast a Spell||Casting the Spell}, which takes the spell's normal number of actions.","Use your spell attack roll and spell DC when {@action Cast a Spell||Casting a Spell} from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.","Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below).",{"type":"pf2-h4","page":592,"name":"Casting Cantrips from a Staff","entries":["If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrip's level is heightened to the same level as cantrips you cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Preparing a Staff","entries":["During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren't used within 24 hours, they're lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff's spells on your spell list.",{"type":"pf2-h4","page":592,"name":"Prepared Spellcasters","entries":["A prepared spellcaster—such as a cleric, druid, or wizard— can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They can't expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell."],"source":"CRB"},{"type":"pf2-h4","page":592,"name":"Spontaneous Spellcasters","entries":["A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesn't change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Attacking with a Staff","entries":["Staves are also {@item staff} weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":597,"name":"Wands","entries":["Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals can't be placed in wands.","If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single {@action Recall Knowledge} action and automatically succeed.","If it's not, you must {@action Identify Magic}.",{"type":"pf2-h3","page":597,"name":"Casting Spells from a Wand","entries":["A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a {@action Cast a Spell} activity using the normal number of actions for the spell.","To cast a spell from a wand, it must be on your spell list. Because you're the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition.","A spell cast from a wand doesn't require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand.",{"type":"pf2-h4","page":597,"name":"Overcharging a Wand","entries":["After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. {@action Cast a Spell||Cast the Spell} again, then roll a DC {@flatDC 10} flat check. On a success, the wand is broken.","On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Wand Statistics","entries":["A wand's base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell. When you activate a wand, you can only cast the spell at the specified level, but you can craft a wand with a heightened version of a spell.",{"type":"pf2-h4","page":597,"name":"Varying Statistics","entries":["Each type of wand has a Level and Price determined by the spell's level. The wand's rarity matches the spell's rarity. The item's traits also vary, based on the spell. A wand has any traits listed in its stat block (usually just magical and wand), plus any traits of the spell stored on it. A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."],"source":"CRB"},{"type":"pf2-brown-box","page":597,"name":"EXAMPLE WAND","entries":["This example {@item magic wand (generic)} has the {@spell heal} spell.",{"type":"data","tag":"item","data":{"name":"Wand of Heal","source":"CRB","page":597,"type":"Item","level":"3+","traits":["magical","necromancy","positive","wand"],"usage":"held in 1 hand","bulk":"L","category":"Wand","entries":["The golden end caps on this white wooden wand are adorned with ruby cabochons.",{"type":"ability","style":"compact","components":["{@action Cast a Spell}"],"frequency":{"freq":1,"unit":"day","overcharge":true,"number":"once "},"entries":["You cast a {@spell heal} spell at the indicated level."]}],"craftReq":["Supply a listed-level casting of heal."],"generic":"G","variants":[{"type":"1st-level spell","level":3,"price":{"coin":"gp","amount":60},"entries":[]},{"type":"2nd-level spell","level":5,"price":{"coin":"gp","amount":160},"entries":[]},{"type":"3rd-level spell","level":7,"price":{"coin":"gp","amount":360},"entries":[]},{"type":"4th-level spell","level":9,"price":{"coin":"gp","amount":700},"entries":[]},{"type":"5th-level spell","level":11,"price":{"coin":"gp","amount":1500},"entries":[]},{"type":"6th-level spell","level":13,"price":{"coin":"gp","amount":3000},"entries":[]},{"type":"7th-level spell","level":15,"price":{"coin":"gp","amount":6500},"entries":[]},{"type":"8th-level spell","level":17,"price":{"coin":"gp","amount":15000},"entries":[]},{"type":"9th-level spell","level":19,"price":{"coin":"gp","amount":40000},"entries":[]}]}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Crafting a Wand","entries":["For the most part, the process to {@action Craft} a wand is like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured inside the wand. The caster doesn't need to pay any cost of the spell.","The casting must come from a spellcaster expending a spell slot. You can't make a wand from a spell that comes from another magic item, for example."],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Magic Wand","entries":["The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the {@trait magical} and {@trait wand} traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply \"wand of,\" followed by the spell's name. You only need to learn one 1st-level formula to {@action Craft} a {@i magic wand}."],"source":"CRB"},{"type":"pf2-h3","page":598,"name":"Specialty Wands","entries":["Specialty wands can contain only certain kinds of spells, as noted in the stat block, and either alter the spell's effects or affect how it can be cast. The Craft Requirements entry lists what kinds of spells the wand can hold."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":278,"name":"Weapons","entries":[{"type":"pf2-h2","page":278,"name":"Attack Rolls","entries":["When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a {@trait finesse} weapon)} + proficiency bonus + other bonuses + penalties"],"source":"CRB"},"Bonuses, and penalties apply to these rolls just like with other types of checks. Weapons with potency runes (page 581) add an item bonus to your attack rolls.",{"type":"pf2-h3","page":278,"name":"Multiple Attack Penalty","entries":["If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty.","The multiple attack penalty doesn't apply to attacks you make when it isn't your turn (such as attacks made as part of a reaction). You can use a weapon with the {@trait agile} trait to reduce your multiple attack penalty."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Damage Rolls","entries":["When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target's AC, you hit your target! Roll the weapon or unarmed attack's damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows.",{"type":"pf2-inset","page":278,"entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"],"source":"CRB"},"Ranged weapons don't normally add an ability modifier to the damage roll, though weapons with the propulsive trait (page 283) add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier.","Magic weapons with {@item striking}, {@item greater striking}, or {@item major striking} runes (page 581) add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At higher levels, most characters also gain extra damage from weapon specialization."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Critical Hits","entries":["When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target's AC by 10, you achieve a critical success (also known as a critical hit).","If you critically succeed at a {@action Strike}, your attack deals {@book double damage|CRB|9|Doubling and Halving Damage}. Other attacks, such as spell attack rolls and some uses of the {@skill Athletics} skill, describe the specific effects that occur when their outcomes are critical successes."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Unarmed Attacks","entries":["Almost all characters start out trained in unarmed attacks. You can {@action Strike} with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group (page 280), and they might have weapon traits (page 282). However, unarmed attacks aren't weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so.","{@table Unarmed Attacks||Table 6–6: Unarmed Attacks} lists the statistics for an unarmed attack with a fist, though you'll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. Details for those unarmed attacks are provided in the abilities that grant them."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Improvised Weapons","entries":["If you attack with something that wasn't built to be a weapon, such as a chair or a vase, you're making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have."],"source":"CRB"},{"type":"pf2-h2","page":279,"name":"Weapon Statistics","entries":["The tables on pages 280 –282 list the statistics for various melee and ranged weapons that you can purchase, as well as the statistics for striking with a fist (or another basic unarmed attack). The tables present the following statistics. All weapons listed in this chapter have an item level of 0.",{"type":"pf2-h3","page":279,"name":"Damage","entries":["This entry lists the weapon's damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing.",{"type":"pf2-beige-box","page":279,"name":"Damage Dice","entries":["Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical {@item striking (generic)||striking} rune can increase the number of dice rolled, as can some special actions and spells. These additional dice use the same die size as the weapon or unarmed attack's normal damage die.",{"type":"pf2-title","name":"Counting Damage Dice"},"Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a {@item striking (generic)||striking} rune. They don't count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.",{"type":"pf2-title","name":"Increasing Die Size"},"When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, you'd use a d6, and so on). If you are already using a d12, the size is already at its maximum. You can't increase your weapon damage die size more than once.","{@c {@b {@dice 1d4} ➞ {@dice 1d6} ➞ {@dice 1d8} ➞ {@dice 1d10} ➞ {@dice 1d12}}}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Range","entries":["Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon's range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible.","For example, a shortbow takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, and a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Reload","entries":["While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many {@action Interact} actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.","An item with an entry of \"—\" must be drawn to be thrown, which usually takes an {@action Interact} action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Bulk","entries":["This entry gives the weapon's Bulk. A weapon's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-brown-box","page":279,"name":"SELECTING WEAPONS","entries":["Characters who focus on combat need to carefully consider their choice of weapons, evaluating whether they want to fight in melee or at range, the weapons' damage potential, and the special features of various weapons. Characters who are primarily spellcasters usually just need to pick a backup weapon in the best category they're trained or better in.","When selecting weapons, start by identifying the weapon types you're trained or better in. You should then compare weapons within these types to determine which ones you will have the highest melee or ranged attack modifier with. It's usually considered best practice to select both a melee and ranged weapon during character creation so you can contend with a broader variety of foes and situations.",{"type":"pf2-title","name":"Weapon Categories"},"Weapons fall into broad categories depending on how much damage they deal and what traits they have. Martial weapons generally deal more damage than simple weapons, and advanced weapons generally have more advantageous traits than martial weapons with the same damage. Generally, you'll want to select weapons that deal more damage, but if you're a highly skilled combatant, you might want to pick a weapon with interesting traits, even if it has a lower weapon damage die. You can also purchase multiple weapons within your budget, allowing you to switch between them for different situations."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Hands","entries":["Some weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free.","Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn't require two hands or have the two-hand trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Group","entries":["A weapon or unarmed attack's group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack's critical specialization effects; for full details, see page 283."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Weapon Traits","entries":["The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a \"weapon\" can also apply to an unarmed attack that has that trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Ammunition","entries":["Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmed Attacks","source":"CRB"},{"type":"data","tag":"table","name":"Melee Weapons","source":"CRB"},{"type":"data","tag":"table","name":"Ranged Weapons","source":"CRB"},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||categories=item}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.","{@b Axe:} Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b Bow:} If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 {@skill Athletics} check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["{@note Please visit the {@filter items page|items||source=CRB|category=weapon|type=equipment} to view all weapons.}"],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":287,"name":"Wearing Tools","entries":["You can make a set of tools (such as {@item alchemist's tools} or {@item healer's tools}) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an {@action Interact} action to use."],"data":{"quickref":2},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":300,"name":"Cantrips","entries":["A cantrip is a special type of spell that's weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip's stat block says \"Cantrip\" instead of \"Spell.\" Casting a cantrip doesn't use up your spell slots; you can cast a cantrip at will, any number of times per day. If you're a prepared caster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot.","A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its level is equal to the highest level of spell slot you have."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Casting Spells","entries":["The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. {@action Cast a Spell||Casting a Spell} is a special activity that takes a number of actions defined by the spell. When you {@action Cast a Spell}, your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell (page 210) and Melodious Spell (page 101) can help hide such manifestations or otherwise prevent observers from noticing that you are casting.",{"type":"data","tag":"action","name":"Cast a Spell","source":"CRB"},{"type":"pf2-h3","page":303,"name":"Spell Components","entries":["A spell description lists the components required to {@action Cast a Spell||Cast the Spell}. For most spells, the number of components is equal to the number of actions you must spend to {@action Cast a Spell||Cast the Spell}. Each component adds certain traits to the {@action Cast a Spell} activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":303,"name":"Material","entries":["A material component is a bit of physical matter consumed in the casting of the spell. The spell gains the manipulate trait and requires you to have a free hand to retrieve and manipulate a material component. That component is expended in the casting (even if the spell is disrupted).","Except in extreme circumstances, you can assume all common components are included in a material component pouch (page 290)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Somatic","entries":["A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.","Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it's through a glove or gauntlet)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Verbal","entries":["A verbal component is a vocalization of words of power.","You must speak them in a strong voice, so it's hard to conceal that you're {@action Cast a Spell||Casting a Spell}. The spell gains the {@trait concentrate}. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Focus","entries":["A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand.","As part of {@action Cast a Spell||Casting the Spell}, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.","Foci tend to be expensive, and you need to acquire them in advance to {@action Cast a Spell||Cast the Spell}."],"source":"CRB"},{"type":"pf2-brown-box","page":303,"name":"Component Substitution","entries":["Some classes can substitute one component for another or alter how a component works.","If you're a {@class bard} {@action Cast a Spell||Casting a Spell} from the {@trait occult} tradition you can usually play an {@item musical instrument||instrument} for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.","If you're a {@class cleric} {@action Cast a Spell||Casting a Spell} from the {@trait divine} tradition while holding a divine focus (such as a {@item religious symbol (generic)||religious symbol} or {@item religious text||text}), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class druid} {@action Cast a Spell||Casting a Spell} from the {@trait primal} tradition while holding a primal focus (such as {@item holly and mistletoe}), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class sorcerer} {@action Cast a Spell||Casting a Spell} from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component.","Any character casting an innate spell can replace any material component with a somatic component."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":304,"name":"Metamagic","entries":["Many spellcasters can gain access to metamagic actions, typically by selecting metamagic feats. Actions with the metamagic trait tweak the properties of your spells, changing their range, damage, or any number of other properties. You must use a metamagic action directly before the spell you want to alter. If you use any action (including free actions, reactions, and additional metamagic actions) other than {@action Cast a Spell} directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Disbelieving Illusions","entries":["Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature {@action Seek||Seeks} or otherwise spends actions to engage with the illusion, comparing the result of its {@skill Perception} check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. {@trait Mental} illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save).","If the illusion is {@trait visual}, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Durations","entries":["The duration of a spell is how long the spell effect lasts.","Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spell's duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster's turns, ending when the duration reaches 0.","Some spells have effects that remain even after the spell's magic is gone. Any ongoing effect that isn't part of the spell's duration entry isn't considered magical.","For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldn't be counteracted because it is not itself magical (though it might be cured by other magic, such as {@spell restore senses}).","If a spell's caster dies or is incapacitated during the spell's duration, the spell remains in effect till its duration ends.","You might need to keep track of the caster's initiative after they stopped being able to act to monitor spell durations.",{"type":"pf2-h3","page":304,"name":"Sustaining Spells","entries":["If the spell's duration is \"sustained,\" it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell.",{"type":"data","tag":"action","name":"Sustain a Spell","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Long Durations","entries":["If a spell's duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell's slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell's duration until your next daily preparations. This effectively Sustains the Spell over a long period of time.","If you prepare a new spell in the slot (or don't expend a spell slot), the spell ends. You can't do this if the spell didn't come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you {@action Cast a Spell||Cast the Spell} or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don't need to keep a spell slot open for these spells."],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Dismissing","entries":["Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":300,"name":"Focus Spells","entries":["Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells. Even some classes that don't normally grant spellcasting, such as the champion and monk, can grant focus spells.","Focus spells are automatically heightened to half your level rounded up, just like cantrips are. You can't cast a focus spell if its minimum level is greater than half your level rounded up, even if you somehow gain access to it.","Casting any of your focus spells costs you 1 Focus Point. You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell.","You replenish all the Focus Points in your pool during your daily preparations. You can also use the {@action Refocus} activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point.","Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. Your focus pool can't have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number.",{"type":"data","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":302,"name":"Focus Points from Multiple Sources","entries":["It's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let's say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1.","Focus Points are not differentiated by source; you can spend any of your Focus Points on any of your focus spells. Likewise, when you {@action Refocus}, you get back a point as long as you follow the guidelines of any abilities that granted you focus spells. Having Focus Points from multiple sources doesn't change the tradition of your spells; if you had both cleric domain spells and druid order spells, your domain spells would remain divine and the order spells primal. This could mean that you need to keep track of a different proficiency and ability modifier with the spell DC and spell attack roll of different focus spells."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Spellcasters with Focus Spells","entries":["If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A {@class bard||bard's} are occult, a {@class cleric||cleric's} are divine, a {@class druid||druid's} are primal, a {@class wizard||wizard's} are arcane, and a {@class sorcerer||sorcerer's} are determined by their bloodline."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Non-Spellcasters with Focus Spells","entries":["If you get focus spells from a class or other source that doesn't grant spellcasting ability (for example, if you're a monk with the {@feat Ki Strike} feat), the ability that gives you focus spells also provides your proficiency rank for spell attack rolls and spell DCs, as well as the magical tradition of your focus spells. You gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your focus spells (see below). However, you don't qualify for feats and other rules that require you to be a spellcaster."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Hostile Actions","entries":["Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm.","For instance, lobbing a {@spell fireball} into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Identifying Spells","entries":["Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened.","If you want to identify a spell but don't have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using {@action Recall Knowledge}. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified.","You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.","If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.","You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found {@quickref here||3|Areas}. If the spell originates from your position, the spell has only an area; if you can cause the spell's area to appear farther away from you, the spell has both a range and an area."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Targets","entries":["Some spells allow you to directly target a creature, an object, or something that fits a more specific category. The target must be within the spell's range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it normally. At the GM's discretion, you can attempt to target a creature you can't see, as described in Detecting Creatures on pages 465–467. If you fail to target a particular creature, this doesn't change how the spell affects any other targets the spell might have.","If you choose a target that isn't valid, such as if you thought a vampire was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature. If a creature starts out as a valid target but ceases to be one during a spell's duration, the spell typically ends, but the GM might decide otherwise in certain situations.","Spells that affect multiple creatures in an area can have both an Area entry and a Targets entry. A spell that has an area but no targets listed usually affects all creatures in the area indiscriminately.","Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character's condition (such as when a character is paralyzed, unconscious, or even dead)."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Line of Effect","entries":["You usually need an unobstructed path to the target of a spell, the origin point of an area, or the place where you create something with a spell. More information on line of effect can be found {@quickref here||3|line of effect}."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Reading Spells","entries":["Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. The spell's name line also lists the type of spell if it's a cantrip or focus spell, as well as the level.",{"type":"data","tag":"generic","style":"book","data":{"name":"SPELL NAME","traits":["traits"],"category":"SPELL","level":"(LEVEL)","sections":[[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Tradition","entries":["This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions."]},{"name":"Cast","entries":["The number of actions required to {@action Cast a Spell||Cast the Spell} are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as \"1 minute.\" After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell."]},{"name":"Range, Area, and Targets","entries":["This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster."]},{"name":"Saving Throw and Duration","entries":["If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw, which follows the rules found on page 449. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell."]}]}]],[["A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure."]],[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Heightened (level)","entries":["If the spell has special effects when heightened, those effects appear at the end of the stat block."]}]}]]]}}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you can't cast spells. You must know the ritual, and the ritual's spell level can be no higher than half your level rounded up.","You must also have the required proficiency rank in the skill used for the ritual's primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the ritual's effects. The primary skill check determines the tradition.","Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it's possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual's casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["A ritual's Cost entry lists valuable components required to cast the ritual. If a ritual doesn't have any such components, it won't have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target's level and sometimes the spell's level. If the target's level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target's level or another value as appropriate. Most rituals that create permanent creatures, such as {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["Many rituals need additional secondary casters, who also don't need to be able to cast spells. Unlike a primary caster, a secondary caster doesn't need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["At the ritual's culmination, you must attempt the skill check listed in the Primary Check entry to determine the ritual's outcome. Primary checks usually have a very hard DC for a level that's twice the ritual's spell level. As with other downtime activities, fortune and misfortune effects can't modify your checks for the ritual, nor can bonuses or penalties that aren't active throughout the process.","The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.",{"type":"data","tag":"table","name":"Creature Creation Rituals","source":"CRB"}],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":408,"name":"Secondary Checks","entries":["Often, a ritual requires secondary checks to represent aspects of its casting, usually with a standard DC for a level twice the ritual's spell level. A different secondary caster must attempt each secondary check. If there are more secondary casters than checks, the others don't attempt any.","Secondary casters attempt their checks before you attempt the primary check; no matter their results, the ritual proceeds to the primary check. Secondary checks affect the primary check depending on their results.",{"type":"successDegree","entries":{"Critical Success":"You gain a +2 circumstance bonus to the primary check.","Success":"No bonus or penalty.","Failure":"You take a –4 circumstance penalty to the primary check.","Critical Failure":"As failure, and you reduce the degree of success of the primary skill check by one step."}}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":409,"name":"Effect","entries":["A ritual's effect depends on the result of the primary check.","If an effect lists a save DC, use your spell DC for the ritual's magic tradition (or 12 + your level + your highest mental ability modifier, if you don't have a spell DC)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":409,"name":"Rituals","entries":["{@note Please visit the {@filter rituals page|rituals||source=CRB} to view all Rituals.}"],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Saving Throws","entries":["Spells that require a target to attempt a save to resist some or all of the spell's effects have a Saving Throw entry. This entry presents the type of save for quick reference, and specific details appear in the spell description. Whenever a spell allows a saving throw, it uses the caster's spell DC.",{"type":"pf2-h3","page":305,"name":"Basic Saving Throws","entries":["If a spell's Saving Throw entry specifies a \"basic\" saving throw, the spell's potential effects all relate to the damage listed in the spell's description. The target takes no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure. The rules for basic saving throws are found on page 449."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Setting Triggers","entries":["If a spell is meant to respond only to certain events or under certain conditions—such as {@spell magic mouth}—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell's sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as \"red-haired dwarven women,\" or it could be an observed action, such as \"whenever someone enters the spell's area.\" Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful {@skill Stealth} check to Hide (against the spell's DC). For auditory detection, line of sight isn't necessary, though the sound must be audible at the spell's origin point. A {@skill Stealth} check to Sneak can fool the sensor."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Spell Attacks","entries":["Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. A spell attack roll is compared to the target's AC.","Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks don't deal any damage beyond what's listed in the spell description.","In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Spell Slots","entries":["Characters of spellcasting classes can cast a certain number of spells each day; the spells you can cast in a day are referred to as spell slots. At 1st level, a character has only a small number of 1st-level spell slots per day, but as you advance in level, you gain more spell slots and new slots for higher-level spells. A spell's level indicates its overall power, from 1 to 10.",{"type":"pf2-h3","page":298,"name":"Prepared Spells","entries":["If you're a prepared spellcaster—such as a cleric, druid, or wizard—you must spend time each day preparing spells for that day. At the start of your daily preparations, you select a number of spells of different spell levels determined by your character level and class. Your spells remain prepared until you cast them or until you prepare spells again.","Each prepared spell is expended after a single casting, so if you want to cast a particular spell more than once in a day, you need to prepare that spell multiple times. The exceptions to this rule are spells with the cantrip trait; once you prepare a cantrip, you can cast it as many times as you want until the next time you prepare spells. See page 300 for more information on cantrips.","You might gain an ability that allows you to swap prepared spells or perform other aspects of preparing spells at different times throughout the day, but only your daily preparation counts for the purpose of effects that last until the next time you prepare spells."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Spontaneous Spells","entries":["If you're a spontaneous spellcaster—such as a bard or a sorcerer—you choose which spell you're using a spell slot for at the moment you decide to cast it. This provides you with more freedom in your spellcasting, but you have fewer spells in your spell repertoire, as determined by your character level and class. When you make your daily preparations, all your spell slots are refreshed, but you don't get to change the spells in your repertoire."],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"Magical Traditions","entries":["Spellcasters cast spells from one of four different spell list, each representing a different magical tradition: arcane, divine, occult, and primal.","Your class determines which tradition of magic your spells use. In some cases, such as when a cleric gains spells from their deity or when a sorcerer gets spells from their bloodline, you might be able to cast spells from a different spell list. In these cases, the spell uses your magic tradition, not the list the spell normally comes from. When you cast a spell, add your tradition's trait to the spell.","Some types of magic, such as that of most magic items, don't belong to any single tradition. These have the magical trait instead of a tradition trait.",{"type":"table","style":"pf2-box__table--red","rows":[["Arcane","Divine","Occult","Primal"],["Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them. Because of its far-reaching approach, the arcane tradition has the broadest spell list, though it's generally poor at affecting the spirit or the soul. Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane sorcerers study the secrets of their blood to unlock the power within themselves.","The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane. Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and champions call upon their gods to grant them martial prowess through divine guidance.","The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult sorcerers strive to understand the mysterious power in their blood.","An instinctual connection to and faith in the world, the cycle of day and night, theturning of the seasons, and the natural selection of predator and prey drive the primal tradition. Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal sorcerers call upon their fey or beast blood to harness the same natural energies."]]}],"source":"CRB"},{"type":"pf2-h3","page":299,"name":"Heightened Spells","entries":["Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell.","This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level (see Heightened Spontaneous Spells below). When you heighten your spell, the spell's level increases to match the higher level of the spell slot you've prepared it in or used to cast it. This is useful for any spell, because some effects, such as counteracting, depend on the spell's level.","In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell's stat block. Some heightened entries specify one or more levels at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given level. Read the heightened entry only for the spell level you're using or preparing; if its benefits are meant to include any of the effects of a lower-level heightened entry, those benefits will be included in the entry.","Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, {@spell fireball} says \"{@b Heightened (+1)} The damage increases by 2d6.\" Because {@spell fireball} deals {@damage 6d6} fire damage at 3rd level, a 4th-level {@spell fireball} would deal {@dice 8d6} fire damage, a 5th-level spell would deal {@dice 10d6} fire damage, and so on.",{"type":"pf2-h4","page":299,"name":"Heightened Spontaneous Spells","entries":["If you're a spontaneous spellcaster, you must know a spell at the specific level that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single level so that you have more options when casting it. For example, if you added {@spell fireball} to your repertoire as a 3rd-level spell and again as a 5th-level spell, you could cast it as a 3rd-level or a 5th-level spell; however, you couldn't cast it as a 4th-level spell.","Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single level."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"The Four Essences","entries":["Spells that affect certain physical or metaphysical forces tend to be grouped into particular magical traditions. Scholars of magic widely agree that all of existence is composed of some combination of four essences, though they disagree on the names and particular qualities of each essence.","The following entries discuss each essence and the traditions and spell schools relevant to it; for instance, evocation spells tend to manipulate matter. The abjuration school is an unusual case, as abjuration spells draw upon different essences depending on who they are warding and what they are protecting against.",{"type":"table","style":"pf2-box__table--red","rows":[["Matter","Spirit","Mind","Life"],["Also called body, material essence, or physical essence, matter is the fundamental building block that makes up all physical things in the universe. The arcane and primal traditions are especially attuned toward manipulating and shaping matter. Spells that are used to create or alter matter most often come from the conjuration, evocation, or transmutation schools.","Also called soul, ethereal essence, or spiritual essence, spirit is an otherworldly building block that makes up a being's immaterial and immortal self. The spirit travels through the Ethereal Plane and into the Great Beyond after the death of the physical body. The spirit is most easily affected by divine and occult spells. Spirit spells are usually of the divination or necromancy schools.","Also called thought or astral essence, the mind essence allows thinking creatures to have rational thoughts, ideas, plans, logic, and memories. Mind touches even nonsapient creatures like animals, though in a more limited capacity. Arcane and occult casters usually excel at mind spells. Spells that use mind essence are usually found in the divination, enchantment, and illusion schools.","Also called heart, faith, instinct, or vital essence, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for unconscious responses and belief, such as ancestral instincts and divine guidance. The divine and primal traditions hold power over life. Life spells are usually necromancy."]]}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Walls","entries":["Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square. The path of a shaped wall can't enter the same space more than once, but it can double back so one section is adjacent to another section of the wall."],"data":{"quickref":3},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":461,"name":"Actions","entries":["You affect the world around you primarily by using actions, which produce effects. Actions are most closely measured and restricted during the encounter mode of play, but even when it isn't important for you to keep strict track of actions, they remain the way in which you interact with the game world. There are four types of actions: single actions, activities, reactions, and free actions.","{@b Single actions} can be completed in a very short time. They're self-contained, and their effects are generated within the span of that single action. During an encounter, you get 3 actions at the beginning of your turn, which you can use as described on page 468.","{@b Activities} usually take longer and require using multiple actions, which must be spent in succession. Stride is a single action, but Sudden Charge is an activity in which you use both the Stride and Strike actions to generate its effect.","{@b Reactions} have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether it's your turn or not. In an encounter, you get 1 reaction each round, which you can use as described on page 468. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control.","{@b Free actions} don't cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost), and a free action with a trigger follows the same rules as a reaction (except the reaction cost).",{"type":"pf2-brown-box","page":461,"name":"ACTION ICON KEY","entries":["These icons appear in stat blocks as shorthand for each type of action.","{@as 1} Single Action","{@as 2} Two-Action Activity","{@as 3} Three-Action Activity","{@as R} Reaction","{@as F} Free Action"],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Activities","entries":["An activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to produce an effect that's different from merely the sum of those actions. In some cases, usually when spellcasting, an activity can consist of only 1 action, 1 reaction, or even 1 free action.","An activity might cause you to use specific actions within it. You don't have to spend additional actions to perform them—they're already factored into the activity's required actions. (See Subordinate Actions on page 462.) You have to spend all the actions of an activity at once to gain its effects. In an encounter, this means you must complete it during your turn. If an activity gets interrupted or disrupted in an encounter (page 462), you lose all the actions you committed to it.",{"type":"pf2-h4","page":461,"name":"Exploration and Downtime Activities","entries":["Outside of encounters, activities can take minutes, hours, or even days. These activities usually have the exploration or downtime trait to indicate they're meant to be used during these modes of play. You can often do other things off and on as you carry out these activities, provided they aren't significant activities of their own. For instance, if you're Repairing an item, you might move around to stretch your legs or have a brief discussion—but you couldn't also Decipher Writing at the same time.","If an activity that occurs outside of an encounter is interrupted or disrupted, as described in Disrupting Actions below, you usually lose the time you put in, but no additional time beyond that."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":462,"name":"IN-DEPTH ACTION RULES","entries":["These rules clarify some of the specifics of using actions.",{"type":"pf2-title","name":"Simultaneous Actions"},"You can use only one single action, activity, or free action that doesn't have a trigger at a time. You must complete one before beginning another. For example, the Sudden Charge activity states you must Stride twice and then Strike, so you couldn't use an Interact action to open a door in the middle of the movement, nor could you perform part of the move, make your attack, and then finish the move.","Free actions with triggers and reactions work differently. You can use these whenever the trigger occurs, even if the trigger occurs in the middle of another action.",{"type":"pf2-title","name":"Subordinate Actions"},"An action might allow you to use a simpler action—usually one of the Basic Actions on page 469—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn't gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn't require you to spend more actions or reactions to do so; that cost is already factored in.","Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the {@spell haste} spell lets you spend an extra action each turn to Stride or Strike, but you couldn't use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, \"If the next action you use is a Strike,\" an activity that includes a Strike wouldn't count, because the next thing you are doing is starting an activity, not using the Strike basic action."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Actions with Triggers","entries":["You can use free actions that have triggers and reactions only in response to certain events. Each such reaction and free action lists the trigger that must happen for you to perform it. When its trigger is satisfied—and {@i only} when it is satisfied—you can use the reaction or free action, though you don't have to use the action if you don't want to.","There are only a few basic reactions and free actions that all characters can use. You're more likely to gain actions with triggers from your class, feats, and magic items.",{"type":"pf2-h4","page":462,"name":"Limitations on Triggers","entries":["The triggers listed in the stat blocks of reactions and some free actions limit when you can use those actions. You can use only one action in response to a given trigger. For example, if you had a reaction and a free action that both had a trigger of \"your turn begins,\" you could use either of them at the start of your turn—but not both. If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether they're effectively the same thing. Usually, this decision will be based on what's happening in the narrative.","This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Other Actions","entries":["Sometimes you need to attempt something not already covered by defined actions in the game. When this happens, the rules tell you how many actions you need to spend, as well any traits your action might have. For example, a spell that lets you switch targets might say you can do so \"by spending a single action, which has the {@trait concentrate}.\" Game masters can also use this approach when a character tries to do something that isn't covered in the rules."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Gaining and Losing Actions","entries":["Conditions can change the number of actions you can use on your turn, or whether you can use actions at all. The slowed condition, for example, causes you to lose actions, while the quickened condition causes you to gain them.","Conditions are detailed in the appendix on pages 618–623.","Whenever you lose a number of actions—whether from these conditions or in any other way—you choose which to lose if there's any difference between them. For instance, the {@spell haste} spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while {@spell haste} was active, you might want to lose the action from haste first, since it's more limited than your normal actions.","Some effects are even more restrictive. Certain abilities, instead of or in addition to changing the number of actions you can use, say specifically that you can't use reactions. The most restrictive form of reducing actions is when an effect states that you can't act: this means you can't use any actions, or even speak. When you can't act, you don't regain your actions and reaction on your turn."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action's effects don't occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a {@action Cast a Spell} activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity.","The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn't transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["The affliction's name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["When you're first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster's spell DC.","On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.","If you fail the initial saving throw, after the affliction's onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["Some afflictions have onset times. For these afflictions, once you fail your initial save, you don't gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.","At the end of a stage's listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction's stage is ever reduced below stage 1, the affliction ends and you don't need to attempt further saves unless you're exposed to the affliction again.","On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you're within the poison's onset period, though it doesn't change the onset length."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["Afflictions with the {@trait virulent} trait are harder to remove.","You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Checks","entries":["When success isn't certain—whether you're swinging a sword at a foul beast, attempting to leap across a chasm, or straining to remember the name of the earl's second cousin at a soiree—you'll attempt a check. Pathfinder has many types of checks, from skill checks to attack rolls to saving throws, but they all follow these basic steps.",{"type":"list","style":"list-decimal","items":["Roll a d20 and identify the modifiers, bonuses, and penalties that apply.","Calculate the result.","Compare the result to the difficulty class (DC).","Determine the degree of success and the effect."]},"Checks and difficulty classes (DC) both come in many forms. When you swing your sword at that foul beast, you'll make an attack roll against its Armor Class, which is the DC to hit another creature. If you are leaping across that chasm, you'll attempt an {@skill Athletics} skill check with a DC based on the distance you are trying to jump. When calling to mind the name of the earl's second cousin, you attempt a check to {@action Recall Knowledge}. You might use either the Society skill or a Lore skill you have that's relevant to the task, and the DC depends on how common the knowledge of the cousin's name might be, or how many drinks your character had when they were introduced to the cousin the night before.","No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below.",{"type":"pf2-h3","page":444,"name":"Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply","entries":["Start by rolling your d20. You'll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A {@b modifier} can be either positive or negative, but a {@b bonus} is always positive, and a {@b penalty} is always negative.","The sum of all the modifiers, bonuses, and penalties you apply to the d20 roll is called your total modifier for that statistic.","Nearly all checks allow you to add an {@b ability modifier} to the roll. An ability modifier represents your raw capabilities and is derived from an ability score, as described on page 20. Exactly which ability modifier you use is determined by what you're trying to accomplish. Usually a sword swing applies your Strength modifier, whereas remembering the name of the earl's cousin uses your Intelligence modifier.","When attempting a check that involves something you have some training in, you will also add your {@b bonus}. This bonus depends on your proficiency rank:","untrained, trained, expert, master, or legendary. If you're untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your character's level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Proficiency Rank","Proficiency Bonus"],["Untrained","0"],["Trained","Your level + 2"],["Expert","Your level + 4"],["Master","Your level + 6"],["Legendary","Your level + 8"]]},"There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonus that would apply to the same roll, you'll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they don't \"stack.\" For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses that could apply to the same check, you add only the higher of the two.","{@b Circumstance bonuses} typically involve the situation you find yourself in when attempting a check. For instance, using Raise a Shield with a buckler grants you a +1 circumstance bonus to AC. Being behind cover grants you a +2 circumstance bonus to AC. If you are both behind cover and Raising a Shield, you gain only the +2 circumstance bonus for cover, since they're the same type and the bonus from cover is higher.","{@b Item bonuses} are granted by some item that you are wearing or using, either mundane or magical. For example, armor gives you an item bonus to AC, while expanded alchemist's tools grant you an item bonus to {@skill Crafting} checks when making alchemical items.","{@b Status bonuses} typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level {@spell heroism} spell grants a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks. If you were under the effect of {@spell heroism} and someone cast the {@spell bless} spell, which also grants a +1 status bonus on attacks, your attack rolls would gain only a +1 status bonus, since both spells grant a +1 status bonus to those rolls, and you only take the highest status bonus.","Penalties work very much like bonuses. You can have {@b circumstance penalties {@b status penalties}, and sometimes even {@b item penalties.} Like bonuses of the same type, you take only the worst all of various penalties of a given type. However, you can apply both a bonus and a penalty of the same type on a single roll. For example, if you had a +1 status bonus from a {@spell heroism} spell but a –2 status penalty from the sickened condition, you'd apply them both to your roll—so {@spell heroism} still helps even though you're feeling unwell.","Unlike bonuses, penalties can also be {@b untyped}, in which case they won't be classified as \"circumstance,\" \"item,\" or \"status.\" Unlike other penalties, you always add all your untyped penalties together rather than simply taking the worst one. For instance, when you use attack actions, you incur a multiple attack penalty on each attack you make on your turn after the first attack, and when you attack a target that's beyond your weapon's normal range increment, you incur a range penalty on the attack.","Because these are both untyped penalties, if you make multiple attacks at a faraway target, you'd apply both the multiple attack penalty and the range penalty to your roll.","Once you've identified all your various modifiers, bonuses, and penalties, you move on to the next step."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 2: Calculate the Result","entries":["This step is simple. Add up all the various modifiers, bonuses, and penalties you identified in Step 1—this is your total modifier. Next add that to the number that came up on your d20 roll. This total is your check result."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 3: Compare the Result to the DC","entries":["This step can be simple, or it can create suspense. Sometimes you'll know the {@b Difficulty Class} ({@b DC}) of your check. In these cases, if your result is equal to or greater than the DC, you succeed! If your roll anything less than the DC, you fail.","Other times, you might not know the DC right away. Swimming across a river would require an {@skill Athletics} check, but it doesn't have a specified DC—so how will you know if you succeed or fail? You call out your result to the GM and they will let you know if it is a success, failure, or otherwise. While you might learn the exact DC through trial and error, DCs sometimes change, so asking the GM whether a check is successful is the best way to determine whether or not you have met or exceeded the DC.",{"type":"pf2-h4","page":445,"name":"Calculating DCs","entries":["Whenever you attempt a check, you compare your result against a DC. When someone or something else attempts a check against you, rather than both forces rolling against one another, the GM (or player, if the opponent is another PC) compares their result to a fixed DC based on your relevant statistic. Your DC for a given statistic is 10 + the total modifier for that statistic."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 4: Determine the Degree of Success and Effect","entries":["Many times, it's important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed at or critically fail a check.","You critically succeed at a check when a check's result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that's a critical failure.","If you rolled a 20 on the die (a \"natural 20\"), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a \"natural 1\"), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1! If a feat, magic item, spell, or other effect does not list a critical success or critical failure, treat is as an ordinary success or failure instead.","Some other abilities can change the degree of success for rolls you get. When resolving the effect of an ability that changes your degree of success, always apply the adjustment from a natural 20 or natural 1 before anything else."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Concealment and Invisibility","entries":["The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see.",{"type":"pf2-h4","page":467,"name":"Concealed","entries":["This condition protects a creature if it's in mist, within dim light, or amid something else that obscures sight but does not provide a physical barrier to effects. An effect or type of terrain that describes an area of concealment makes all creatures within it concealed.","When you target a creature that's {@condition concealed} from you, you must attempt a DC {@flatDC 5} flat check before you roll to determine your effect. If you fail, you don't affect the target. the {@condition concealed} condition doesn't change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though it's concealed."],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Invisible","entries":["A creature with the invisible condition (by way of an {@spell invisibility} spell or {@item invisibility potion}, for example) is automatically {@condition undetected} to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition.","You can use the {@action Seek} basic action to attempt to figure out an {@condition invisible} creature's location, making it instead only {@condition hidden} from you. This lasts until the {@condition invisible} creature successfully uses {@action Sneak} to become {@condition undetected} again. If you're already {@condition observed||observing} a creature when it becomes {@condition invisible}, it starts out {@condition hidden}, since you know where it was when it became {@condition invisible}, though it can then {@action Sneak} to become {@condition undetected}.","Other effects might make an {@condition invisible} creature hidden or even observed but concealed. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden.","Similarly, throwing a net over an {@condition invisible} creature would make it {@condition observed} but {@condition concealed} for as long as the net is on the creature."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Condition Values","entries":["Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Conditions","entries":["The results of various checks might apply conditions to you or, less often, an item. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item. One condition represents what happens when a creature successfully drains your blood or life essence, while others represent creatures' attitudes toward you and how they interact with you.","Conditions are persistent; when you're affected by a condition, its effects last until the stated duration ends, the condition is removed, or terms dictated in the condition cause it to end. The rules for conditions are summarized on page 454 and described in full on pages 618–623.",{"type":"pf2-brown-box","name":"CONDITIONS","entries":["These conditions appear often in the game and are defined in detail in the Conditions Appendix on pages 618–623. Here's a brief summary of each.","{@b {@condition Blinded}:} You're unable to see.","{@b {@condition Broken}:} This item can't be used for its normal function until repaired.","{@b {@condition Clumsy}:} You can't move as easily or gracefully as usual.","{@b {@condition Concealed}:} Fog or similar obscuration makes you difficult to see and target.","{@b {@condition Confused}:} You attack indiscriminately.","{@b {@condition Controlled}:} Another creature determines your actions.","{@b {@condition Dazzled}:} Everything is {@condition concealed} to you.","{@b {@condition Deafened}:} You're unable to hear.","{@b {@condition Doomed}:} With your soul in peril, you are now closer to death.","{@b {@condition Drained}:} Blood loss or something similar has leached your vitality.","{@b {@condition Dying}:} You're slipping closer to death.","{@b {@condition Encumbered}:} You're carrying more weight than you can manage.","{@b {@condition Enfeebled}:} Your strength has been sapped away.","{@b {@condition Fascinated}:} You are compelled to focus your attention on something.","{@b {@condition Fatigued}:} Your defenses are lower and you can't focus while exploring.","{@b {@condition Flat-Footed}:} You're unable to defend yourself to your full capability.","{@b {@condition Fleeing}:} You must run away.","{@b {@condition Friendly}:} An NPC with this condition has a good attitude toward you.","{@b {@condition Frightened}:} Fear makes you less capable of attacking and defending.","{@b {@condition Grabbed}:} A creature, object, or magic holds you in place.","{@b {@condition Helpful}:} An NPC with this condition wants to assist you.","{@b {@condition Hidden}:} A creature you're {@condition hidden} from knows your location but can't see you.","{@b {@condition Hostile}:} An NPC with this condition wants to harm you.","{@b {@condition Immobilized}:} You can't move.","{@b {@condition Indifferent}:} An NPC with this condition doesn't have a strong opinion about you.","{@b {@condition Invisible}:} Creatures can't see you.","{@b {@condition Observed}:} You're in plain view.","{@b {@condition Paralyzed}:} You body is frozen in place.","{@b {@condition Persistent Damage|CRB|Persistent Damage}:} You keep taking damage every round.","{@b {@condition Petrified}:} You've been turned to stone.","{@b {@condition Prone}:} You're lying on the ground and easier to attack.","{@b {@condition Quickened}:} You get an extra action each turn.","{@b {@condition Restrained}:} You're tied up and can't move, or a grappling creature has you pinned.","{@b {@condition Sickened}:} You're sick to your stomach.","{@b {@condition Slowed}:} You lose actions each turn.","{@b {@condition Stunned}:} You can't use actions.","{@b {@condition Stupefied}:} Your can't access your full mental faculties, and you have trouble casting spells.","{@b {@condition Unconscious}:} You're asleep or knocked out.","{@b {@condition Undetected}:} A creature you're {@condition undetected} by doesn't know where you are.","{@b {@condition Unfriendly}:} An NPC with this condition doesn't like you.","{@b {@condition Unnoticed}:} A creature is entirely unaware you're present.","{@b {@condition Wounded}:} You've been brought back from the brink of death but haven't fully recovered."]}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":458,"name":"Counteracting","entries":["Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise.","When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target's DC. If you're counteracting an affliction, the DC is in the affliction's stat block. If it's a spell, use the caster's DC. The GM can also calculate a DC based on the target effect's level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the target's level. If an effect is a spell, its level is the counteract level.","Otherwise, halve its level and round up to determine its counteract level. If an effect's level is unclear and it came from a creature, halve and round up the creature's level.",{"type":"successDegree","entries":{"Critical Success":"Counteract the target if its counteract level is no more than 3 levels higher than your effect's counteract level.","Success":"Counteract the target if its counteract level is no more than 1 level higher than your effect's counteract level.","Failure":"Counteract the target if its counteract level is lower than your effect's counteract level.","Critical Failure":"You fail to counteract the target."}}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":477,"name":"Cover","entries":["When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to {@skill Stealth} checks to {@action Hide}, {@action Sneak}, or otherwise avoid detection. You can increase this to greater cover using the {@action Take Cover} basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use {@skill Stealth} to {@action Hide}, but lesser cover isn't sufficient.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Type of Cover","Bonus","Can Hide"],["Lesser","+1 to AC","No"],["Standard","+2 to AC, Reflex, {@skill Stealth}","Yes"],["Greater","+4 to AC, Reflex, {@skill Stealth}","Yes"]]},"Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have {@quickref line of effect||3|line of effect} and typically can't target it at all.","Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has {@action Take Cover||Taken Cover}). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.",{"type":"pf2-h4","page":477,"name":"Cover and Large Creatures","entries":["If a creature between you and a target is two or more sizes larger than both you and your target, that creature's space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn't gain cover from terrain that it's significantly larger than. For example, a Huge dragon probably wouldn't receive any benefit from being behind a 1-foot-wide pillar."],"source":"CRB"},{"type":"pf2-h4","page":477,"name":"Special Circumstances","entries":["Your GM might allow you to overcome your target's cover in some situations. If you're right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Damage","entries":["In the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage. Damage decreases a creature's Hit Points on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points). The full rules can be found in the Hit Points, Healing, and Dying section on page 459.","Damage is sometimes given as a fixed amount, but more often than not you'll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it is often enhanced by various modifiers, bonuses, and penalties.","Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below.",{"type":"list","style":"list-decimal","items":["Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll.","Determine the damage type.","Apply the target's immunities, weaknesses, and resistances to the damage.","If any damage remains, reduce the target's Hit Points by that amount."]},{"type":"pf2-h3","page":450,"name":"Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties","entries":["Your weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if you're using a normal longsword, you'll roll {@dice 1d8}. If you're casting a 3rd-level {@spell fireball} spell, you'll roll {@dice 6d6}. Sometimes, especially in the case of weapons, you'll apply modifiers, bonuses, and penalties to the damage.","When you use melee weapons, unarmed attacks, and thrown ranged weapons, the most common modifier you'll add to damage is your Strength ability modifier. Weapons with the propulsive trait sometimes add half your Strength modifier. You typically do not add an ability modifier to spell damage, damage from most ranged weapons, or damage from alchemical bombs and similar items.","As with checks, you might add circumstance, status, or item bonuses to your damage rolls, but if you have multiple bonuses of the same type, you add only the highest bonus of that type. Again like checks, you may also apply circumstance, status, item, and untyped penalties to the damage roll, and again you apply only the greatest penalty of a specific type but apply all untyped penalties together.","Use the formulas below.",{"type":"pf2-inset","entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"]},{"type":"pf2-inset","entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"]},{"type":"pf2-inset","entries":["Spell (and similar effects) damage roll = damage die of the effect + bonuses + penalties"]},"If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage.",{"type":"pf2-h4","page":451,"name":"Increasing Damage","entries":["In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the {@item striking} rune can add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At certain levels, most characters gain the ability to deal extra damage from the weapon specialization class feature."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Persistent Damage","entries":["Persistent damage is a condition that causes damage to recur beyond the original effect. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC {@flatDC 15} flat check to see if you recover from the persistent damage.","Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw.","See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Doubling and Halving Damage","entries":["Sometimes you'll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it). The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for singletarget attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the {@item flaming} weapon rune's persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a {@spell lightning bolt} spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the {@action Strike||Strikes} and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b Slashing damage} is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap.","Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magical trait) and most other damage types.",{"type":"pf2-title","name":"Energy Damage"},"Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b Sonic damage} assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage.","Two special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create {@b positive damage} that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b lawful} damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b poison damage}, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b bleed damage}. This is persistent damage that represents loss of blood.","As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b precision damage}, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6.","Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to physical damage, like a gargoyle, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage.",{"type":"pf2-title","name":"Precious Materials"},"While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity applies to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; you just don't apply the effect. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.","Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as {@action Grapple} and {@action Shove}).","Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a {@creature stone golem} has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don't affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature's ability, it doesn't matter who created the effect. For example, the {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} on that creature again before 1 minute passes, the spell has no effect.","Temporary immunity doesn't prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don't immediately lose the frightened condition due to the immunity you just gained—you simply don't become frightened if you're targeted by the ability again before the immunity ends."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage.","If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your {@runeItem mace||+1 weapon potency|} (since it's magical) or a non-magical {@item spear} (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.","If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.","It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["After applying the target's immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target's Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section on page 459.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying on page 459). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon.","Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":["Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining.","Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor.","Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).","When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in {@skill Performance} and {@skill Stealth}, and an expert in {@skill Occultism}, you could reduce the character's proficiency in {@skill Stealth} to expert and become a master in {@skill Occultism}, but you couldn't reassign that skill increase to become legendary in {@skill Performance}. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites.","You can also spend a week to retrain an initial trained skill you gained during character creation."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Class Features","entries":["You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes—always at least a month."],"source":"CRB"},{"type":"pf2-brown-box","page":481,"name":"SKILL DOWNTIME ACTIVITIES","entries":["Chapter 4: Skills includes several downtime activities, which are summarized here.","{@b {@action Craft}:} Using the {@skill Crafting} skill, you can create items from raw materials (page 244).","{@b {@action Create Forgery}:} You forge a document (page 251).","{@b {@action Earn Income}:} You earn money, typically using {@skill Crafting}, Lore, or {@skill Performance} (page 236).","{@b {@action Subsist}:} You find food and shelter in the wilderness or within a settlement (page 240).","{@b {@action Treat Disease}:} You spend time caring for a diseased creature in the hope of curing that creature (page 248)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Other Downtime Activities","entries":["Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294).","You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Effects","entries":["Anything you do in the game has an {@b effect}. Many of these outcomes are easy to adjudicate during the game.","If you tell the GM that you draw your sword, no check is needed, and the result is that your character is now holding a sword. Other times, the specific effect requires more detailed rules governing how your choice is resolved.","Many spells, magic items, and feats create specific effects, and your character will be subject to effects caused by monsters, hazards, the environment, and other characters.","While a check might determine the overall impact or strength of an effect, a check is not always part of creating an effect. Casting a {@spell fly} spell on yourself creates an effect that allows you to soar through the air, but casting the spell does not require a check. Conversely, using the Intimidate skill to Demoralize a foe does require a check, and your result on that check determines the effect's outcome.","The following general rules are used to understand and apply effects.",{"type":"pf2-h3","page":455,"name":"Duration","entries":["Most effects are discrete, creating an instantaneous effect when you let the GM know what actions you are going to use. Firing a bow, moving to a new space, or taking something out of your pack all resolve instantly. Other effects instead last for a certain duration. Once the duration has elapsed, the effect ends. The rules generally use the following conventions for durations, though spells have some special durations detailed on pages 304–305.","For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. This is common for beneficial effects that target you or your allies. Detrimental effects often last \"until the end of the target's next turn\" or \"through\" a number of their turns (such as \"through the target's next 3 turns\"), which means that the effect's duration decreases at the end of the creature's turn, rather than the start.","Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the effects last until those conditions are met."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Range and Reach","entries":["Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a {@b range}—the maximum distance from the creature or object creating the effect in which the effect can occur.","Ranged and thrown weapons have a {@b range increment}.","Attacks with such weapons work normally up to that range. Attacks against targets beyond that range take a –2 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a –10 penalty after five additional range increments. Attacks beyond this range are not possible. For example, if you are using a shortbow, your attacks take no penalty against a target up to 60 feet away, a –2 penalty if a target is over 60 and up to 120 feet away, a –4 if a target is over 120 and up to 180 feet away, and so on, up to a maximum distance of 360 feet.","{@b Reach} is how far you can physically reach with your body or a weapon. Melee {@action Strike||Strikes} rely on reach. Your reach also creates an area around your space where other creatures could trigger your reactions. Your reach is typically 5 feet, but weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, an ogre has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach 3 squares diagonally, 25-foot reach can reach 4, and so on."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Targets","entries":["Some effects require you to choose specific targets.","Targeting can be difficult or impossible if your chosen creature is undetected by you, if the creature doesn't match restrictions on who you can target, or if some other ability prevents it from being targeted.","Some effects require a target to be willing. Only you can decide whether your PC is willing, and the GM decides whether an NPC is willing. Even if you or your character don't know what the effect is, such as if your character is unconscious, you still decide if you're willing.","Some effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you are trying to protect. You are not your own ally. If it isn't clear, the GM decides who counts as an ally or an enemy."],"source":"CRB"},{"type":"pf2-h3","page":456,"name":"Areas","entries":["Some effects occupy an area of a specified shape and size.","An area effect always has a point of origin and extends out from that point. There are four types of areas: emanations, bursts, cones, and lines. When you're playing in encounter mode and using a grid, areas are measured in the same way as movement (page 463), but areas' distances are never reduced or affected by {@quickref difficult terrain||3|terrain} or lesser cover (page 476). You can use the diagrams below as common reference templates for areas, rather than measuring squares each time. Many area effects describe only the effects on creatures in the area. The GM determines any effects to the environment and unattended objects.",{"type":"pf2-h4","page":456,"name":"Burst","entries":["A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius. For instance, when you cast {@spell fireball}, it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Cone","entries":["A cone shoots out from you in a quarter circle on the grid.","When you aim a cone, the first square of that cone must share an edge with your space if you're aiming orthogonally, or it must touch a corner of your space if you're aiming diagonally. If you're Large or larger, the first square can run along the edge of any square of your space. You can't aim a cone so that it overlaps your space. The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram. For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge.","If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or object's space instead of your own."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Emanation","entries":["An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the {@spell bless} spell's emanation radiates 5 or more feet outward from the caster. Because the sides of a creature's space are the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature. Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Line","entries":["A line shoots forth from you in a straight line in a direction of your choosing. The line affects each creature whose space it overlaps. Unless a line effect says otherwise, it is 5 feet wide. For example, the {@spell lightning bolt} spell's area is a 60-foot line that's 5 feet wide."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Effect","entries":["When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect's area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesn't matter for line of effect, nor do portcullises and other barriers that aren't totally solid. If you're unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call.","In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there's no line of effect between the origin of the area and the target, the effect doesn't apply to that target. For example, if there's a solid wall between the origin of a {@spell fireball} and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the {@spell fireball} and doesn't need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Sight","entries":["Some effects require you to have line of sight to your target. As long as you can precisely sense the area (as described in Perception on page 464) and it is not blocked by a solid barrier (as described in {@quickref Cover||3|Cover}), you have line of sight. An area of darkness prevents line of sight if you don't have {@ability darkvision}, but portcullises and other obstacles that aren't totally solid do not. If you're unsure whether a barrier is solid enough to block line of sight, usually a 1-foot-square gap is enough to maintain line of sight, though the GM makes the final call."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":468,"name":"Encounter Mode","entries":[{"type":"pf2-h2","page":468,"name":"Structure","entries":["An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence.","You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["When the GM calls for it, you'll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter's participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you'll roll initiative when you enter a battle.","Typically, you'll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you'd roll a {@skill Stealth} check. A social encounter could call for a {@skill Deception} or {@skill Diplomacy} check.","The GM rolls initiative for anyone other than the player characters in the encounter. If these include a number of identical creatures, the GM could roll once for the group as a whole and have them take their turns within the group in any order. However, this can make battles less predictable and more dangerous, so the GM might want to roll initiative for some or all creatures individually unless it's too much of a burden.","Unlike a typical check, where the result is compared to a DC, the results of initiative rolls are ranked. This ranking sets the order in which the encounter's participants act—the initiative order. The character with the highest result goes first. The second highest follows, and so on until whoever had the lowest result takes their turn last.","If your result is tied with a foe's result, the adversary goes first. If your result is tied with another PC's, you can decide between yourselves who goes first when you reach that place in the initiative order. After that, your places in the initiative order usually don't change during the encounter."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 2: Play a Round","entries":["A round begins when the participant with the highest initiative roll result starts their turn, and it ends when the one with the lowest initiative ends their turn. The process of taking a turn is detailed below. Creatures might also act outside their turns with reactions and free actions."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 3: Begin the Next Round","entries":["Once everyone in the encounter has taken a turn, the round is over and the next one begins. Don't roll initiative again; the new round proceeds in the same order as the previous one, repeating the cycle until the encounter ends."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 4: End the Encounter","entries":["When your foes are defeated, some sort of truce is reached, or some other event or circumstance ends the combat, the encounter is over. You and the other participants no longer follow the initiative order, and a more free-form style of play resumes, with the game typically moving into exploration mode. Sometimes at the end of an encounter, the GM will award Experience Points to the party or you'll find treasure to divvy up."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Turns","entries":["When it's your turn to act, you can use single actions ({@as 1}), short activities ({@as 2} and {@as 3}), reactions ([reaction]), and free actions ({@as f}). When you're finished, your turn ends and the character next in the initiative order begins their turn.","Sometimes it's important to note when during your turn something happens, so a turn is divided into three steps.",{"type":"pf2-h3","page":468,"name":"Step 1: Start Your Turn","entries":["Many things happen automatically at the start of your turn—it's a common point for tracking the passage of time for effects that last multiple rounds. At the start of each of your turns, take these steps in any order you choose:",{"type":"list","items":["If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn.","You can use 1 free action or reaction with a trigger of \"Your turn begins\" or something similar.","If you're {@condition dying}, roll a recovery check (page 459).","Do anything else that is specified to happen at the start of your turn."]},"The last step of starting your turn is always the same.",{"type":"list","items":["Regain your 3 actions and 1 reaction. If you haven't spent your reaction from your last turn, you lose it—you can't \"save\" actions or reactions from one turn to use during the next turn. If a condition prevents you from being able to act, you don't regain any actions or your reaction. Some abilities or conditions (such as {@condition quickened} and {@condition slowed}) can change how many actions you regain and whether you regain your reaction. If you lose actions and gain additional actions (such as if you're both {@condition quickened} and {@condition slowed}), you choose which actions to lose."]}],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 2: Act","entries":["You can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you can't use a single action in the middle of performing a 2-action activity. What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions below. Some effects might prevent you from acting. If you can't act, you can't use any actions, including reactions and free actions.","If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You can't, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn.","Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creature's turn begins. You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions."],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 3: End Your Turn","entries":["Once you've done all the things you want to do with the actions you have available, you reach the end of your turn.","Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order.",{"type":"list","items":["End any effects that last until the end of your turn. For example, spells with a sustained duration end at the end of your turn unless you used the {@action Sustain a Spell} action during your turn to extend them. Some effects caused by enemies might also last through a certain number of your turns, and you decrease the remaining duration by 1 during this step, ending the effect if its duration is reduced to 0.","If you have a {@condition Persistent Damage|CRB|persistent damage} condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the {@condition Persistent Damage|CRB|persistent damage}. You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the {@condition frightened} condition decreasing in severity. These take place after you've taken any {@condition Persistent Damage|CRB|persistent damage}, attempted flat checks to end the {@condition Persistent Damage|CRB|persistent damage}, and attempted saves against any afflictions.","You can use 1 free action or reaction with a trigger of \"Your turn ends\" or something similar.","Resolve anything else specified to happen at the end of your turn."]}],"source":"CRB"},{"type":"pf2-brown-box","page":469,"name":"TRACKING INITIATIVE","entries":["The GM keeps track of the initiative order for an encounter.","It's usually okay for the players to know this order, since they'll see who goes when and be aware of one another's results. However, the GM might want to conceal the names of adversaries the PCs have yet to identify.","Once the encounter's order is set, it's usually not necessary to track the original initiative numbers. The GM can create a simple list, use a series of cards or other indicators, or use a {@i Pathfinder Combat Pad}, which has magnetic markers to allow for easily rearranging the order.",{"type":"pf2-title","name":"Changing the Initiative Order"},"Any method used to track the initiative order needs to be flexible because the order can change. A creature can use the Delay basic action to change its place in the order, in which case you can erase it from the list or pull its marker aside until it reenters the initiative order. When a creature gets knocked out, its initiative order also changes (see Knocked Out and Dying on page 459). Using the Ready basic action doesn't change a creature's place in the initiative order, though, because the designated action becomes a reaction."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":469,"name":"Basic Actions","entries":["Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you'll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike.","Actions that are used less frequently but are still available to most creatures are presented in Specialty Basic Actions starting on page 472. These typically have requirements that not all characters are likely to meet, such as wielding a shield or having a burrow Speed.","In addition to the actions in these two sections, the actions for spellcasting can be found on pages 302–305, and the actions for using magic items appear on pages 531–534.","{@note To view all actions, please visit the {@filter Actions page.|actions||source=CRB}}",{"type":"pf2-brown-box","page":471,"name":"SPEAKING","entries":["As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a {@skill Deception} skill check to Lie, require spending actions and follow their own rules.","All speech has the {@trait auditory} trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is {@trait visual} instead of {@trait auditory}."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["Activities that take longer than a turn can't normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["Your reactions let you respond immediately to what's happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens.","Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone's turn (including your own), but only when its trigger occurs. If you don't use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn.","Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically.","One example of such a reaction is {@action Attack of Opportunity}, which {@class fighter||fighters} gain at 1st level.","This reaction lets you make a melee {@action Strike} if a creature within reach uses a {@trait manipulate} or {@trait move} action, makes a ranged attack, or leaves a square during a {@trait move} action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an {@action Attack of Opportunity} from a creature without reach and one with reach.","You'll notice this reaction allows you to use a modified basic action, a {@action Strike}. This follows the rules on subordinate actions found on page 462.","Because your {@action Attack of Opportunity} takes place outside of your turn, the attack roll doesn't incur a multiple attack penalty."],"source":"CRB"},{"type":"pf2-h2","page":473,"name":"Movement in Encounters","entries":["Your movement during encounter mode depends on the actions and other abilities you use. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed. Certain feats or magic items can grant you other movement types, allowing you to swiftly burrow, climb, fly, or swim (page 463).","When the rules refer to a \"movement cost\" or \"spending movement,\" they are describing how many feet of your Speed you must use to move from one point to another. Normally, movement costs 5 feet per square when you're moving on a grid, or it costs the number of feet you move if you're not using a grid. However, sometimes it's harder to move a certain distance due to {@quickref difficult terrain||3|terrain} or other factors. In such a case, you might have to spend a different amount of movement to move from one place to another.","For example, a form of movement might require 10 feet of movement to move 1 square, and moving through some types of terrain costs an extra 5 feet of movement per square.",{"type":"pf2-h3","page":473,"name":"Grid Movement","entries":["If an encounter involves combat, it's often a good idea to track the movement and relative position of the participants using a Pathfinder Flip-Mat, Flip-Tiles, or some other form of grid to display the terrain, and miniatures to represent the combatants. When a character moves on a grid, every 1-inch square of the play area is 5 feet across in the game world. Hence, a creature moving in a straight line spends 5 feet of its movement for every map square traveled.","Because moving diagonally covers more ground, you count that movement differently. The first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two. For example, as you move across 4 squares diagonally, you would count 5 feet, then 10, then 5, and then 10, for a total of 30 feet. You track your total diagonal movement across all your movement during your turn, but reset your count at the end of your turn."],"source":"CRB"},{"type":"pf2-h3","page":473,"name":"Size, Space, and Reach","entries":["Creatures and objects of different sizes occupy different amounts of space. The sizes and the spaces they each take up on a grid are listed in {@table Size and Reach||Table 9–1: Size and Reach}.","Table 9–1 also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). See page 455 for more about reach.","The Space entry lists how many feet on a side a creature's space is, so a Large creature fills a 10-foot-by-10-foot space (4 squares on the grid). Sometimes part of a creature extends beyond its space, such as if a giant octopus is grabbing you with its tentacles. In that case, the GM will usually allow attacking the extended portion, even if you can't reach the main creature. A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes can't usually share spaces except in situations like a character riding a mount. Rules for moving through other creatures' spaces appear below.",{"type":"data","tag":"table","source":"CRB","name":"Size and Reach"},"Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can occupy a space occupied by a larger creature as well, and if their reach is 0 feet, they must do so in order to attack."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Move Actions That Trigger Reactions","entries":["Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity. Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creature's reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but don't move out of a square, the trigger instead happens at the end of that action or ability.","Some actions, such as Step, specifically state they don't trigger reactions or free actions based on movement."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Moving Through a Creature's Space","entries":["You can move through the space of a willing creature. If you want to move through an unwilling creature's space, you can {@action Tumble Through} that creature's space using {@skill Acrobatics}. You can't end your turn in a square occupied by another creature, though you can end a move action in its square provided that you immediately use another move action to leave that square. If two creatures end up in the same square by accident, the GM determines which one is forced out of the square (or whether one falls prone).",{"type":"pf2-h4","page":474,"name":"Prone and Incapacitated Creatures","entries":["You can share a space with a prone creature if that creature is willing, unconscious, or dead and if it is your size or smaller. The GM might allow you to climb atop the corpse or unconscious body of a larger creature in some situations. A prone creature can't stand up while someone else occupies its space, but it can Crawl to a space where it's able to stand, or it can attempt to Shove the other creature out of the way."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Creatures of Different Sizes","entries":["In most cases, you can move through the space of a creature at least three sizes larger than you (Table 9-1). This means a Medium creature can move through the space of a Gargantuan creature and a Small creature can move through the space of a Huge creature. Likewise, a bigger creature can move through the space of a creature three sizes smaller than itself or smaller. You still can't end your movement in a space occupied by a creature.","Tiny creatures are an exception. They can move through creatures' spaces and can even end their movement there."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Objects","entries":["Because objects aren't as mobile as creatures are, they're more likely to fill a space. This means you can't always move through their spaces like you might move through a space occupied by a creature. You might be able to occupy the same square as a statue of your size, but not a wide column. The GM determines whether you can move into an object's square normally, whether special rules apply, or if you are unable to move into the square at all."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Forced Movement","entries":["When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions that are triggered by movement.","If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If you're pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way can't put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there's doubt on where forced movement can move a creature."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Terrain","entries":["Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.",{"type":"pf2-h4","page":475,"name":"Difficult Terrain","entries":["Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@b difficult terrain} (or moving 5 feet into or within an area of difficult terrain, if you're not using a grid) costs an extra 5 feet of movement.","Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. You can't Step into difficult terrain.","Movement you make while you are jumping ignores the terrain you're jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain. Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn't let you ignore greater difficult terrain unless the ability specifies otherwise."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Hazardous Terrain","entries":["Hazardous terrain damages you whenever you move through it. An acid pool and a pit of burning embers are both examples of hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Narrow Surfaces","entries":["A narrow surface is so precariously thin that you need to {@action Balance} or risk falling. Even on a success, you are {@condition flat-footed} on a narrow surface.","Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to {@action Balance}) or fall."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Uneven Ground","entries":["Uneven ground is an area unsteady enough that you need to {@action Balance} or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are {@condition flat-footed} on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to Balance) or fall prone."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Inclines","entries":["An incline is an area so steep that you need to {@action Climb} using the {@skill Athletics} skill in order to progress upward.","You're {@condition flat-footed} when {@action Climb||Climbing} an incline."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":477,"name":"Special Battles","entries":["Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.",{"type":"pf2-h3","page":478,"name":"Mounted Combat","entries":["You can ride some creatures into combat. As noted in the {@action Mount} specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the {@action Command an Animal} action (page 249) to get your mount to spend its actions. If you don't, the animal wastes its actions. If you have the Ride general feat, you succeed automatically when you {@action Command an Animal} that's your mount.","For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to {@action Command an Animal} and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.",{"type":"pf2-h4","page":478,"name":"Mounted Attacks","entries":["You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then {@action Command an Animal} to have your mount Strike, your mount's attack takes a –5 multiple attack penalty.","You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach."],"source":"CRB"},{"type":"pf2-h4","page":478,"name":"Mounted Defenses","entries":["When you're mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you're mounted if the mount would be in the way.","Because you can't move your body as freely while you're riding a mount, you take a –2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":478,"name":"THREE-DIMENSIONAL COMBAT","entries":["In aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods:",{"type":"list","items":["Find platforms to place flying creatures' miniatures on.","Set a die next to a creature with the number indicating how many squares up in the air it is.","Make a stack of dice or tokens, 1 per 5 feet of elevation.","Write the elevation next to the monster on the grid. In underwater combat, choose a plane to be the baseline, typically the waterline, the sea floor, or a stationary object you can measure from."]},"As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action (page 472) to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using {@skill Acrobatics} to Maneuver in Flight. Creatures might fall from the sky, using the falling rules found on page 463. At the GM's discretion, some ground-based actions might not work in the air. For instance, a flying creature couldn't Leap."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aquatic Combat","entries":["Use these rules for battles in water or underwater:",{"type":"list","items":["You're {@condition flat-footed} unless you have a swim Speed.","You gain resistance 5 to acid and fire.","You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.","Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.","You can't cast fire spells or use actions with the fire trait underwater.","At the GM's discretion, some ground-based actions might not work underwater or while floating."]},{"type":"pf2-h4","page":478,"name":"Drowning and Suffocating","entries":["You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.","When you run out of air, you fall {@condition unconscious} and start suffocating. You can't recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points)."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":479,"name":"Exploration Mode","entries":["Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you'll engage in an exploration activity, and you'll typically spend some time every day resting and making your daily preparations.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below.",{"type":"data","tag":"table","source":"CRB","name":"Travel Speed"},"The rates in Table 9 –2 assume traveling over flat and clear terrain at a determined pace, but one that's not exhausting.","Moving through {@quickref difficult terrain||3|terrain} halves the listed movement rate. {@quickref greater difficult terrain||3|terrain} reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress."],"source":"CRB"},{"type":"pf2-h2","page":479,"name":"Exploration Activities","entries":["While you're traveling and exploring, tell the GM what you'd generally like to do along the way. If you to do nothing more than make steady progress toward your goal, you move at the full travel speeds given in Table 9 –2.","When you want to do something other than simply travel, you describe what you are attempting to do. It isn't necessary to go into extreme detail, such as \"Using my dagger, I nudge the door so I can check for devious traps.\" Instead, \"I'm searching the area for hazards\" is sufficient. The GM finds the best exploration activity to match your description and describes the effects of that activity. Some exploration activities limit how fast you can travel and be effective.","These are most common exploration activities.",{"type":"pf2-brown-box","page":480,"name":"SKILL EXPLORATION ACTIVITIES","entries":["Chapter 4: Skills includes numerous additional exploration activities, which are summarized here.","{@b {@action Borrow an Arcane Spell}:} You use {@skill Arcana} to prepare a spell from someone else's spellbook (page 241).","{@b {@action Coerce}:} You use {@skill Intimidation} to threaten a creature so it does what you want (page 247).","{@b {@action Cover Tracks}:} You use {@skill Survival} to obscure your passing (page 252).","{@b {@action Decipher Writing}:} You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234).","{@b {@action Gather Information}:} You use {@skill Diplomacy} to canvass the area to learn about a specific individual or topic (page 246).","{@b {@action Identify Alchemy}:} You use Craft and alchemist's tools to identify an alchemical item (page 245).","{@b {@action Identify Magic}:} Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238).","{@b {@action Impersonate}:} You use {@skill Deception} and usually a disguise kit to create a disguise (page 245).","{@b {@action Learn a Spell}:} You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238).","{@b {@action Make an Impression}:} You use {@skill Diplomacy} to make a good impression on someone (page 246).","{@b {@action Repair}:} With a repair kit and the {@skill Crafting} skill, you fix a damaged item (page 243).","{@b {@action Sense Direction}:} You use {@skill Survival} to get a sense of where you are or determine the cardinal directions (page 252).","{@b {@action Squeeze}:} Using {@skill Acrobatics}, you squeeze though very tight spaces (page 241).","{@b {@action Track}:} You use {@skill Survival} to find and follow creatures' tracks (page 252).","{@b {@action Treat Wounds}:} You use {@skill Medicine} to treat a living creature's wounds (page 249)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":480,"name":"Rest and Daily Preparations","entries":["You perform at your best when you take enough time to rest and prepare. Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (page 453). Sleeping in armor results in poor rest that leaves you {@condition fatigued}. If you go more than 16 hours without resting, you become {@condition fatigued} (you cannot recover from this until you rest at least 6 continuous hours).","After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if you've rested, and only once per day. Preparing includes the following:",{"type":"list","items":["Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day.","Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset.","You don armor and equip weapons and other gear.","You invest up to 10 worn magic items to gain their benefits for the day."]}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":476,"name":"Flanking","entries":["When you and an ally are flanking a foe, it has a harder time defending against you. A creature is {@condition flat-footed} (taking a –2 circumstance penalty to AC) to melee attacks from creatures that are flanking it.","To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your {@trait reach} with that weapon for this purpose."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":444,"name":"Game Conventions","entries":["Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing.",{"type":"pf2-h3","name":"The GM Has the Final Say"},"If you're ever uncertain how to apply a rule, the GM decides.","Of course, Pathfinder is a game, so when adjudicating the rules, the GM is encouraged to listen to everyone's point of view and make a decision that is both fair and fun.",{"type":"pf2-h3","name":"Specific Overrides General"},"A core principle of Pathfinder is that specific rules override general ones. If two rules conflict, the more specific one takes precedence. If there's still ambiguity, the GM determines which rule to use. For example, the rules state that when attacking a concealed creature, you must attempt a DC {@flatDC 5} flat check to determine if you hit. Flat checks don't benefit from modifiers, bonuses, or penalties, but an ability that's specifically designed to overcome concealment might override and alter this. If a rule doesn't specify otherwise, default to the general rules presented in this chapter. While some special rules may also state the normal rules to provide context, you should always default to the normal rules even if effects don't specifically say to.",{"type":"pf2-h3","name":"Rounding"},"You may need to calculate a fraction of a value, like halving damage. Always round down unless otherwise specified.","For example, if a spell deals 7 damage and a creature takes half damage from it, that creature takes 3 damage.",{"type":"pf2-h3","name":"Multiplying"},"When more than one effect would multiply the same number, don't multiply more than once. Instead, combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value. For instance, if one ability doubled the duration of one of your spells and another one doubled the duration of the same spell, you would triple the duration, not quadruple it.",{"type":"pf2-h3","name":"Duplicate Effects"},"When you're affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using {@spell mage armor} and then cast it again, you'd still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage.",{"type":"pf2-h3","name":"Ambiguous Rules"},"Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn't work as intended, work with your group to find a good solution, rather than just playing with the rule as printed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Hero Points","entries":["Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.","The GM is in charge of awarding Hero Points (guidelines for doing so can be found {@quickref here||4|rewards|1}).","Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.","You can spend your Hero Points in one of two ways.","Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.",{"type":"list","items":["{@b Spend 1 Hero Point} to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on a check).","{@b Spend all your Hero Points} (minimum 1) to avoid death. You can do this when your {@condition dying} condition would increase. You lose the {@condition dying} condition entirely and stabilize with 0 Hit Points. You don't gain the {@condition wounded} condition or increase its value from losing the {@condition dying} condition in this way, but if you already had that condition, you don't lose it or decrease its value."]},{"type":"pf2-h3","page":467,"name":"Describing Heroic Deeds","entries":["Because spending Hero Points reflects heroic deeds or tasks that surpass normal expectations, if you spend a Hero Point, you should describe the deed or task your character accomplishes with it to the other players.","Your character's deed might invoke a lesson learned in a past adventure, could be spurred by a determination to save someone else, or might depend on an item that ended up on their person due to a previous exploit. If you don't want to describe the deed or don't have any strong ideas about how to do so, ask the GM to come up with something for you. This can be a collaborative process, too. The GM might remind you of a long-forgotten event in the campaign, and all you have to do is fill in how that event comes to mind just at the right time, motivating you to push past your limits."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":459,"name":"Hit Points, Healing, and Dying","entries":["All creatures and objects have Hit Points (HP). Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your class, and any you gain from other sources (like the Toughness general feat). When you take damage, you reduce your current Hit Points by a number equal to the damage dealt.","Some spells, items, and other effects, as well as simply resting, can heal living or undead creatures. When you are healed, you regain Hit Points equal to the amount healed, up to your maximum Hit Points.",{"type":"pf2-h3","page":459,"name":"Knocked Out and Dying","entries":["Creatures cannot be reduced to fewer than 0 Hit Points.","When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out for a significant amount of time (usually 1 minute or more). When undead and construct creatures reach 0 Hit Points, they are destroyed.","Player characters, their companions, and other significant characters and creatures don't automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GM's discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well.","As a player character, when you are reduced to 0 Hit Points, you're knocked out with the following effects:",{"type":"list","items":["You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.","You gain the {@condition dying 1} condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying 2} condition instead. If you have the {@condition wounded} condition (page 460), increase your {@condition dying} value by an amount equal to your {@condition wounded} value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you are instead unconscious with 0 Hit Points."]},{"type":"pf2-h4","page":459,"name":"Taking Damage while Dying","entries":["If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker's critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Recovery Checks","entries":["When you're dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows.",{"type":"successDegree","entries":{"Critical Success":"Your {@condition dying} value is reduced by 2.","Success":"Your {@condition dying} value is reduced by 1.","Failure":"Your {@condition dying} value increases by 1.","Critical Failure":"Your {@condition dying} value increases by 2."}}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Conditions Related to Death and Dying","entries":["To understand the rules for getting knocked out and how dying works in the game, you'll need some more information on the conditions used in those rules.","Presented below are the rules for the {@condition dying}, {@condition unconscious}, wounded, and doomed conditions.",{"type":"pf2-h4","page":459,"name":"Dying","entries":["You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Dying always includes a value. If this value ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse.","If you lose the {@condition dying} condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described on page 460. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition."],"source":"CRB"},{"type":"pf2-h4","page":459,"name":"Unconscious","entries":["You're sleeping, or you've been knocked out. You can't act.","You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and {@condition flat-footed} conditions.","When you gain this condition, you fall {@condition prone} and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't.","{@b If you're {@condition unconscious} because you're {@condition dying}}, you can't wake up as long as you have 0 Hit Points. If you're restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.","If you are {@condition unconscious} and at 0 Hit Points, but not {@b dying}, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.","If you're {@condition unconscious} and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways.","Each causes you to lose the {@condition unconscious} condition.",{"type":"list","items":["You take damage, provided the damage doesn't reduce you to 0 Hit Points. (If the damage reduces you to 0 Hit Points, you remain {@condition unconscious} and gain the {@condition dying} condition as normal.)","You receive healing, other than the natural healing you get from resting.","Someone nudges or shakes you awake using an Interact action.","Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their {@skill Stealth} DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.","If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest."]}],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Wounded","entries":["You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn't already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition's value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes."],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Doomed","entries":["Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were {@condition doomed 1}, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed.","Your {@condition doomed} value decreases by 1 each time you get a full night's rest."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Death","entries":["After you die, you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@ritual resurrect} ritual or the {@spell raise dead} spell."],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Heroic Recovery","entries":["If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value. You lose the dying condition and become conscious. You do not gain the wounded condition (or increase its value) when you perform a heroic recovery."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Death Effects and Instant Death","entries":["Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve negative energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Massive Damage","entries":["You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Temporary Hit Points","entries":["Some spells or abilities give you temporary Hit Points.","Track these separately from your current and maximum Hit Points; when you take damage, reduce your temporary Hit Points first. Most temporary Hit Points last for a limited duration. You can't regain lost temporary Hit Points through healing, but you can gain more via other abilities. You can have temporary Hit Points from only one source at a time. If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Fast Healing and Regeneration","entries":["A creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Items and Hit Points","entries":["Items have Hit Points like creatures, but the rules for damaging them are different (page 272). An item has a Hardness statistic that reduces damage the item takes by that amount. The item then takes any damage left over. If an item is reduced to 0 HP, it's destroyed. An item also has a Broken Threshold. If its HP are reduced to this amount or lower, it's broken, meaning it can't be used for its normal function and it doesn't grant bonuses. Damaging an unattended item usually requires attacking it directly, and can be difficult due to that item's Hardness and immunities. You usually can't attack an attended object (one on a creature's person)."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Making Choices","entries":["Pathfinder is a game where your choices determine the story's direction. Throughout the game, the GM describes what's happening in the world and then asks the players, \"So what do you do?\" Exactly what you choose to do, and how the GM responds to those choices, builds a unique story experience. Every game is different, because you'll rarely, if ever, make the same decisions as another group of players.","This is true for the GM as well—two GMs running the exact same adventure will put different emphasis and flourishes on the way they present each scenario and encounter.","Often, your choices have no immediate risk or consequences. If you're traveling along a forest path and come across a fork in the trail, the GM will ask, \"Which way do you go?\" You might choose to take the right fork or the left. You could also choose to leave the trail, or just go back to town. Once your choice is made, the GM tells you what happens next. Down the line, that choice may impact what you encounter later in the game, but in many cases nothing dangerous happens immediately.","But sometimes what happens as a result of your choices is less than certain. In those cases, you'll attempt a check."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":463,"name":"Movement","entries":["Your movement and position determine how you can interact with the world. Moving around in exploration and downtime modes is relatively fluid and free form.","Movement in encounter mode, by contrast, is governed by rules explained in Movement in Encounters (page 473). The rules below apply regardless of which mode you're playing in.",{"type":"pf2-h3","page":463,"name":"Movement Types","entries":["Creatures in Pathfinder soar through the clouds, scale sheer cliffs, and tunnel underfoot. Most creatures have a Speed, which is how fast they can move across the ground. Some abilities give you different ways to move, such as through the air or underground.","Each of these special movement types has its own Speed value. Many creatures have these Speeds naturally. The various types of movement are listed below. Since the Stride action can be used only with your normal Speed, moving using one of these movement types requires using a special action, and you can't Step while using one of these movement types. Since Speed by itself refers to your land Speed, rules text concerning these special movement types specifies the movement types to which it applies. Even though Speeds aren't checks, they can have item, circumstance, and status bonuses and penalties. These can't reduce your Speeds below 5 feet unless stated otherwise.","Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet.",{"type":"pf2-h4","page":463,"name":"Speed","entries":["Most characters and monsters have a speed statistic—also called land Speed—which indicates how quickly they can move across the ground. When you use the Stride action, you move a number of feet equal to your Speed. Numerous other abilities also allow you to move, from Crawling to Leaping, and most of them are based on your Speed in some way. Whenever a rule mentions your Speed without specifying a type, it's referring to your land Speed."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Burrow Speed","entries":["A burrow Speed lets you tunnel through the ground. You can use the {@action Burrow} action if you have a burrow Speed. Burrowing doesn't normally leave behind a tunnel unless the ability specifically states that it does. Most creatures need to hold their breath when burrowing, and they may need tremorsense (page 465) to navigate with any accuracy."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Climb Speed","entries":["A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt {@skill Athletics} checks to Climb, you automatically succeed and move up to your climb Speed instead of the listed distance.","You might still have to attempt {@skill Athletics} checks to Climb in hazardous conditions, to Climb extremely difficult surfaces, or to cross horizontal planes such as ceilings. You can also choose to roll an {@skill Athletics} check to Climb rather than accept an automatic success in hopes of getting a critical success. Your climb Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to Climb.","If you have a climb Speed, you're not {@condition flat-footed} while climbing."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Fly Speed","entries":["As long as you have a fly Speed, you can use the {@action Fly} and {@action Arrest a Fall} actions. You can also attempt to {@action Maneuver in Flight} if you're trained in the {@skill Acrobatics} skill.","Wind conditions can affect how you use the {@action Fly} action. In general, moving against the wind uses the same rules as moving through {@quickref difficult terrain||3|terrain} (or {@quickref greater difficult terrain||3|terrain}, if you're also flying upward), and moving with the wind allows you to move 10 feet for every 5 feet of movement you spend (not cumulative with moving straight downward). For more information on spending movement, see Movement in Encounters on page 473.","Upward and downward movement are both relative to the gravity in your area; if you're in a place with zero gravity, moving up or down is no different from moving horizontally."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Swim Speed","entries":["With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting {@skill Athletics} checks to {@action Swim}, you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through {@quickref difficult terrain||3|terrain}.","You might still have to attempt checks to {@action Swim} in hazardous conditions or to cross turbulent water. You can also choose to roll an {@skill Athletics} check to {@action Swim} rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to {@action Swim}.","Having a swim Speed doesn't necessarily mean you can breathe in water, so you might still have to hold your breath if you're underwater to avoid {@quickref drowning||3|drowning and suffocating}."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":463,"name":"Falling","entries":["When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land prone. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter.","You can Grab an Edge as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can't be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).",{"type":"pf2-h4","page":464,"name":"Falling on a Creature","entries":["If you land on a creature, that creature must attempt a DC 15 Reflex save. Landing exactly on a creature after a long fall is almost impossible.",{"type":"successDegree","entries":{"Critical Success":"The creature takes no damage.","Success":"The creature takes bludgeoning damage equal to one-quarter the falling damage you took.","Failure":"The creature takes bludgeoning damage equal to half the falling damage you took.","Critical Failure":"The creature takes the same amount of bludgeoning damage you took from the fall."}}],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Falling Objects","entries":["A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Overriding Conditions","entries":["Some conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition's duration continues to elapse, and it might run out while suppressed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":464,"name":"Perception","entries":["Your Perception measures your ability to notice things, search for what's hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and it's also used for the {@action Seek} action.","The rules for rolling a Perception check are found on page 448. The rules below describe the effects of light and visibility on your specific senses to perceive the world, as well as the rules for sensing and locating creatures with Perception.",{"type":"pf2-h3","page":464,"name":"Light","data":{"quickrefIndex":true},"entries":["The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.",{"type":"pf2-h4","page":464,"name":"Bright Light","data":{"quickrefIndex":true},"entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are {@condition dazzled} or {@condition blinded} by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","data":{"quickrefIndex":true},"entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision}, or a {@quickref precise sense|CRB|3|precise sense|0} other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","data":{"quickrefIndex":true},"entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a {@quickref precise sense|CRB|3|precise sense|0} other than vision. A creature without {@ability darkvision} or another means of perceiving in darkness has the {@condition blinded} condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you {@condition dazzled} for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","data":{"quickrefIndex":true},"entries":["The ways a creature can use {@skill Perception} depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.",{"type":"pf2-h4","page":464,"name":"Precise Senses","data":{"quickrefIndex":true},"entries":["Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","data":{"quickrefIndex":true},"entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a {@quickref precise sense|CRB|3|precise sense|0} can. You can usually sense a creature automatically with an imprecise sense, but it has the {@condition hidden} condition instead of the {@condition observed} condition. It might be {@condition undetected} by you if it's using {@skill Stealth} or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the {@action Seek} basic action to detect the creature. At best, an imprecise sense can be used to make an {@condition undetected} creature (or one you didn't even know was there) merely {@condition hidden}—it can't make the creature {@condition observed}."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","data":{"quickrefIndex":true},"entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an {@condition unnoticed} creature, making it {@condition undetected}. Even then, the vague sense isn't sufficient to make the creature {@condition hidden} or {@condition observed}.","When one creature might detect another, the GM almost always uses the most {@quickref precise sense|CRB|3|precise sense|0} available.","Pathfinder's rules assume that a given creature has vision as its only {@quickref precise sense|CRB|3|precise sense|0} and hearing as its only {@quickref imprecise sense|CRB|3|imprecise sense|0}. Some characters and creatures, however, have {@quickref precise|CRB|3|precise sense|0} or {@quickref imprecise senses|CRB|3|imprecise sense|0} that don't match this assumption. For instance, a character with poor vision might treat that sense as {@quickref imprecise|CRB|3|imprecise sense|0}, an animal with the {@ability scent} ability can use its sense of smell as an {@quickref imprecise sense|CRB|3|imprecise sense|0}, and a creature with echolocation or a similar ability can use hearing as a {@quickref precise|CRB|3|precise sense|0} sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","data":{"quickrefIndex":true},"entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in {@quickref Detecting Creatures|CRB|3|Detecting Creatures|0} below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).","If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable {@skill Stealth} action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.","In some cases, rolling a Dexterity-based {@skill Stealth} skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the {@skill Stealth} check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check."],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Detecting Creatures","data":{"quickrefIndex":true},"entries":["There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the {@pf2etools Conditions|conditions.html} page.","With the exception of {@condition invisible}, these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.","Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has {@ability darkvision}.","You can attempt to avoid detection by using the {@skill Stealth} skill to {@action Avoid Notice}, {@action Hide}, or {@action Sneak}, or by using {@skill Deception} to {@action Create a Diversion}.",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either {@condition hidden}, {@condition undetected}, or {@condition unnoticed}, and you'll need to factor in the targeting restrictions. Even if a creature is {@condition observed}, it might still be {@condition concealed}."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 11} flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition undetected} creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a {@condition hidden} creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["When the chance something will happen or fail to happen is based purely on chance, you'll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks' DCs; most such effects affect only certain types of flat checks.","If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["Sometimes you as the player shouldn't know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn't reveal the result. Instead, the GM simply describes the information or effects determined by the check's result. If you don't know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can't use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with {@action Recall Knowledge} or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they'll apply the ability to the check.","The GM can choose to make any check secret, even if it's not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["While most checks follow these basic rules, it's useful to know about a few specific types of checks, how they're used, and how they differ from one another.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the {@trait finesse} trait, then you can use your Dexterity modifier instead.",{"type":"pf2-inset","entries":["Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a {@trait finesse} weapon) + proficiency bonus + other bonuses + penalties"]},"{@b Ranged attack rolls} use Dexterity as their ability modifier.",{"type":"pf2-inset","entries":["Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"When attacking with a weapon, whether melee or ranged, you add your proficiency bonus for the weapon you're using. Your class determines your proficiency rank for various weapons. Sometimes, you'll have different proficiency ranks for different weapons. For instance, at 5th level, a fighter gains the weapon mastery class feature, which grants master proficiency with the simple and martial weapons of one weapon group, expert proficiency with advanced weapons of that group and other simple and martial weapons, and trained proficiency in all other advanced weapons.","The bonuses you might apply to attack rolls can come from a variety of sources. Circumstance bonuses can come from the aid of an ally or a beneficial situation. Status bonuses are typically granted by spells and other magical aids. The item bonus to attack rolls comes from magic weapons—notably, a weapon's potency rune (page 580).","Penalties to attack rolls come from situations and effects as well. Circumstance penalties come from risky tactics or detrimental circumstances, status penalties come from spells and magic working against you, and item penalties occur when you use a shoddy item (page 273). When making attack rolls, two main types of untyped penalties are likely to apply. The first is the multiple attack penalty, and the second is the range penalty. The first applies anytime you make more than one attack action during the course of your turn, and the other applies only with ranged or thrown weapons. Both are described below.",{"type":"pf2-h4","page":446,"name":"Multiple Attack Penalty","entries":["The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an {@trait attack} action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the {@trait attack} trait counts toward your multiple attack penalty, including {@action Strike||Strikes}, spell attack rolls, certain skill actions like {@action Shove}, and many others.","Some weapons and abilities reduce multiple attack penalties, such as {@trait agile} weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Attack","Multiple Attack Penalty","Agile"],["First","None","None"],["Second","–5","–4"],["Third or subsequent","–10","–8"]]},"Always calculate your multiple attack penalty for the weapon you're using on that attack. For example, let's say you're wielding a {@item longsword} in one hand and a {@item shortsword} (which has the {@trait agile} trait) in your other hand, and you are going to make three {@action Strike||Strikes} with these weapons during the course of your turn. The first {@action Strike} you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a –5 penalty if you use the {@item longsword} or a –4 penalty if you use the {@item shortsword}.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular {@action Strike}. It would be a –10 penalty with the {@item longsword} and a –8 penalty with the {@item shortsword}, no matter what weapon you used for your previous {@action Strike||Strikes}.","The multiple attack penalty applies only during your turn, so you don't have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else's turn.",{"type":"pf2-h4","page":446,"name":"Range Penalty","entries":["Ranged and thrown weapons each have a listed range increment, and attacks with them grow less accurate against targets farther away (range and range increments are covered in depth on page 279). As long as your target is at or within the listed range increment, also called the first range increment, you take no penalty to the attack roll. If you're attacking beyond that range increment, you take a –2 penalty for each additional increment beyond the first.","You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target.","For example, the range increment of a crossbow is 120 feet. If you are shooting at a target no farther away than that distance, you take no penalty due to range. If they're beyond 120 feet but no more than 240 feet away, you take a –2 penalty due to range. If they're beyond 240 feet but no more than 360 feet away, you take a –4 penalty due to range, and so on, until you reach the last range increment: beyond 600 feet but no more than 720 feet away, where you take a –10 penalty due to range."],"source":"CRB"},{"type":"pf2-h4","page":447,"name":"Armor Class","entries":["Attack rolls are compared to a special difficulty class called an {@b Armor Class} ({@b AC}), which measures how hard it is for your foes to hit you with {@action Strike||Strikes} and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you.","Armor Class is calculated using the following formula.",{"type":"pf2-inset","entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"]},"Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.","Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor.","Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} is an action that has the move trait and that allows you to move a number of feet up to your Speed.","You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet.","{@b {@action Strike}} is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist).","If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks.","Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments.","Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are {@action Strike||Strikes}, special attacks like the Grapple action of the {@skill Athletics} skill, or spell attack rolls."],"source":"CRB"},{"type":"pf2-h3","page":447,"name":"Spell Attack Rolls","entries":["If you cast spells, you might be able to make a spell attack roll. These rolls are usually made when a spell makes an attack against a creature's AC.","The ability modifier for a spell attack roll depends on how you gained access to your spells. If your class grants you spellcasting, use your key ability modifier. Innate spells use your Charisma modifier unless the ability that granted them states otherwise. Focus spells and other sources of spells specify which ability modifier you use for spell attack rolls in the ability that granted them. If you have spells from multiple sources or traditions, you might use different ability modifiers for spell attack rolls for these different sources of spells. For example, a dwarf cleric with the Stonewalker ancestry feat would use her Charisma modifier when casting {@spell meld into stone} from that feat, since it's a divine innate spell, but she would use her Wisdom modifier when casting {@spell heal} and other spells using her cleric divine spellcasting.","Determine the spell attack roll with the following formula.",{"type":"pf2-inset","entries":["Spell attack roll result = d20 roll + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]},"If you have the ability to cast spells, you'll have a proficiency rank for your spell attack rolls, so you'll always add a proficiency bonus. Like your ability modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty.","Many times, instead of requiring you to make a spell attack roll, the spells you cast will require those within the area or targeted by the spell to attempt a saving throw against your {@b Spell DC} to determine how the spell affects them.","Your spell DC is calculated using the following formula.",{"type":"pf2-inset","entries":["Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Perception","entries":["Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature's senses (described on page 464). Whenever you need to attempt a check based on your awareness, you'll attempt a Perception check.","Your Perception uses your Wisdom modifier, so you'll use the following formula when attempting a Perception check.",{"type":"pf2-inset","entries":["Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments, and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, a fine spyglass grants a +1 item bonus to Perception when attempting to see something a long distance away. Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception.","Many abilities are compared to your {@b Perception DC} to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier.",{"type":"pf2-h4","page":448,"name":"Perception for Initiative","entries":["Often, you'll roll a Perception check to determine your order in initiative. When you do this, instead of comparing the result against a DC, everyone in the encounter will compare their results. The creature with the highest result acts first, the creature with the second-highest result goes second, and so on. Sometimes you may be called on to roll a skill check for initiative instead, but you'll compare results just as if you had rolled Perception. The full rules for initiative are found in the rules for encounter mode on page 468."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Saving Throws","entries":["There are three types of saving throws: Fortitude saves, Reflex saves, and Will saves. In all cases, saving throws measure your ability to shrug off harmful effects in the form of afflictions, damage, or conditions. You'll always add a proficiency bonus to each save. Your class might give a different proficiency to each save, but you'll be trained at minimum. Some circumstances and spells might give you circumstance or status bonuses to saves, and you might find {@item resilient} armor or other magic items that give an item bonus.","{@b Fortitude saving throws} allow you to reduce the effects of abilities and afflictions that can debilitate the body.","They use your Constitution modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties"]},"{@b Reflex saving throws} measure how well you can respond quickly to a situation and how gracefully you can avoid effects that have been thrown at you. They use your Dexterity modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"{@b Will saving throws} measure how well you can resist attacks to your mind and spirit. They use your Wisdom modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Will save result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Sometimes you'll need to know your DC for a given saving throw. The DC for a saving throw is 10 + the total modifier for that saving throw.","Most of the time, when you attempt a saving throw, you don't have to use your actions or your reaction. You don't even need to be able to act to attempt saving throws. However, in some special cases you might have to take an action to attempt a save. For instance, you can try to recover from the sickened condition by spending an action to attempt a Fortitude save.",{"type":"pf2-h4","page":449,"name":"Basic Saving Throws","entries":["Sometimes you will be called on to attempt a basic saving throw. This type of saving throw works just like any other saving throw—the \"basic\" part refers to the effects.","For a basic save, you'll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you would any other saving throw. Then one of the following outcomes applies based on your degree of success—no matter what caused the saving throw.",{"type":"successDegree","entries":{"Critical Success":"You take no damage from the spell, hazard, or effect that caused you to attempt the save.","Success":"You take half the listed damage from the effect.","Failure":"You take the full damage listed from the effect.","Critical Failure":"You take double the listed damage from the effect."}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":449,"name":"FORTUNE AND MISFORTUNE EFFECTS","entries":["Fortune and misfortune effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and use the higher result, or force you to roll twice and use the lower result.","You can never have more than one fortune and more than one misfortune effect come into play on a single roll. For instance, if an effect lets you roll twice and use the higher roll, you can't then use Halfling Luck (a fortune effect) to reroll if you fail. If multiple fortune effects would apply, you have to pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it.","If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally."],"source":"CRB"},{"type":"pf2-h3","page":449,"name":"Skill Checks","entries":["Pathfinder has a variety of skills, from {@skill Athletics} to {@skill Medicine} to {@skill Occultism}. Each grants you a set of related actions that rely on you rolling a skill check. Each skill has a key ability score, based on the scope of the skill in question. For instance, {@skill Athletics} deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. {@skill Medicine} deals with the ability to diagnose and treat wounds and ailments, so its key ability score is Wisdom. The key ability score for each skill is listed in Chapter 4: Skills. No matter which skill you're using, you calculate a check for it using the following formula.",{"type":"pf2-inset","entries":["Skill check result = d20 roll + modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties"]},"You're unlikely to be trained in every skill. When using a skill in which you're untrained, your proficiency bonus is +0; otherwise, it equals your level plus 2 for trained, or higher once you become expert or better. The proficiency rank is specific to the skill you're using. Aid from another character or some other beneficial situation may grant you a circumstance bonus. A status bonus might come from a helpful spell or magical effect. Sometimes tools related to the skill grant you an item bonus to your skill checks. Conversely, unfavorable situations might give you a circumstance penalty to your skill check, while harmful spells, magic, or conditions might also impose a status penalty. Using shoddy or makeshift tools might cause you to take an item penalty. Sometimes a skill action can be an attack, and in these cases, the skill check might take a multiple attack penalty, as described on page 446.","When an ability calls for you to use the DC for a specific skill, you can calculate it by adding 10 + your total modifier for that skill."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Notating Total Modifiers","entries":["When creating your character and adventuring you'll record the total modifier for various important checks on your character sheet. Since many bonuses and penalties are due to the immediate circumstances, spells, and other temporary magical effects, you typically won't apply them to your notations.","Item bonuses and penalties are often more persistent, so you will often want to record them ahead of time. For instance, if you are using a weapon with a {@item +1 weapon potency} rune, you'll want to add the +1 item bonus to your notation for your attack rolls with that weapon, since you will include that bonus every time you attack with that weapon. But if you have a fine spyglass, you wouldn't add its item bonus to your Perception check notation, since you gain that bonus only if you are using sight—and the spyglass!—to see long distances."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","name":"Difficulty Classes","page":503,"alias":["DCs"],"entries":[{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to {@action Recall Knowledge}, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"type":"data","tag":"table","name":"Simple DCs","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Level-Based DCs","entries":["When you're determining a skill DC based on something that has a level, use Table 10–5 to set the DC. Find the level of the subject, and assign the corresponding DC. Since spells use a 1–10 scale, use the Spell Level column for them.","Use these DCs when a PC needs to Identify a Spell or {@action Recall Knowledge} about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!","Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.",{"type":"data","tag":"table","name":"DCs by Level","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Adjusting Difficulty","entries":["You might decide a DC should differ from the baseline, whether to account for PCs' areas of expertise or to represent the rarity of spells or items. A DC adjustment represents an essential difference in the difficulty of a task and applies to anyone attempting a specific check for it.","Adjustments happen most often with tasks whose DCs are based on their level. Adjustments use a scale of –10 to +10, from incredibly easy checks to incredibly hard ones, and are broken into increments of 2, 5, and 10.","You'll often apply the adjustments for uncommon, rare, or unique subjects.",{"type":"data","tag":"table","name":"DC Adjustments","source":"CRB"},"The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.","You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an {@skill Occultism} check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using {@skill Arcana} and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.",{"type":"pf2-h3","page":504,"name":"Group Attempts","entries":["The DCs in this chapter give an individual character a strong and increasing chance of success if they have some proficiency. On occasion, though, you'll have a task that only one person in the group needs to succeed at, but that everyone can attempt. The number of dice being rolled means that there's a very high chance at least one of them will succeed. Most of the time, that's perfectly fine, but sometimes you'll want the task to be a challenge, with some uncertainty as to whether the party can succeed. In these cases, make the check very hard, or incredibly hard if you want it to be particularly difficult or at high levels.","At these DCs, most of the party will probably fail, but someone will probably still succeed, likely a character who has heavily invested in the given skill, as is expected for specialized characters."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Minimum Proficiency","entries":["Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of {@skill Thievery}. A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in {@skill Arcana} to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!","For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Specific Actions","entries":["Several parts of this book, most notably Chapter 4: Skills, state that you as the GM set the DCs for certain checks or determine other parameters. Here are guidelines for the most common tasks. Remember that all of these are guidelines, and you can adjust them as necessary to suit the situation.",{"type":"pf2-h3","page":504,"name":"Craft","entries":["When a character Crafts an item, use the item's level to determine the DC, applying the adjustments from Table 10–6 for the item's rarity if it's not common. You might also apply the easy DC adjustment for an item the crafter has made before. Repairing an item usually uses the DC of the item's level with no adjustments, though you might adjust the DC to be more difficult for an item of a higher level than the character can Craft."],"source":"CRB"},{"type":"pf2-h3","page":504,"name":"Earn Income","entries":["You set the task level when someone tries to Earn Income.","The highest-level task available is usually the same as the level of the settlement where the character is located. If you don't know the settlement's level, it's usually 0–1 for a village, 2–4 for a town, or 5–7 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for {@skill Performance}, and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore.","Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 10–5. You might adjust the DC to be more difficult if there's inclement weather during an outdoor job, a rowdy audience for a performance, or the like."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Gather Information","entries":["To set the DC to Gather Information, use a simple DC representing the availability of information about the subject. Adjust the DC upward if the PC Gathering Information seeks in-depth information. For example, if a character wants to Gather Information about a visiting caravan, you might decide that a common person wouldn't know much about it, but any merchant or guard would, so learning basic facts uses the simple DC for trained proficiency. A caravan leader's name is superficial, so discovering it might be DC 15 (the simple trained DC in Table 10–4). Learning the identity of the leader's employers, however, might be DC 20 if the employers are more obscure."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Identify Magic or Learn a Spell","entries":["The DC to {@action Identify Magic} or {@action Learn a Spell} is usually the DC listed in Table 10–5 for the spell or item's level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Recall Knowledge","entries":["On most topics, you can use simple DCs for checks to {@action Recall Knowledge}. For a check about a specific creature, trap, or other subject with a level, use a {@quickref level-based DCs||4|level-based dcs} (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.",{"type":"pf2-h4","page":505,"name":"Alternative Skills","entries":["As noted in the action's description, a character might attempt to {@action Recall Knowledge} using a different skill than the ones listed as the default options. If the skill is highly applicable, like using {@skill Medicine} to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in {@quickref Adjusting Difficulty||4|Adjusting Difficulty}."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Additional Knowledge","entries":["Sometimes a character might want to follow up on a check to {@action Recall Knowledge}, rolling another check to discover more information. After a success, further uses of {@action Recall Knowledge} can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Creature Identification","entries":["A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions.","The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use {@skill Occultism} to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).",{"type":"data","tag":"table","name":"Creature Identification Skills","source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":506,"name":"DETERMINING THE SCOPE OF LORE","entries":["{@skill Lore} skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which {@skill Lore} subcategories are acceptable for characters to select. A {@skill Lore} subcategory represents a narrow focus, and thus it shouldn't replace all or even most of an entire skill, nor should it convey vast swaths of information. For example, a single {@skill Lore} subcategory doesn't cover all religions—that's covered by the {@skill Religion} skill—but a character could have a {@skill Lore} subcategory that covers a single deity. One {@skill Lore} subcategory won't cover an entire country or all of history, but it could cover a city, an ancient civilization, or one aspect of a modern country, like Taldan History {@skill Lore}. A single {@skill Lore} subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Sense Direction","entries":["Pick the most appropriate simple DC when someone uses {@skill Survival} to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Social Skills","entries":["When a character uses {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance} to influence or impress someone whose level or Will DC you don't know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don't worry about being exact. It often makes sense to adjust the DC based on the target's attitude for {@skill Deception}, {@skill Diplomacy}, or {@skill Performance}, making the DC easy for a friendly creature, very easy for a helpful one, hard for an unfriendly one, or very hard for a hostile one. You might adjust the DC further or differently based on the PC's goal; for instance, the DC to Request something an indifferent NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Subsist","entries":["A simple DC is usually sufficient for the Subsist action, with a trained DC for a typical situation. Use the disposition of the environment or city as a guide; an environment with scarce resources or a city with little tolerance for transience might require an expert or higher DC."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Track","entries":["Often when a PC uses {@skill Survival} to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their {@skill Survival} DC as the DC to Track."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Train an Animal","entries":["Train Animal (page 268) allows PCs to teach animals tricks. Use the level of the animal as the baseline; you can adjust the DC up if the trick is especially difficult, or down if the animal is especially domesticated, like a dog."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":120,"name":"Drugs","entries":["Drugs offer short-term benefits with harmful side effects and long-term consequences. These short-term benefits, such as euphoria, draw many to drugs, but addiction keeps users hooked long after their first dose. A character can voluntarily fail their initial save against a drug, but for each dose they consume, they must attempt a saving throw against addiction, a disease that represents cravings and withdrawal. Addiction is unique to each drug, so a character can be affected by multiple instances of addiction at once.","Certain drugs alter how addiction works for that drug, adding the {@trait virulent} trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction.",{"type":"data","tag":"disease","data":{"source":"GMG","page":120,"name":"Addiction","level":", level varies","type":"disease","entries":["Track the maximum stage you reach with each drug's addiction. This maximum stage is separate from your current addiction stage for the drug. The maximum stage can't be reduced, even if you fully remove the disease. When you take the drug, two things happen: you attempt a saving throw against addiction, and you suppress the effects of addiction for 1 day. Failing a save against addiction caused by taking the drug causes you to go to 1 stage higher than the maximum stage you had previously reached (2 stages higher on a critical failure). If you're currently suffering from addiction when you attempt a save from taking the drug, you can't improve your stage; if you succeed at the save, the stage remains the same as it was.","When you attempt your save against addiction each week, the stage you are currently at can't get worse—it can only stay the same or improve. The conditions from addiction can't be removed while you are affected by the addiction, and suppressing addiction by taking the drug only avoids the effects—it doesn't remove the disease.",{"type":"affliction","savingThrow":"Fortitude (DC equals that of the drug)","onset":"1 day","stages":[{"stage":1,"entry":"{@condition fatigued}","duration":"1 week"},{"stage":2,"entry":"{@condition fatigued} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":3,"entry":"{@condition fatigued}, {@condition drained||drained 1} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":4,"entry":"{@condition fatigued}, {@condition drained||drained 2}, {@condition sickened||sickened 2} and {@condition stupefied||stupefied 2}","duration":"1 week"}]}]}},{"type":"pf2-brown-box","source":"GMG","page":120,"name":"DRUGS IN YOUR GAME","entries":["Drugs are socially complex, and including them in your game has the potential to make some of your players uncomfortable—particularly players who have struggled with substance abuse themselves or seen friends and family members go through that struggle. As with any potentially difficult subject matter, you should discuss the role drugs play in your game with your players and ensure that all the players at the table are comfortable with the material; if they aren't, avoid the topic.","If you do include drugs in your game, consider the role they'll play. In some campaigns, drugs might simply be an element of flavor and a tool characters use to reach their goals; in others, the side effects and risk of addiction might be a terrible price to pay. The rules assume something of a middle path, where drugs are addictive substances that may provide a short-term benefit but have consequences. To make drugs more accessible in your game, remove some of the more severe stages of addiction. To make them more dangerous, add the {@trait virulent} trait to the addiction affliction, add more stages with increasingly severe effects, or increase the DC of the save against the addiction by 1 for every use of the drug, decreasing back to normal over time as they stop using the drug."]}],"data":{"quickref":5}},{"type":"section","page":512,"name":"Environment","entries":["Each of the environments presented in this section uses the terrain rules (which are summarized on page 514 and appear in full beginning on page 475) in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate (page 517) and natural disasters (beginning on page 517). Many places have the traits of multiple environments; a snow-covered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even {@quickref difficult terrain||3|terrain}).","Table 10–12 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature.",{"type":"data","tag":"table","name":"Enviromental Features","source":"CRB"},{"type":"pf2-h2","page":512,"name":"Environmental Damage","entries":["Some environmental features or natural disasters deal damage. Because the amount of damage can vary based on the specific circumstances, the rules for specific environments and natural disasters use damage categories to describe the damage, rather than exact numbers.","Use Table 10–11 below to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be.",{"type":"data","tag":"table","name":"Enviromental Damage","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Aquatic","entries":["Aquatic environments are among the most challenging for PCs short of other worlds and unusual planes. PCs in an aquatic environment need a way to breathe (typically a {@spell water breathing} spell) and must usually {@action Swim} to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for {@quickref greater difficult terrain||3|terrain}.","Characters in aquatic environments make frequent use of the {@quickref aquatic combat||3|aquatic combat} and {@quickref drowning and suffocation||3|drowning and suffocating} rules.",{"type":"pf2-h3","page":512,"name":"Currents and Flowing Water","entries":["Ocean currents, flowing rivers, and similar moving water are {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain} (depending on the speed of the water) for a creature Swimming against the current. At the end of a creature's turn, it moves a certain distance depending on the current's speed. For instance, a 10-foot current moves a creature 10 feet in the current's direction at the end of that creature's turn."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Visibility","entries":["It's much harder to see things at a distance underwater than it is on land, and it's particularly difficult if the water is murky or full of particles. In pure water, the maximum visual range is roughly 240 feet to see a small object, and in murky water, visibility can be reduced to only 10 feet or even less."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Arctic","entries":["The main challenge in an arctic environment is the low temperature, but arctic environments also contain ice and snow. The disasters that most often strike in arctic environments are avalanches, blizzards, and floods.",{"type":"pf2-h3","page":512,"name":"Ice","entries":["Icy ground is both uneven ground and {@quickref difficult terrain||3|terrain}, as characters slip and slide due to poor traction."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Snow","entries":["Depending on the depth of snow and its composition, most snowy ground is either {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain}. In denser snow, characters can attempt to walk along the surface without breaking through, but some patches might be loose or soft enough that they're uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Desert","entries":["Desert encompasses sandy and rocky deserts as well as badlands. Though tundra is technically a desert, it's classified as arctic, as the climate is the primary challenge in such areas. Sandy deserts often have quicksand hazards (page 526) and sandstorms.",{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Rocky deserts are strewn with rubble, which is {@quickref difficult terrain||3|terrain}. Rubble dense enough to be walked over rather than navigated through is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Sand","entries":["Packed sand doesn't usually significantly impede a character's movement, but loose sand is either {@quickref difficult terrain||3|terrain} (if it's shallow) or uneven ground (if it's deep).","The wind in a desert often shifts sand into dunes, hills of loose sand with uneven ground facing the wind and steeper inclines away from the wind."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Forest","entries":["These diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires.",{"type":"pf2-h3","page":513,"name":"Canopies","entries":["Particularly dense forests, such as rain forests, have a canopy level above the ground. A creature trying to reach the canopy or travel along it must Climb. Swinging on vines and branches usually requires an {@skill Acrobatics} or {@skill Athletics} check. A canopy provides cover, and a thicker one can prevent creatures in the canopy from seeing those on the ground, and vice versa."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Trees","entries":["While trees are omnipresent in a forest, they typically don't provide cover unless a character uses the Take Cover action. Only larger trees that take up an entire 5-foot square on the map (or more) are big enough to provide cover automatically."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that automatically provides cover. Some sorts of undergrowth, such as thorns, might also be hazardous terrain, and areas with plenty of twisting roots might be uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Mountain","entries":["Mountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches.",{"type":"pf2-h3","page":513,"name":"Chasms","entries":["Chasms are natural pits, typically at least 20 feet long and clearly visible (barring mundane or magical efforts to conceal them). The main danger posed by a chasm is that characters must Long Jump to get across. Alternatively, characters can take the safer but slower route of Climbing down the near side of the chasm and then ascending the far side to get across."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Cliffs","entries":["Cliffs and rock walls require creatures to {@action Climb} to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Mountains often have extremely rocky areas or shifting, gravelly scree that makes for {@quickref difficult terrain||3|terrain}. Especially deep or pervasive rubble is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Slopes","entries":["Slopes vary from the gentle rises of normal terrain to {@quickref difficult terrain||3|terrain} and inclines, depending on the angle of elevation. Moving down a slope is typically normal terrain, but characters might need to Climb up particularly steep slopes."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is common in mountains. It is {@quickref difficult terrain||3|terrain} and allows a character to Take Cover."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Plains","entries":["The plains environment encompasses grasslands such as savannas and farmland. The most common disasters in plains are tornadoes and wildfires.",{"type":"pf2-h3","page":514,"name":"Hedges","entries":["Hedges are planted rows of bushes, shrubs, and trees.","Their iconic appearance in adventures consists of tall hedges grown into mazes. A typical hedge is 2 to 5 feet tall, takes up a row of squares, and provides cover. A character trying to push through a hedge faces {@quickref greater difficult terrain||3|terrain}; it's sometimes faster to Climb over."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Undergrowth in plains is usually light with a few scattered areas of heavy undergrowth, but fields of certain crops, like corn, are entirely heavy undergrowth."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Swamp","entries":["Wetlands are the most common kind of swamp, but this category also includes drier marshes such as moors.","Swamps often contain quicksand hazards (page 526).","Despite their soggy nature, swamps aren't very likely to experience heavy flooding, since they act as natural sponges and absorb a great deal of water before they flood.",{"type":"pf2-h3","page":514,"name":"Bogs","entries":["Also called mires, bogs are watery areas that accumulate peat, are covered by shrubs and moss, and sometimes feature floating islands of vegetation covering deeper pools.","Shallow bogs are {@quickref difficult terrain||3|terrain} for a Medium creature, and deep bogs are {@quickref greater difficult terrain||3|terrain}. If a bog is deep enough that a creature can't reach the bottom, the creature has to Swim. Bogs are also acidic, so particularly extreme or magical bogs can be hazardous terrain."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover, while heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Some sorts of undergrowth, such as thorns, are also hazardous terrain, and areas with plenty of twisting roots are uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":514,"name":"TERRAIN RULES","entries":["Environments make frequent use of the rules for {@quickref difficult terrain||3|terrain}, {@quickref greater difficult terrain||3|terrain}, and hazardous terrain, so those rules are summarized here.","{@b Difficult terrain} is any terrain that impedes movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@quickref difficult terrain||3|terrain} (or moving 5 feet into or within an area of {@quickref difficult terrain||3|terrain}, if you're not using a grid) costs an extra 5 feet of movement. Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. Creatures can't normally Step into {@quickref difficult terrain||3|terrain}.","Any movement creatures make while jumping ignores terrain that the creature is jumping over. Some abilities (such as flight or being incorporeal) allow creatures to avoid the movement reduction from some types of {@quickref difficult terrain||3|terrain}. Certain other abilities let creatures ignore {@quickref difficult terrain||3|terrain} while traveling on foot; such an ability also allows a creature to move through {@quickref greater difficult terrain||3|terrain} using the movement cost for {@quickref difficult terrain||3|terrain}, but unless the ability specifies otherwise, these abilities don't let creatures ignore {@quickref greater difficult terrain||3|terrain}.","{@b Hazardous terrain} damages creatures whenever they move through it. For instance, an acid pool, a pit of burning embers, and a spike-filled passageway all constitute hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Urban","entries":["Urban environments include open city spaces as well as buildings. The building information in this section also applies to ruins and constructed dungeons. Depending on their construction and location, cities might be vulnerable to many sorts of disasters, especially fires and floods.",{"type":"pf2-h3","page":514,"name":"Crowds","entries":["Crowded thoroughfares and similar areas are {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} if an area is truly packed with people. You might allow a character to get a crowd to part using {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance}.","A crowd exposed to an obvious danger, like a fire or a rampaging monster, attempts to move away from the danger as quickly as possible, but it is slowed by its own mass. A fleeing crowd typically moves at the Speed of an average member each round (usually 25 feet), potentially trampling or leaving behind slower-moving members of the crowd."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Doors","entries":["Opening an unlocked door requires an Interact action (or more than one for a particularly complicated or large door). Stuck doors must be Forced Open, and locked ones require a character to Pick the Lock or Force them Open."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Floors","entries":["Wooden floors are easy to walk on, as are flagstone floors made of fitted stones. However, floors of worn flagstone often contain areas of uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Gates","entries":["Walled settlements often have gates that the city can close for defense or open to allow travel. A typical gate consists of one portcullis at each end of a gatehouse, with murder holes in between or other protected spots from which guards can attack foes."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Guards","entries":["Most settlements of significant size have guards working in shifts to protect the settlement at all hours, patrolling the streets and guarding various posts. The size of this force varies from one guard for every 1,000 residents to a force 10 times this number."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Portcullises","entries":["A portcullis is a wooden or iron grate that descends to seal off a gate or corridor. Most are raised on ropes or chains operated by a winch, and they have locking mechanisms that keep them from being lifted easily. The rules on lifting a portcullis or bending its bars appear in the sidebar on this page. If a portcullis falls on a creature, use a slamming door trap (page 523)."],"source":"CRB"},{"type":"pf2-brown-box","page":515,"name":"DOORS, GATES, AND WALLS","entries":["Some of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls.",{"type":"pf2-title","name":"Climbing"},"The table below gives the typical DC for {@skill Athletics} checks to Climb a structure, which is usually a simple DC. You might adjust the difficulty based on the specifics of the structure and environment.",{"type":"pf2-title","name":"Demolishing"},"A character might want to smash their way through a door, a window, or certain walls. The Hardness, Hit Point, and Broken Threshold values provided in the table below are based on the material the structure is typically made out of, so a portcullis made of iron, for example, has a higher Hardness than one of wood. For more on damaging objects, see page 272.","Strong walls, such as well-maintained masonry or hewn stone, can't be broken without dedicated work and proper tools. Getting through such walls requires downtime.",{"type":"table","rowLabelIdx":[0,5,11],"colStyles":["text-center","text-center","text-center"],"rows":[["Door","Climb DC","Hardness, HP (BT)"],["Wood","20","10, 40 (20)"],["Stone","30","14, 56 (28)"],["Reinforced Wood","15","15, 60 (30)"],["Iron","30","18, 72 (36)"],["Wall","Climb DC","Hardness, HP (BT)"],["Crumbling masonry","15","10, 40 (20)"],["Wooden slats","15","10, 40 (20)"],["Masonry","20","14, 56 (28)"],["Hewn stone","30","14, 56 (28)"],["Iron","40","18, 72 (36)"],["Portcullis","Climb DC","Hardness, HP (BT)"],["Wood","10","10, 40 (20)"],["Iron","10","18, 72 (36)"]]},{"type":"pf2-title","name":"Forcing Open"},"Structures that can be opened—such as doors, gates, and windows—can be Forced Open using {@skill Athletics}. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the {@skill Thievery} DC of its lock but adjusts it to be very hard (increasing the DC by 5).","If there's no lock, use the following table; when lifting a portcullis, use the lock DC or the DC from the table, whichever is higher."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Rooftops","entries":["Rooftops make for memorable ambushes, chase scenes, infiltrations, and running fights. Flat roofs are easy to move across, but they're rare in any settlement that receives significant snowfall, since heavy buildups of snow can collapse a roof. Angled roofs are uneven ground, or inclines if they're especially steep. The peak of an angled roof is a narrow surface.","Hurdling from roof to roof often requires a Long Jump, though some buildings are close enough to Leap between.","A High Jump might be necessary to reach a higher roof, or a Leap followed by Grabbing an Edge and Climbing up."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Sewers","entries":["Sewers are generally 10 feet or more below street level and are equipped with ladders or other means to ascend and descend. Raised paths along the walls allow sewer workers access, while channels in the center carry the waste itself. Less sophisticated sewers, or sections those workers don't usually access, might require wading through diseaseridden waste. Sewers can be accessed through sewer grates, which usually require 2 or more Interact actions to open.",{"type":"pf2-h4","page":516,"name":"Sewer Gas","entries":["Sewer gas often contains pockets of highly flammable gas. A pocket of sewer gas exposed to a source of flame explodes, dealing moderate environmental fire damage to creatures in the area."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stairs","entries":["Stairs are {@quickref difficult terrain||3|terrain} for characters moving up them, and shoddy stairs might also be uneven ground. Some temples and giant-built structures have enormous stairs that are {@quickref greater difficult terrain||3|terrain} both up and down, or might require Climbing every step."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Streets","entries":["Most settlements have narrow and twisting streets that were largely established organically as the settlement grew. These roads are rarely more than 20 feet wide, with alleys as narrow as 5 feet. Streets are generally paved with cobblestones. If the cobblestones are in poor repair, they could be {@quickref difficult terrain||3|terrain} or uneven ground.","Particularly lawful or well-planned cities have major thoroughfares that allow wagons and merchants to reach marketplaces and other important areas in town. These need to be at least 25 feet wide to accommodate wagons moving in both directions, and they often have narrow sidewalks that allow pedestrians to avoid wagon traffic."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Walls","entries":["Well-built structures have exterior walls of brick or stonemasonry. Smaller, lower-quality, or temporary structures might have wooden walls. Interior walls tend to be less sturdy; they could be made of wooden planks, or even simply of thick, opaque paper held in a wooden frame. An underground structure might have thick walls carved out of solid rock to prevent the weight of the ground above from collapsing the structure. Rules for climbing and breaking walls are in the sidebar on page 515."],"source":"CRB"},{"type":"pf2-h2","page":516,"name":"Underground","entries":["Underground environments consist of caves and natural underground areas. Artificial dungeons and ruins combine underground features with urban features like stairs and walls. Deep underground vaults have some of the same terrain features as mountains, such as chasms and cliffs.","The most common disasters underground are collapses.",{"type":"pf2-h3","page":516,"name":"Floors","entries":["Natural underground environments rarely have flat floors, instead featuring abrupt changes in elevation that result in {@quickref difficult terrain||3|terrain}, uneven ground, and inclines."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Ledges","entries":["Ledges are narrow surfaces that overlook a lower area or provide the only means to move along the edge of a chasm. Moving across a narrow ledge requires using {@skill Acrobatics} to Balance."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Rubble","entries":["Caverns can be covered in rubble, which is {@quickref difficult terrain||3|terrain}. Deep or pervasive rubble is also uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stalagmites and Stalactites","entries":["Stalagmites are tapering columns that rise from the floor of a cave. Areas filled with stalagmites are {@quickref greater difficult terrain||3|terrain}, and especially large stalagmites have to be sidestepped or Climbed. Stalagmites can be sharp enough they can be used as hazardous terrain in some circumstances, as can stalactites (icicle-shaped formations that hang from the roof of a cave) if they're knocked loose from a ceiling or overhang."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Walls","entries":["Natural cave walls are uneven, with nooks, crannies, and ledges. Since most caves are formed by water, cave walls are often damp, making them even more difficult to Climb."],"source":"CRB"},{"type":"pf2-brown-box","page":517,"name":"DUNGEONS","entries":["Dungeon environments, which include both ruins and contemporary buildings constructed in the wilderness, are a fairly common venue for adventures. As an environment, they combine urban features like doors and buildings (page 515) with features from an underground environment, and occasionally components from other environments. While underground dungeons are particularly common, you might also consider setting your adventure in a ruin reclaimed by the forest, with giant trees spreading their roots through the walls, or a ruin deep in a swamp, with bogs covering access to some of the ruin's hidden secrets."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":517,"name":"Climate","entries":["Weather is more than just set dressing to establish mood—it has mechanical effects you can combine with environmental components to create a more memorable encounter. Weather can impose circumstance penalties on certain checks, from –1 to –4 based on severity.",{"type":"pf2-h3","page":517,"name":"Fog","entries":["Fog imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness; it causes creatures viewed through significant amounts of fog to be concealed; and it cuts off all visibility at half a mile or less—possibly much less. Conditions limiting visibility to about a mile are called mist, and those that do so to about 3 miles are called haze."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Precipitation","entries":["Precipitation includes rain as well as colder snow, sleet, and hail. Wet precipitation douses flames, and frozen precipitation can create areas of snow or ice on the ground. Drizzle or light snowfall has little mechanical effect beyond limited visibility.",{"type":"pf2-h4","page":517,"name":"Visibility","entries":["Most forms of precipitation impose circumstance penalties on visual {@skill Perception} checks. Hail often is sparser but loud, instead penalizing auditory {@skill Perception} checks.","Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if they're far away."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Fatigue","entries":["Precipitation causes discomfort and fatigue. Anything heavier than drizzle or light snowfall reduces the time it takes for characters to become fatigued from overland travel to only 4 hours. Heavy precipitation can be dangerous in cold environments when characters go without protection. Soaked characters treat the temperature as one step colder (mild to severe, severe to extreme; see Temperature below)."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Thunderstorms","entries":["High winds and heavy precipitation accompany many thunderstorms. There's also a very small chance that a character might be struck by lightning during a storm. A lightning strike usually deals moderate electricity damage, or major electricity damage in a severe thunderstorm."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Temperature","entries":["Often, temperature doesn't impose enough of a mechanical effect to worry about beyond describing the clothing the characters need to wear to be comfortable.","Particularly hot and cold weather can make creatures fatigued more quickly during overland travel and can cause damage if harsh enough, as shown in Table 10–13 on page 518.","Appropriate cold-weather gear (such as the winter clothing) can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Wind","entries":["Wind imposes a circumstance penalty on auditory {@skill Perception} checks depending on its strength. It also interferes with physical ranged attacks such as arrows, imposing a circumstance penalty to attack rolls involving such weapons, and potentially making attacks with them impossible in powerful windstorms. Wind snuffs out handheld flames; lanterns protect their flame from the wind, but particularly powerful winds can extinguish these as well.",{"type":"pf2-h4","page":517,"name":"Moving in Wind","entries":["Wind is difficult or {@quickref greater difficult terrain||3|terrain} when Flying.","Moving in wind of sufficient strength requires a Maneuver in Flight action, and fliers are blown away on a critical failure or if they don't succeed at a minimum of one such check each round.","Even on the ground, particularly strong winds might require a creature to succeed at an {@skill Athletics} check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a –1 circumstance penalty, and Tiny creatures typically take a –2 penalty."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":518,"name":"Natural Disasters","entries":["Climate and environmental features can be a hindrance or long-term threat, but natural disasters represent acute danger, especially to those directly exposed to their fury.","The damage in the following sections uses the categories in {@table Environmental Damage||Table 10–11: Environmental Damage}.",{"type":"pf2-h3","page":518,"name":"Avalanches","entries":["Though the term avalanche specifically refers to a cascading flow of ice and snow down a mountain's slope, the same rules work for landslides, mudslides, and other similar disasters. Avalanches of wet snow usually travel up to 200 feet per round, though powdery snow can travel up to 10 times faster. Rockslides and mudslides are slower, sometimes even slow enough that a character might be able to outrun them.","An avalanche deals major or even massive bludgeoning damage to creatures and objects in its path. These victims are also buried under a significant mass. Creatures caught in an avalanche's path can attempt a Reflex save; if they succeed, they take only half the bludgeoning damage, and if they critically succeed, they also avoid being buried.",{"type":"pf2-h4","page":518,"name":"Burial","entries":["Buried creatures take minor bludgeoning damage each minute, and they potentially take minor cold damage if buried under an avalanche of snow. At the GM's discretion, creatures without a sufficient air pocket could also risk suffocation (page 478). A buried creature is restrained and usually can't free itself.","Allies or bystanders can attempt to dig out a buried creature. Each creature digging clears roughly a 5-footby- 5-foot square every 4 minutes with a successful {@skill Athletics} check (or every 2 minutes on a critical success).","Using shovels or other proper tools halves the time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Blizzards","entries":["Blizzards combine cold weather, heavy snow, and strong winds. They don't pose a single direct threat as other disasters do; instead, the combination of these factors all at once poses a substantial impediment to characters."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Collapses","entries":["Collapses and cave-ins occur when caverns or buildings fall, dumping tons of rock or other material on those caught below or inside them. Creatures under the collapse take major or massive bludgeoning damage and become buried, just as with an avalanche. Fortunately, collapses don't spread unless they weaken the overall integrity of the area and lead to further collapses."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Earthquakes","entries":["Earthquakes often cause other natural disasters in the form of avalanches, collapses, floods, and tsunamis, but they also present unique threats such as fissures, soil liquefaction, and tremors.",{"type":"pf2-h4","page":518,"name":"Fissures","entries":["Fissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Soil Liquefaction","entries":["Liquefaction occurs when granular particles shake to the point where they temporarily lose their solid form and act as liquids. When this happens to soil, it can cause creatures and even whole buildings to sink into the ground. You can use the {@spell earthquake} spell for more specific rules, though that spell represents only one particular kind of localized quake."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Tremors","entries":["Tremors knock creatures prone, causing them to fall or careen into other objects, which can deal bludgeoning damage appropriate to the severity of the quake."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Floods","entries":["Though more gradual floods can damage structures and drown creatures, flash floods are similar to avalanches, except with a liquid mass instead of a solid one. Instead of burying creatures, a flash flood carries creatures and even massive objects away, buffeting the creatures and potentially drowning them. The drowning rules appear on page 478.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Sandstorms","entries":["Mild sandstorms and dust storms don't present much more danger than a windy rainstorm, but they can cause damage to a creature's lungs and spread diseases across long distances. Heavy sandstorms deal minor slashing damage each round to those exposed to the sand, force creatures to hold their breath to avoid suffocation, or both."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tornadoes","entries":["In a tornado's path, wind conditions impose severe circumstance penalties, but creatures that would normally be blown away are instead picked up in the tornado's funnel, where they take massive bludgeoning damage from flying debris as they rise through the cone until they are eventually expelled (taking bludgeoning damage from falling).","Tornadoes usually travel around 300 feet per round (roughly 30 miles per hour). They normally travel a few miles before dissipating. Some tornadoes are stationary or travel much faster."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tsunamis","entries":["Tsunamis present many of the same dangers as flash floods but are much larger and more destructive. Tsunami waves can reach <100 feet> or more in height, wrecking buildings and creatures alike with massive bludgeoning damage from both the wave itself and debris pulled up along its path of destruction."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Volcanic Eruptions","entries":["Volcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents.",{"type":"pf2-h4","page":519,"name":"Ash","entries":["Ash from volcanic eruptions is hot enough to cause minor fire damage each minute. It limits visibility like a thick fog and can make air unbreathable, requiring characters to hold their breath or suffocate (page 478).","Ash clouds generate ash lightning strikes, which typically deal moderate electricity damage but are very unlikely to hit an individual creature. Ash buildup on the ground creates areas of uneven ground, {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain}, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Bombs","entries":["Pressure can launch lava into the air that falls as lava bombs: masses of lava that solidify as they fly and shatter on impact, dealing at least moderate bludgeoning damage and moderate fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Flows","entries":["Lava flows are an iconic volcanic threat; they usually move between 5 and 60 feet per round over normal ground, so characters can often outrun them. However, flows can move up to 300 feet per round in a steep volcanic tube or channel. Lava emanates heat that deals minor fire damage even before it comes into contact with creatures, and immersion in lava deals massive fire damage each round."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Pyroclastic Flows","entries":["Mixes of hot gases and rock debris, pyroclastic flows spread much faster than lava, sometimes more than 4,000 feet per round. While cooler than the hottest lava, pyroclastic flows are capable of overwhelming entire settlements. They work like avalanches but deal half of their damage as fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Vents","entries":["Steam vents shoot from the ground, dealing moderate fire damage or more in a wide column. Acidic and poisonous gases released from beneath the surface can create wide areas of hazardous terrain that deals at least minor acid or poison damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Wildfires","entries":["Wildfires travel mainly along a front moving in a single direction. In a forest, the front can advance up to 70 feet per round (7 miles per hour). They can move up to twice as fast across plains due to a lack of shade and the relatively low humidity. Embers from the fire, carried by winds and rising hot air, can scatter, forming spot fires as far as 10 miles away from the main wildfire. Wildfires present three main threats: flames, heat, and smoke.",{"type":"pf2-h4","page":519,"name":"Flames","entries":["Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["Wildfires increase the temperature in advance of the front, reaching nearly 1,500° F at the fire's arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so.","During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's {@skill Stealth} DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the {@action Seek} action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you can describe what they notice.","Magical hazards that don't have a minimum proficiency rank can be found using {@spell detect magic}, but this spell doesn't provide enough information to understand or disable the hazard—it only reveals the hazard's presence.","Determining a magical hazard's properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using {@action Identify Magic} or {@action Recall Knowledge}. Magical hazards with a minimum proficiency rank cannot be found with {@spell detect magic} at all."],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Triggering a Hazard","entries":["If the group fails to detect a hazard and the hazard's trigger is a standard part of traveling (such as stepping on a floor plate or moving through a magical sensor while walking), the hazard's reaction occurs. Hazards that would be triggered only when someone directly manipulates the environment—by opening a door, for example—use their reactions only if a PC explicitly takes that action.",{"type":"pf2-h3","page":520,"name":"Reaction or Free Action","entries":["Most hazards have reactions that occur when they're triggered. For simple hazards, the reaction is the entirety of the hazard's effect. For complex hazards, the reaction may also cause the hazard to roll initiative, either starting a combat encounter or joining one already in progress, and the hazard continues to pose a threat over multiple rounds. Some hazards have a triggered free action instead of a reaction; for instance, quicksand can suck down multiple creatures per round."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Routine","entries":["A complex hazard usually follows a set of preprogrammed actions called a routine. Once triggered, the hazard first performs its initial reaction; then, if the PCs are not yet in encounter mode, they should roll initiative. (If they're already in encounter mode, their initiative remains the same.) The hazard might tell you to roll initiative for it—in this case, the hazard rolls initiative using its {@skill Stealth} modifier.","After this happens, the hazard follows its routine each round on its initiative. The number of actions a hazard can take each round, as well as what they can be used for, depend on the hazard."],"source":"CRB"},{"type":"pf2-brown-box","page":520,"name":"MONSTERS AND HAZARDS","entries":["The statistics for NPCs and monsters usually don't list their proficiency ranks. Most of the time, they don't need to deal with detecting or disabling hazards the way PCs do, so you don't need this information. However, if a PC resets a trap in a monster's path or plans to lure a monster into a hazard, you can improvise this information.","For Perception, a monster is usually an expert at 3rd or 4th level, a master at 8th or 9th level, and legendary at 16th or 17th level. If the monster has {@skill Thievery} listed in its skills, it has the highest proficiency possible for its level (trained at 1st, expert at 3rd, master at 7th, and legendary at 15th); otherwise, it's untrained. Of course, an individual monster might deviate from these guidelines, especially if it's mindless or not very perceptive."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Resetting a Hazard","entries":["Some hazards can be reset, allowing them to be triggered again. This can occur automatically, as for quicksand, whose surface settles after 24 hours, or manually, like a hidden pit, whose trapdoor must be closed for the pit to become hidden again."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Disabling a Hazard","entries":["The most versatile method for deactivating traps is the Disable a Device action of the {@skill Thievery} skill, though most mechanical traps can also simply be smashed, and magical traps can usually be counteracted. Environmental hazards often can be overcome with {@skill Nature} or {@skill Survival}, and haunts can often be overcome with {@skill Occultism} or {@skill Religion}. The specific skill and DC required to disable a hazard are listed in the hazard's stat block. Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM. As with detecting a hazard, disabling a hazard might require a character to have a certain proficiency rank in the listed skill.","A character must first detect a hazard (or have it pointed out to them) to try to deactivate it. They can attempt to deactivate a hazard whether or not it has already been triggered, though some hazards no longer pose a danger once their reactions have occurred, especially if there is no way for them to be reset.","For most hazards, a successful check for the listed skill against the DC in the stat block disables the hazard without triggering it. Any other means of deactivating the hazard are included in the hazard's stat block, as are any additional steps required to properly deactivate it.","A critical failure on any roll to disable a hazard triggers it, including a critical failure on a roll to counteract a magic hazard.","Some hazards require multiple successful checks to deactivate, typically because they have a particularly complicated component or have several discrete portions. For hazards with a complex component, a critical success on a check to disable the hazard counts as two successes on a single component.",{"type":"pf2-h3","page":521,"name":"Damaging a Hazard","entries":["Rather than trying to carefully disable a hazard, a character might just smash it. Damaging a mechanical trap or another physical hazard works like damaging objects: the hazard reduces the damage it takes by its Hardness. In most cases, hitting the hazard also triggers it, as explained in Attacking a Hazard below. If a hazard's Hit Points are reduced to its Broken Threshold (BT) or lower, the hazard becomes broken and can't be activated, though it can still be repaired. If it's reduced to 0 HP, it's destroyed and can't be repaired. (See page 272 in Chapter 6 for more information on damaging objects.)","Hazards' AC, applicable saving throw modifiers, Hardness, HP, and BT are listed in their stat blocks. A hazard that doesn't list one of these statistics can't be affected by anything targeting that statistic. For example, a hazard that has HP but no BT can't be broken, but can still be destroyed. Hazards are immune to anything an object is immune to unless specifically noted otherwise, and they can't be targeted by anything that can't target objects. Some hazards may have additional immunities, as well as resistances or weaknesses.",{"type":"pf2-h4","page":521,"name":"Attacking a Hazard","entries":["If someone hits a hazard—especially if it's a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks."],"source":"CRB"},{"type":"pf2-h4","page":521,"name":"Repairing a Hazard","entries":["You might allow a character to repair a damaged hazard to restore its functionality. You determine the specifics of this, since it can vary by trap. The Repair action might be insufficient if fixing the trap requires gathering scattered components or the like. If the item has a Reset entry, the character needs to do whatever is listed there, in addition to repairing the damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":521,"name":"Counteracting a Magical Hazard","entries":["Some magical hazards can be counteracted using {@spell dispel magic} and the counteracting rules found on page 458. These hazards' spell levels and counteract DCs are listed in their stat block. Counteracting a hazard otherwise works like using a skill check to disable the hazard."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Hazard Experience","entries":["Characters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they don't gain XP for the hazard again. The XP values for hazards of different levels also appear on page 508, but are repeated here for convenience. The XP for a complex hazard is equal to the XP for a monster of the same level, and the XP for a simple hazard is one-fifth of that. Hazards of a lower level than the party's level –4 are trivial and award no XP.",{"type":"data","tag":"table","name":"Hazard XP","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":522,"name":"Hazard Format","entries":["Hazards are presented in a stat block format similar to those used for monsters. A few notes regarding the format follow the sample stat block.",{"type":"data","tag":"generic","data":{"source":"CRB","page":522,"name":"Hazard Name","category":"Hazard","level":" [Level]","traits":["traits"],"sections":[[[{"name":"Stealth","entry":"This entry lists the {@skill Stealth} modifier for a complex hazard's initiative or the {@skill Stealth} DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If {@spell detect magic} can be used to detect the hazard, this information is located here as well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might include special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell level and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually only haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points, with its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the hazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses, if any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the hazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard appears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative. Routine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word \"Routine\" indicates how many actions the hazard can use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically, this is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["The hazard's level indicates what level of party it's a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that feature's level is the hazard's level."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their {@skill Stealth} modifier, which they use for initiative, instead of their {@skill Stealth} DC. If you need the DC, it's equal to this modifier + 10."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":526,"name":"Hazards","entries":["{@note To view all Hazards, please view the {@filter Hazards page.|hazards||source=CRB}}",{"type":"pf2-brown-box","page":528,"name":"UPGRADED SUMMONING RUNES","entries":["You can make a summoning rune of nearly any level. It summons a creature of a level equal to the trap's level.","Use {@table DCs by Level||Table 10–5: DCs by Level} to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a {@table DC Adjustments||hard adjustment} (+2). The {@skill Stealth} modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in {@skill Perception} to find, and they might require a higher proficiency rank in {@skill Thievery} to disable."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":483,"name":"Planning a Campaign","entries":["A Pathfinder game is typically structured as a campaign—a serialized story that focuses on a single party of characters.","A campaign is subdivided into multiple adventures, smaller stories that involve exploration and interaction with nonplayer characters. A single adventure represents a complete story that might be connected to the larger arc of a campaign. Playing an adventure spans one or more game sessions—gatherings where the group plays a part of the adventure over the course of several hours.","A campaign provides the overall structure for your Pathfinder game. As you prepare for your campaign, you'll establish its scope and themes, which you'll then reinforce in the adventures and scenes that take place within it.",{"type":"pf2-brown-box","page":483,"name":"COLLABORATION DURING PLAY","entries":["As Game Master, you have the final say on how the world and rules function, and how nonplayer characters act. This rule's purpose is to make the game run smoothly, with one guiding hand ensuring consistency. It's not intended to make one player into a dictator over the rest of the group. Collaboration is vital to roleplaying games!","How you implement collaboration in a game depends on what your players are interested in. In some groups, players enjoy adding details to the world and to nonplayer characters. In others, players want to feel like the world is outside their control, and the only decisions they get to make are those made by their own characters. Both are fun and acceptable ways to play.","You are encouraged to collect input from your players before you start, asking what storytelling genres they'd like to emphasize, which areas of the world they want to play in, the types of enemies they'd like to face, or which published adventure they want to play. A good campaign includes some back-and-forth at the beginning as the players figure out what characters they want to play and you figure out what sort of adventure to run. The results can range from building an adventure entirely to fit the characters to choosing a specific published adventure, having the players make their characters, and then just adapting the beginning of that adventure so that all the player characters have a reason to be involved.","As you play, opportunities to collaborate will occur again and again. When players throw out suggestions or come up with specific theories about the events of the campaign, they're telling you what they'd like to see in the game. Try to find ways to incorporate their suggestions, but with enough of a twist that each still includes something unexpected."],"source":"CRB"},{"type":"pf2-h3","page":483,"name":"Campaign Length","entries":["The length of a campaign can range from a few sessions to many years. Two main factors determine campaign length: how much time you need to complete the story, and how much time players want to devote to the game.","A single session, or a \"one-shot,\" is great if your group is trying out Pathfinder or wants to play a specific short adventure. This requires a smaller time commitment but requires the GM to present the events of the game in a way that is immediately engaging, since there's less opportunity for the players to become invested in the story or setting.","If you want to play through a longer campaign, you'll need to add some story elements that speak directly to the characters in your game rather than just to the events of the adventure. In other words, the characters should have individual goals in addition to the group's overall goals.","You can estimate how long a campaign will take by looking at the amount of time you actually have to play, or the number of character levels you intend the characters to advance. It typically takes three to four sessions for a group to level up. Since you'll probably cancel sessions on occasion, playing once a week for a year results in roughly a 14-level campaign, playing every 2 weeks for a year gives you an 8-level campaign, and playing monthly allows for a 5-level campaign. If you play only once a month, you might consider holding longer sessions and using fast advancement (page 509).","It's entirely okay to have a campaign with an indefinite length. Many groups play through one adventure and then decide to take on another. If you run an indefinite campaign, however, avoid ongoing plots that you can't satisfactorily end if the campaign comes to a close after the next adventure. If you introduce an overwhelmingly powerful villain who's crucial to the story but can't be stopped until the player characters are 15th level, ending the campaign at 8th level will feel anticlimactic.","It pays to be conservative when estimating your campaign length and scope. It's always tempting to run a 20-level epic campaign with complex, interwoven plots, but such games can fall apart long before the end if your group can play only once a month and the players have other responsibilities.",{"type":"pf2-h4","name":"Expected Duration","entries":["Not every campaign ends at the same point. Some campaigns go all the way to 20th level, ending after the player characters attain the height of power and confront the greatest threats any mortal could face. Others end at a lower level, after the group takes down a major villain or solves a crucial problem. And still other campaigns end when players become unable to attend or decide its a good time to stop playing.","You should have an end point in mind when you start a campaign. Still, you have to be flexible, since you're telling the story alongside other players, and your initial expectations for the campaign may be proven incorrect. When you think you're heading toward a satisfying conclusion, it's useful to check in with the other players. You might say, \"I think we have about two sessions left. Does that work for everyone? Is there any unfinished business you want to take care of?\" This lets you gauge whether your assumptions match up with the rest of the group—and make any necessary adjustments."]}],"source":"CRB"},{"type":"pf2-h3","page":484,"name":"Themes","entries":["The themes you choose for your campaign are what distinguish it from other campaigns. They include the major dramatic questions of your story and the repeated use of certain environments or creatures, and they can also include embracing a genre beyond traditional high fantasy. The themes you choose for your campaign also suggest storyline elements you might use.","A storyline's themes usually relate to the backstories, motivations, and flaws of the player characters and villains. For example, if you've chosen revenge as one of the themes of your game, you might introduce a villain whose quest for revenge tears his life apart and causes tragic harm to those around him. If one of the player characters is a chaotic good believer in liberty and freedom, you might engage that character by pitting the group against slavers. Or, you might choose a theme of love, leading to nonplayer characters involved in doomed romances, seeking to regain lovers they have lost, or courting the player characters.","Using similar locations and related creatures helps you form connections between disparate adventures. The players feel like their characters are becoming experts negotiating with giants, navigating seaways, battling devils, exploring the planes, or dealing with whatever the recurring elements are. For example, you might have the players explore a frozen tundra early on, then later travel to an icy plane filled with more difficult challenges that can be overcome using knowledge they've previously developed. Likewise, hobgoblin soldiers may be tough enemies for your group at low levels, but as the PCs attain higher levels and the hobgoblins become mere minions of another creature, the players feel a sense of progression.","Pathfinder is a fantasy adventure game, but you can shift your campaign to include elements of other fictional genres. You might want to infuse your game a with a sense of horror, reduce the amount of magic and use slow advancement (page 509) to make it a tale of sword and sorcery, or turn magic into technology for a steampunk setting."],"source":"CRB"},{"type":"pf2-h3","page":485,"name":"A Welcoming Environment","entries":["The role of Game Master comes with the responsibility of ensuring you and the rest of the players have a rewarding, fun time during the game. Games can deal with difficult subjects and have stressful moments, but fundamentally Pathfinder is a leisure activity. It can remain so only if the players follow the social contract and respect one another.","Players with physical or mental disabilities might find themselves more challenged than abled players. Work with your players to ensure they have the resources and support they need. Additionally, be on the lookout for behavior that's inappropriate, whether intentional or inadvertent, and pay careful attention to players' body language during the game. If you notice a player becoming uncomfortable, you are empowered to pause the game, take it in a new direction, privately check in with your players during or after the session, or take any other action you think is appropriate.","If a player tells you they're uncomfortable with something in the game, whether it's content you've presented as the GM or another player's or PC's actions, listen carefully to that player and take steps to ensure they can once again have fun during your game. If you're preparing prewritten material and you find a character or a situation inappropriate, you are fully empowered to change any details as you see fit. You also have the authority (and responsibility) to ask players to change their behavior—or even leave the table—if what they're doing is unacceptable or makes others feel uncomfortable. It's never appropriate to make the person who is uncomfortable responsible for resolving a problem. It's okay if mistakes happen. What's important is how you respond and move forward.","Gaming is for everyone. Never let those acting in bad faith undermine your game or exclude other players. Your efforts are part of the long-term process of making games and game culture welcoming to all. Working together, we can build a community where players of all identities and experiences feel safe.",{"type":"pf2-brown-box","page":485,"name":"TOOLS FOR RESPONSIBLE PLAY","entries":["Consent and comfort are important topics for roleplaying games, and many designers have created techniques to help facilitate responsible play. Some methods you can use are lines and veils, developed by Ron Edwards, and the X-Card, developed by John Stavropoulos.","Lines and Veils The terms \"line\" and \"veil\" can give your table a common vocabulary for the concepts described in this section. A line is a hard limit to the actions players might take, such as \"We're drawing a line at torture.\" The group agrees not to cross a line and omits that content from the game.","A veil indicates something that shouldn't be described in detail. The scene fades to black for a veil, or the group moves on to discuss a different topic, though whatever the veil is drawn across still happens. For example, you might say, \"We'll draw a veil across the scene as those characters head into the bedroom.\" You might come up with some lines and veils in advance, but then find more as play continues.","The X-Card Draw an \"X\" on a card, and you've got an X-Card. Place it on the table at the start of the session and describe its use to the players: any player can silently reject content they find upsetting by tapping the X-Card; whoever's speaking then rewinds a bit and continues on, excising the objectionable content. As with setting the basic guidelines for your campaign, there are no questions asked, no judgment, and no argument when someone invokes the X-Card. You can, however, ask for clarification if you need it, such as \"How far back should I rewind this?\" Some groups instead make an X with their hands, say \"Let's X that out,\" or use some other method. Either way, follow up with the player privately, after the game, to see if the guidelines need to be revised.","You can find more details at {@b {@link tinyurl.com/x-card-rpg|https://tinyurl.com/x-card-rpg}}."],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"Objectionable Content","entries":["Before a campaign begins, check in with your players—as a group or individually—to find out what types of content they want to allow in the game, and which topics they would prefer to avoid. Because the story unfolds in real time, it's essential that you discuss these topics before the game starts. These discussions are intended to keep players safe, and so it's not okay to ask why someone wants a type of content banned. If someone wants it banned, ban it—no questions asked.","It can help to start with a rating, like those used for movies or video games. Pathfinder games often include violence and cruelty. What's the limit on how graphically these concepts should be described? Can players swear at the table? Does anyone have phobias they don't want to appear in the game, such as spiders or body horror?","After you figure out the limits on objectionable content, you have four important tasks:",{"type":"list","items":["Clearly convey these limits to the other players.","Ensure you and the players abide by the boundaries.","Act immediately if someone becomes uncomfortable about content during a session, even if it wasn't already banned in a prior discussion. Once the issue is resolved, move on.","Resolve the issue if any player deliberately pushes these boundaries, tries to find loopholes, tries to renegotiate the limits, or belittles people for having a different tolerance to objectionable content."]}],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"The Pathfinder Baseline","entries":["You might find that your players don't have much to say on the topic of objectionable content, and just assume that general societal mores will keep the most uncomfortable topics out of the game. That's not always enough, as that approach relies on shared assumptions that aren't always accurate. The following is a set of basic assumptions that works for many groups, which you can modify to fit your preferences and those of the other players.",{"type":"list","items":["Bloodshed, injuries, and even dismemberment might be described. However, excessive descriptions of gore and cruelty should be avoided.","Romantic and sexual relationships can happen in the game, but players should avoid being overly suggestive. Sex always happens \"off-screen.\" Because attempts at initiating a relationship between player characters can be uncomfortably similar to one player hitting on another, this should generally be avoided (and is entirely inappropriate when playing with strangers).","Avoid excessively gross or scatological descriptions."]},"The following acts should never be performed by player characters:",{"type":"list","items":["Torture","Rape, nonconsensual sexual contact, or sexual threats","Harm to children, including sexual abuse","Owning slaves or profiting from the slave trade","Reprehensible uses of mind-control magic"]},"Villains might engage in such acts, but they won't happen \"on-screen\" or won't be described in detail. Many groups choose to not have villains engage in these activities at all, keeping these reprehensible acts out of mind entirely."],"source":"CRB"},{"type":"pf2-h4","name":"Social Splash Damage","page":486,"entries":["As important as it is to take care of yourself and the other players in your game, be mindful of your group's impact on the other people around you. If you're playing in a space that's not your own, respect your hosts. If you're playing in public, consider the comfort of the people around you, not just what your group is comfortable with. It's easy to get caught up in a game, as we get sucked into the microcosm of an imagined world, but don't ignore the real world around you. Be aware when you're making too much noise, leaving a mess, alarming passersby with graphic descriptions of violence, or even just giving the cold shoulder to curious spectators witnessing RPG play for the first time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":486,"name":"Character Creation","entries":["At the outset of a new campaign, the players will create new player characters. Part of that process involves you introducing what the campaign will be about and what types of characters are most appropriate. Work with the players to determine which rule options are available. The safest options are the common choices from the {@book Pathfinder Core Rulebook|CRB}. If players want to use common options from other books or uncommon or rare options, through play, review those options to see if any of them conflict with the style of campaign you have in mind or might present strange surprises down the road. It's usually best to allow new options, but there's no obligation to do so. Be as open as you're comfortable with."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":486,"name":"Preparing an Adventure","entries":["An adventure is a self-contained collection of story elements, characters, and settings that become the basis for the story you and the other players tell. Think of the adventure as an outline for your own story. You'll have major beats you want to include, some consistent characters, and themes you want to convey, but all sorts of things can change during the process of turning the outline into a completed story.","You might use a published adventure from Paizo or another company, or you might construct your own adventure as you prepare for your game sessions.",{"type":"pf2-h3","page":486,"name":"Published Adventures","entries":["Prewritten adventures include background information and nonplayer characters needed for the story, plus all the locations, maps, and monster groups necessary for both exploration and encounters. Prewritten adventures can speed up your preparation, since you can simply read the relevant sections of the adventure before a game, and you don't have to create everything from scratch. A published adventure already includes the expected amount of encounters and treasure, and you can find adventures built for different character levels to match your group. Reading a published adventure or running one as your first game can help you see how adventures are structured, which makes it easier to write one later if you choose.","Though a published adventure is prewritten, it's not set in stone. Changing the details of an adventure to suit your group isn't just acceptable, it's preferred! Use the backstories and predilections of the player characters to inform how you change the adventure. This can mean altering adversaries so they're linked to the player characters, changing the setting to a place some of the player characters are from, or excising particular scenes if you know they won't appeal to your players."],"source":"CRB"},{"type":"pf2-h3","page":487,"name":"Creating Adventures","entries":["Building your own adventure is much more challenging than using a published one, but it lets you express yourself, be even more creative, and tailor the game directly to the players and their characters. Later sections in this chapter include guidelines for building and running encounters, placing treasure, and setting appropriately difficult challenges, all to help you construct your own adventures.","Adventure plotting can start at many different points. You might begin with a particular antagonist, then construct an adventure that fits that villain's theme and leads the group to them. Alternatively, you could start with an interesting location for exploration, then populate it with adversaries and challenges appropriate to the setting.",{"type":"pf2-h4","page":487,"name":"Locations","entries":["Memorable settings that include mysterious and fantastical locations for players to visit can elicit the players' curiosity.","Exploring each location should be a treat in itself, not just a chore the players must complete to get from one fight to the next. As you create a locale, picture it in your mind's eye and write down minor details you can include as you narrate the game. Describing decorations, natural landmarks, wildlife, peculiar smells, and even temperature changes make a place feel more real.","Beyond monsters and loot, your locations can include environment-based challenges, from environmental conditions like blizzards to puzzles, traps, or other hazards.","These challenges should suit your adventure's location: walls of brambles in a castle ruin overrun with vegetation, pools of acid in a cursed swamp, or magical traps in the tomb of a paranoid wizard. Rules for environments appear on page 512, and those for hazards start on page 520."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Encounters","entries":["A robust set of encounters forms the backbone of your adventure. Encounters often feature combat with other creatures, but they can also include hazards, or you might create social encounters in which characters duel only with words. The rules for building encounters appropriate to your group's level begin below.","Some adventures have a clear and direct progression, with encounters occurring at specific times or in a specific order. Others, such as a dungeon filled with interconnected rooms the group can investigate in any order, are nonlinear, and the group can face encounters in any order—or even avoid them entirely. Most adventures are somewhere in between, with some keystone encounters you know the characters will need to contend with, but others that are optional."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Treasure","entries":["Your adventure should give out an amount of treasure that's appropriate to the characters' level. The guidelines for assigning treasure are on page 508. You can dole out treasure in all kinds of ways. Treasure could be items carried by an adversary, rewards from a patron for completing a mission, or a classic pile of coins and items inside a wooden chest guarded by a monster. It's best to spread treasure throughout an adventure rather than stockpiled in a single hoard. This gives the players incremental rewards, letting their characters advance in frequent small steps rather than giant leaps separated by many hours of play."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":488,"name":"USING RARITY AND ACCESS","entries":["The rarity system has two purposes: to convey how common or rare certain spells, creatures, or items are in the game world, and to give you an easy tool to control the complexity of your game. Uncommon and rare options aren't more powerful than other options of their level, but they introduce complications for certain types of stories, or are less common in the world. For instance, it might be more challenging to run a mystery adventure when a player can cast an uncommon spell such as {@spell detect evil}.","At the start of the campaign, communicate your preferred expectations on rarity to the players. Unless you decide otherwise, the players can choose from any common options they qualify for, plus any uncommon options granted by their character choices—primarily their ancestry and class. By default, a character who tries hard enough might eventually find an uncommon option, whereas a rare option is always a special reward.","Beyond that baseline, you can grant access as freely as you want; some GMs open up all uncommon and rare options universally. If you're not sure, just look over any uncommon or rare elements before you include them as rewards or otherwise allow a player to acquire them.",{"type":"pf2-title","name":"Rewards"},"You can use uncommon and rare rules elements to reward characters. These still have the same value and approximate power as any other treasure of the same Price, but they're just a bit more special because they hail from distant lands or have unusual or surprising abilities.","Items are the most likely candidates for uncommon or rare rewards, but an NPC might teach an uncommon or rare spell to a PC in gratitude or to help the party prepare for a certain adversary. You can also improvise extra benefits based around uncommon or rare items. For instance, if a PC gains a rare plant with occult uses, you might also decide that the PC should temporarily get more money if they use it while Earning Income using Herbalism Lore, because it enables them to produce novel poultices.",{"type":"pf2-title","name":"Different Locations"},"The rarities in this book assume you're playing in the Inner Sea region of Golarion, where most Pathfinder games are set. These rarities are also suitable for most western medieval fantasy games. However, you might want to alter the rarities for a campaign set in another location on Golarion (detailed in Chapter 8), to emphasize a non-human culture, or to play in a fantasy setting with different roots, like a wuxia game based on Chinese culture. These changes most often affect basic items. If you start your campaign in a dwarven stronghold, for example, you might make all the weapons with the dwarf trait common. You should feel free to adjust rarities to suit your campaign's theme, but if you do, you should share your changes with your group."],"source":"CRB"},{"type":"pf2-h3","page":488,"name":"Building Encounters","entries":["The most common type of encounter is a combat encounter, where the PCs face other creatures. Combat encounters are strictly governed by rules; the guidelines that follow will help you build combat encounters that pose appropriate challenges for your group. Building hazard encounters works the same way. Social encounters are more free-form, and are up to you as the GM to design.","To build a combat encounter, first decide how the encounter fits in the adventure as a whole. Then, estimate how much of a threat you want the encounter to pose, using one of five categories below.","{@b Trivial-threat} encounters are so easy that the characters have essentially no chance of losing; they shouldn't even need to spend significant resources unless they are particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don't ignore them just because of the lack of threat.","{@b Low-threat} encounters present a veneer of difficulty and typically use some of the party's resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously threatened.","{@b Moderate-threat} encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting.","{@b Severe-threat} encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open.","{@b Extreme-threat} encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses. An extremethreat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.",{"type":"pf2-h4","page":488,"name":"XP Budget","entries":["Once you've selected a threat level, it's time to build the encounter. You have an XP budget based on the threat, and each creature costs some of that budget. Start with the monsters or NPCs that are most important to the encounter, then decide how you want to use the rest of your XP budget. Many encounters won't match the XP budget exactly, but they should come close. The XP budget is based on a group of four characters. If your group is larger or smaller, see Different Party Sizes below."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Choosing Creatures","entries":["In all but the most unusual circumstances, you'll select creatures for your encounter that range from 4 levels lower than the PCs' level to 4 levels higher (see {@table Creature XP and Role||Table 10–2: Creature XP and Role}). Each creature has a part to play in your encounter, from a lowly lackey to a boss so mighty it could defeat the entire party single-handedly.","Each creature costs some of the XP from your XP budget for the encounter, based on its level compared to the levels of the characters in your party. For instance, if the PCs are 5th level, a 2nd-level creature is a \"party level –3\" creature, a lackey appropriate for a lowto- moderate-threat encounter, and it costs 15 XP in an encounter's XP budget. Party level is explained in detail on page 508."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Different Party Sizes","entries":["For each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter in {@table Encounter Budget||Table 10–1: Encounter Budget}. If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter don't change—you'll always award the amount of XP listed for a group of four characters.","It's best to use the XP increase from more characters to add more enemies or hazards, and the XP decrease from fewer characters to subtract enemies and hazards, rather than making one enemy tougher or weaker. Encounters are typically more satisfying if the number of enemy creatures is fairly close to the number of player characters."],"source":"CRB"},{"type":"data","tag":"table","source":"CRB","name":"Encounter Budget"},{"type":"data","tag":"table","source":"CRB","name":"Creature XP and Role"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.","In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more overthetop game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.","Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.","The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment."],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Experience Points","entries":["As characters adventure, they earn Experience Points (XP).","These awards come from achieving goals, completing social encounters, exploring new places, fighting monsters, overcoming hazards, and other sorts of deeds. You have a great deal of control over when the characters gain XP, though the following guidelines are what you're expected to give out in a standard campaign.","Normally, when a player character reaches 1,000 XP or more, they level up, reduce their XP by 1,000, and start progressing toward the next level. Other means of advancement are described in the Advancement Speeds sidebar on page 509.",{"type":"pf2-h3","page":507,"name":"XP Awards","entries":["Experience Points are awarded for encounters, exploration, and progress in an adventure. When the PCs face direct opposition, such as a fight or a social conflict, the XP earned is based on the level of the challenge the party overcame. Characters can also gain XP from exploration, such as finding secret areas, locating a hideout, enduring a dangerous environment, or mapping an entire dungeon.","Any XP awarded goes to all members of the group. For instance, if the party wins a battle worth 100 XP, they each get 100 XP, even if the party's rogue was off in a vault stealing treasure during the battle. But if the rogue collected a splendid and famous gemstone, which you've decided was a moderate accomplishment worth 30 XP, each member of the party gets 30 XP, too.",{"type":"pf2-h3","page":507,"name":"Adversaries and Hazards","entries":["Encounters with adversaries and hazards grant a set amount of XP. When the group overcomes an encounter with creatures or hazards, each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes; see Party Size on page 508 for details).","Trivial encounters don't normally grant any XP, but you might decide to award the same XP as for a minor or moderate accomplishment for a trivial encounter that was important to the story, or for an encounter that became trivial because of the order in which the PCs encountered it in a nonlinear adventure."],"source":"CRB"},{"type":"pf2-h3","page":507,"name":"Accomplishments","entries":["Characters' actions that move the story forward—like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart—are considered accomplishments and should be rewarded with XP. Their significance determines the size of the XP award. Determine whether the achievement was a minor, moderate, or major accomplishment, and refer to {@table XP Awards||Table 10–8: XP Awards} to award an appropriate amount of XP. Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters' efforts across many sessions. Moderate and major accomplishments usually come after heroic effort, so that's an ideal time to also give a Hero Point to one or more of the characters involved.","As mentioned earlier, it's up to you how much XP to give out for accomplishments. As a general guideline, in a given game session, you'll typically give several minor awards, one or two moderate awards, and only one major award, if any."],"source":"CRB"},{"type":"data","tag":"table","name":"XP Awards","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Party Size","entries":["The rules for advancement assume a group of four PCs. The rules for encounters (page 489) describe how to accommodate groups of a different size, but the XP awards don't change—always award the amount of XP listed for a group of four characters. You usually won't need to make many adjustments for a differently sized group outside of encounters. Be careful of providing too many ways to get accomplishment XP when you have a large group, though, since they can pursue multiple accomplishments at once, which can lead to the PCs leveling up too fast."],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Group Parity and Party Level","entries":["It's recommended that you keep all the player characters at the same XP total. This makes it much easier to know what challenges are suitable for your players. Having characters at different levels can mean weaker characters die more easily and their players feel less effective, which in turn makes the game less fun for those players.","If you choose not to keep the whole group at the same character level, you'll need to select a party level to determine your XP budget for encounters. Choose the level you think best represents the party's ability as a whole. Use the highest level if only one or two characters are behind, or an average if everyone is at a different level. If only one character is two or more levels ahead, use a party level suitable for the lower-level characters, and adjust the encounters as if there were one additional PC for every 2 levels the higher-level character has beyond the rest of the party.","Party members who are behind the party level gain double the XP other characters do until they reach the party's level. When tracking individually, you'll need to decide whether party members get XP for missed sessions."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":508,"name":"Treasure","entries":["As the GM, it's your job to distribute treasure to the player characters. Treasure appears throughout an adventure, and the PCs obtain it by raiding treasure hoards, defeating foes who carry valuable items or currency, getting paid for successful quests, and any other way you can imagine.","This section provides guidelines for distributing treasure in a typical Pathfinder campaign, but you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between.",{"type":"pf2-h3","page":508,"name":"Treasure by Level","entries":["{@table Party Treasure by Level||Table 10–9: Party Treasure by Level} on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.","When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level.","Some creature entries in the {@Pf2eTools Pathfinder Bestiary|bestiary.html} list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level.","Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the party's capabilities as the PCs progress through the adventure to make sure they don't end up behind.",{"type":"pf2-h4","page":509,"name":"Currency","entries":["A party will find money and other treasure that isn't useful on its own but that can be sold or spent on other things. The gp values in the Party Currency column don't refer only to coins. Gems, art objects, crafting materials (including precious materials), jewelry, and even items of much lower level than the party's level can all be more interesting than a pile of gold.","If you include a lower-level permanent item as part of a currency reward, count only half the item's Price toward the gp amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly scrolls, and if you think your party will use them, count those items at their full Price."],"source":"CRB"},{"type":"pf2-brown-box","page":509,"name":"ADVANCEMENT SPEEDS","entries":["By varying the amount of XP it takes to gain a level, you can change how quickly characters gain power. The game rules assume a group playing with standard advancement.","Fast advancement works best when you know you won't be playing a very long campaign and want to accomplish as much as possible quickly; slow advancement works best for a gritty campaign where all progress is hard won.","You can alter XP from one adventure to the next to get a different feel. During a street-level murder mystery and travel through a haunted wilderness, you might use slow advancement. When the PCs reach the dungeon, you might switch to standard or fast advancement. The values below are just examples. You can use values even higher or lower.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Advancement Speed","XP to Level Up"],["Fast","800 XP"],["Standad","1,000 XP"],["Slow","1,200 XP"]]},{"type":"pf2-title","name":"Story-Based Leveling"},"If you don't want to deal with managing and handing out XP, or if you want to have progression based solely on events in the story, you can ignore the XP process entirely and instead simply decide when the characters level up.","Generally, the characters should gain a level every three to four game sessions, just after the most appropriate big event that happens during that time, such as defeating a significant villain or achieving a major goal."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Other Types of Treasure","entries":["Not all treasure has to be items or currency. Crafters can use the {@skill Crafting} skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy's spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Treasure and Rarity","entries":["Giving out uncommon and rare items and formulas can get players more interested in treasure. It's best to introduce uncommon items as a reward fairly regularly but rare items only occasionally. These rewards are especially compelling when the adventurers get the item by defeating or outsmarting an enemy who carries an item that fits their backstory or theme.","Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world."],"source":"CRB"},{"type":"data","tag":"table","name":"Party Treasure by Level","source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on {@table Party Treasure by Level||Table 10–9: Party Treasure by Level} aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a {@item runestone} with a {@item fortification} rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level {@item shadow} rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.","However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11thlevel permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!","If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level. Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters below. They should be a bit higher. but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly."],"source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Party Sizes","entries":["If a party has more than four characters, add the following for each additional character:",{"type":"list","items":["One permanent item of the party's level or 1 level higher","Two consumables, usually one of the party's level and one of 1 level higher","Currency equal to the value in the Currency per Additional PC column of Table 10–9"]},"If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that can't cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear help compensate for the smaller group size."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":510,"name":"ADJUSTING TREASURE","entries":["The treasure you award to the party should be monitored and adjusted as you play. You might need to give out treasure you hadn't originally planned for, especially if the group bypasses part of an adventure. Keep an eye on the party's resources. If they're running out of consumables or money, or if they're having trouble in combat because their items aren't up to the task, you can make adjustments.","This is especially common in adventures that have little downtime or that take place far from civilization. If the group goes a long time without being able to purchase or Craft useful items, the PCs will be flush with coins and valuables but behind on useful equipment. In a situation like this, you can either place more useful treasure in the adventure or introduce NPCs who are willing to trade.",{"type":"pf2-title","name":"Megadungeons and Sandboxes"},"Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness.","If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures.","For a simple guideline to these situations, increase the treasure as though there were one more PC in the party.","If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further."],"source":"CRB"},{"type":"pf2-h3","page":510,"name":"Treasure for New Characters","entries":["When your new campaign starts at a higher level, a new player joins an existing group, or a current player's character dies and they need a new one, your campaign will have one or more PCs who don't start at 1st level. In these cases, refer to {@table Character Wealth||Table 10–10: Character Wealth} on the next page, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well.","These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures.",{"type":"pf2-h4","page":511,"name":"Item Selection","entries":["You should work with the new character's player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game.","At your discretion, you can grant the player character uncommon or rare items that fit their backstory and concept, keeping in mind how many items of those rarities you have introduced into your game. The player can also spend currency on consumables or lower-level permanent items, keeping the rest as coinage. As usual, you determine which items the character can find for purchase.","A PC can voluntarily choose an item that has a lower level than any or all of the listed items, but they don't gain any more currency by doing so.","If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the character's level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items."],"source":"CRB"},{"type":"data","tag":"table","name":"Character Wealth","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":511,"name":"Buying and Selling Items","entries":["Characters can usually buy and sell items only during downtime. An item can typically be sold for only half its Price, though art objects, gems, and raw materials can be sold for their full Price (page 271)."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":493,"name":"Running Modes of Play","entries":["Encounters take place in real time or slower, and they involve direct engagement between players and enemies, potential allies, or each other. Combat and direct social interaction usually take place in encounter mode.","Exploration is the connective tissue of an adventure, and it is used whenever characters are exploring a place where there's danger or uncertainty, such as an unfamiliar city or a dungeon. In exploration mode, characters aren't in immediate peril, but they must still be on their toes. Exploration and encounters are collectively called adventuring.","When the party isn't adventuring, the characters are in downtime. This mode covers most of a normal person's life, such as mundane, day-to-day tasks and working toward long-term goals.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["Encounter mode is the most structured mode of play, and you'll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b Time Scale:} Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point.","{@b Actions and Reactions:} In combat encounters, each participant's turn is broken into discrete actions, and participants can use reactions when their triggers occur.","Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["Players often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, you're roleplaying these foes, and you decide their tactics.","Most creatures have a basic grasp of simple tactics like flanking or focusing on a single target. But you should remember that they also react based on emotions and make mistakes—perhaps even more than the player characters do.","When selecting targets or choosing which abilities to use, rely on the adversaries' knowledge of the situation, not your own. You might know that the cleric has a high Will save modifier, but a monster might still try to use a fear ability on her. That doesn't mean you should play adversaries as complete fools; they can learn from their mistakes, make sound plans, and even research the player characters in advance.","Adversaries usually don't attack a character who's knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them.","Running adversaries is a mix of being true to the creature and doing what's best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the fighter taunts a fire giant to draw its attention away from the fragile wizard, the tactically sound decision is for the giant to keep pummeling the wizard. But is that the best choice for the scene? Perhaps everyone will have more fun if the giant redirects its ire to the infuriating fighter."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["What happens if you've planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure.","In the case of XP, the guidelines are simple: If the player characters avoided the challenge through smart tactical play, a savvy diplomatic exchange, clever use of magic, or another approach that required ingenuity and planning, award them the normal XP for the encounter.","If they did something that took only moderate effort or was a lucky break, like finding a secret passage and using it to avoid a fight, award them XP for a minor or moderate accomplishment. In an adventure that's more free-form, like a sprawling dungeon with multiple paths, there might be no reward for bypassing an encounter, because doing so was trivial.","You'll have to think on your feet if information or items get skipped when players bypass encounters. First, look for another reasonable place in the adventure to place the information or item. If it makes sense, move the original encounter to another part of the adventure and give the PCs a major advantage for bypassing the encounter in the first place."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In what's traditionally called the \"theater of the mind,\" you and other players imagine the locations of the combatants and the environment. In this style of play, you'll frequently need to make judgment calls. These are usually simple, like \"Can I see the ogre from where I'm standing?\" or \"Can I get to the ogre with one Stride?\" It's often best to have a player tell you what they want to do, such as \"I want to cross the beam to get to the ogre and attack it.\" Then, you tell the player how that breaks down into actions, like \"You'll need to spend one action and succeed at an {@skill Acrobatics} check, then Stride to get close enough, then you'll have one action left for a Strike.\"","When preparing encounters, avoid using lots of {@quickref difficult terrain||3|terrain}, cover, or other battlefield challenges that work better on a grid. Also, be more lenient with combat tactics like flanking. You won't have a way to measure flanking, but the rules expect melee characters like rogues to often get into a flanking position—often, two characters ganging up in melee is enough to count."],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Ending Encounters","entries":["A combat encounter typically ends when all the creatures on one side are killed or knocked unconscious. Once this happens, you can stop acting in initiative order.","The surviving side then has ample time to ensure that everyone taken out stays down. However, you might need to keep using combat rounds if any player characters are near death, clinging to a cliff, or in some other situation where every moment matters for their survival.","You can decide a fight is over if there's no challenge left, and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells they're concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. You can end a fight early in several ways: the foes can surrender, an adversary can die before its Hit Points actually run out, or you can simply say the battle's over and that the PCs easily dispatch their remaining foes. In this last case, you might ask, \"Is everyone okay if we call the fight?\" to make sure your players are on board.","One side might surrender when almost all its members are defeated or if spells or skills thoroughly demoralize them. Once there's a surrender, come out of initiative order and enter into a short negotiation.","These conversations are really about whether the winners will show mercy to the losers or just kill or otherwise get rid of them. The surrendering side usually doesn't have much leverage in these cases, so avoid long back-and-forth discussions.",{"type":"pf2-h3","page":494,"name":"Fleeing Enemies","entries":["Fleeing enemies can be a problem. Player characters often want to pursue foes that flee because they think an enemy might return as a threat later on. Avoid playing this out move by move, as it can easily bog down the game. If every adversary is fleeing, forgo initiative order and give each PC the option to pursue any one fleeing foe. Each PC can declare one action, spell, or other ability to use to try to keep up. Then, compare the PC's Speed to that of the target, assess how much the pursuer's chosen spell or ability would help, and factor in any abilities the quarry has that would aid escape. If you determine that the pursuer catches up, go back into combat with the original initiative order. If not, the quarry escapes for now.","If the PCs decide to flee, it's usually best to let them do so. Pick a particular location and allow them to escape once they all reach it. However, if they're encumbered or otherwise slowed down, or if enemies have higher Speeds and a strong motive to pursue, you might impose consequences upon PCs who flee."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Social Encounters","entries":["Most conversations play best as free-form roleplaying, with maybe one or two checks for social skills involved.","Sometimes, though, a tense situation or crucial parlay requires a social encounter that uses initiative, much like a combat encounter. As with any other encounter, the stakes of a social encounter need to be high! A failed social encounter could mean a character is imprisoned or put to death, a major rival becomes a political powerhouse, or a key ally is disgraced and ostracized.","Using the structure of an encounter is {@condition helpful} because it makes the timing clearer than in free-form play, and each character feels like they're contributing. When running a social encounter, establish the stakes up front, so the players know the consequences of success or failure and the circumstances that will cause the encounter to end.","You have much more flexibility in how you run a social encounter than in a combat encounter. Extending the length of rounds beyond 6 seconds, allowing more improvisation, and focusing less on special attacks and spells all differentiate a social encounter from a combat one. In most cases, you don't need to worry about character's movements, nor do you need a map. Some examples of social encounters include:",{"type":"list","items":["Proving someone's innocence in front of a judge.","Convincing a neighboring monarch to help defend against an invasion.","Besting a rival bard in a battle of wits.","Exposing a villain's deception before a noble court."]},{"type":"pf2-h4","page":494,"name":"Initiative and Actions","entries":["Initiative in a social encounter typically has characters rolling {@skill Society} or a Charisma-based skill, such as {@skill Diplomacy} or {@skill Deception}. As with other encounters, a character's approach to the conflict determines which skill they'll roll. On a character's turn, they typically get to attempt one roll, usually by using a skill action. Let the player roleplay what their character says and does, then determine what they'll roll. Allow them to use any abilities or spells that might help them make their case, though keep in mind that when most people see the visual signs of a spell being cast, they think someone is using magic to try to influence or harm them, and they have a negative reaction.","Good social encounters include an opposition. This can be direct, such as a rival who argues against the characters' case, or passive, such as a mob that automatically becomes more unruly as each round passes. Give the opposition one or more positions in the initiative order so you can convey what it is doing. You can create game statistics for the opposition, especially if it's an individual, but in situations like that of the unruly mob, you might need nothing more than establish a set of increasingly difficult DCs."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Measuring Success and Progress","entries":["You'll need to decide how to measure the characters' success in social encounters, because there's no AC to target or HP to whittle down. Chapter 4 includes guidance on setting DCs for social skill actions, often using a target's Will DC. If you need a DC for people who don't have stats, such as a crowd or an NPC for whom you haven't already generated statistics, use the guidelines on setting DCs, found on page 503. You can either pick a simple DC or use a level-based DC, estimating a level for the subject or how challenging it should be to sway them.","The attitude conditions—{@condition hostile}, {@condition unfriendly}, {@condition indifferent}, friendly, and helpful—provide a useful way to track the progress of a social encounter. Use these to represent the attitude of an authority, a crowd, a jury, or the like. A typical goal for a social encounter is to change the attitude of a person or group to helpful so they assist you, or calming a hostile group or person to defuse a situation. Try to give the players a clear idea of how much they've progressed as the encounter proceeds.","Another option is to track the number of successes or failures the characters accrue. For instance, you might need to trick four guards into leaving their posts, and count each successful attempt to Lie or Create a Diversion toward a total of four necessary successes. You can combine these two methods; if the PCs need a group of important nobles to vote their way, the goal of the encounter might be to ensure that a majority of the nobles have a better attitude toward the PCs than they have of a rival—all within a limited time frame."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Consequences","entries":["When you set stakes at the start of a social encounter, give an idea of the consequences. Beyond whatever narrative benefits player characters might gain, a social encounter usually includes an XP award. Because these are encounters along the same lines as combat encounters, they grant a sizable amount of XP, typically that of a moderate accomplishment, or even a major accomplishment if the encounter was the culmination of long-term plans or a significant adversary got their comeuppance.","The outcome of a social encounter should direct the story of the game. Look for repercussions. Which NPCs might view the PCs more favorably now? Which might hold a grudge or formulate a new plan? A social encounter can seal the fate of an NPC and end their story, but this isn't true for player characters. Even if something looks truly dire for them, such as a death sentence, the social encounter isn't the end—there's still time for desperate heroics or a twist in the story."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":496,"name":"Exploration","entries":["Exploration mode is intentionally less regimented than encounters. As a result, during exploration you'll be making judgment calls on just about everything that happens.","Fundamentally, exploration is all about rewarding the PCs for learning about their surroundings. To facilitate this, it's especially important to have and convey a clear mental picture of the group's surroundings. You'll be better able to keep track of where the players are and describe the sights, sounds, and other sensations of their adventuring locales. Encourage the players to have their characters truly explore, and reward their curiosity. The things they try to do in exploration mode show you what they're interested in and what they consider important.","As you play, you'll get a good feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures.","{@b Stakes:} Low to moderate. Exploration mode should be used when there's some amount of risk, but no immediate danger. The PCs might be in an environment where they're likely to face monsters or hazards, but they usually stay in exploration mode until they enter a fight or engage in some other direct interaction.","{@b Time Scale:} When the PCs are in exploration mode, time in the game world passes much faster than real-world time at the table, so it's rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed. If it's important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments.","{@b Actions and Reactions:} Though exploration isn't broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you can decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions that come up during exploration mode.",{"type":"pf2-h3","page":496,"name":"Exploration Activities","entries":["In exploration mode, each player who wants to do something beyond just traveling chooses an exploration activity for their character. The most common activities are Avoid Notice, Detect Magic, Hustle, and Search, though there are many options available. While players usually hew close to these default activities, there's no need for them to memorize the exploration activities and use them exactly. Instead, allow each player to describe what their character is doing. Then, as the GM, you can determine which activity applies. This also means you determine how an activity works if the character's actions differ from those on the list.","The following sections discuss exploration activities that require adjudication from you beyond the guidelines for players detailed on pages 479–480 of Chapter 9.",{"type":"pf2-h4","page":496,"name":"Detect Magic","entries":["This activity doesn't enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency can't be found with {@spell detect magic}, nor can illusions of equal or higher level than the spell.","When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Follow the Expert","entries":["A skilled character can help out less skilled allies who choose to {@action Follow the Expert}. This is a good way to help a character with a low {@skill Stealth} modifier sneak around, get a character with poor {@skill Athletics} up a steep cliff, and so on. Usually, a character who is {@action Following the Expert} can't perform other exploration activities or follow more than one person at a time."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Investigate","entries":["As with {@action Searching} or {@action Detecting Magic}, the initial result of {@action Investigating} is usually enough to give the investigator a clue that leads into a more thorough examination, but it rarely gives all possible information. For instance, a character might note that the walls of a dungeon are covered with {@language Abyssal} writing, but they would need to stop to read the text or determine that it's written in blood."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Search","entries":["With a successful Perception check while {@action Search||Searching}, a character notices the presence or absence of something unusual in the area, but it doesn't provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a {@action Search||Searching} character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and you'd give a rough idea of the trap's location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door.","If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), {@action Search||Searching} would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search.","You roll a secret Perception check for a {@action Search||Searching} character to detect any secrets they pass that's in a place that stands out (such as near a door or a turn in a corridor), but not one that's in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":498,"name":"EXPLORATION ACTIVITIES","entries":["The following exploration activities are fully detailed on pages 479–480 of Chapter 9. Many more appear within Chapter 4: Skills.",{"type":"list","items":["{@action Avoid Notice}","{@action Defend}","{@action Detect Magic}","{@action Follow the Expert}","{@action Hustle}","{@action Investigate}","{@action Repeat a Spell}","{@action Scout}","{@action Search}"]},{"type":"pf2-title","name":"Improvising New Activities"},"If a player wants to do something not covered by other rules, here are some guidelines. If the activity is similar to an action someone could use in an encounter, such as Avoid Notice, it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek). An activity using a quicker pace, corresponding to roughly 20 actions per minute, might have limited use or cause fatigue, as would one requiring intense concentration.","You might find that a player wants to do something equivalent to spending 3 actions every 6 seconds, just like they would in combat. Characters can exert themselves to this extent in combat only because combat lasts such a short time—such exertion isn't sustainable over the longer time frame of exploration."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Setting a Party Order","entries":["In exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. It's up to you to determine the specifics of who gets targeted based on the situation.","When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs' exact positions, with their input, if you're moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Adverse Terrain and Weather","entries":["Exploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters' progress. The specific effects of certain types of terrain and weather are described starting on page 512.","{@quickref difficult terrain||3|terrain} such as thick undergrowth usually slows down progress. Unless it's important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on {@table Travel Speed||Table 9–2: Travel Speed}, typically cutting it in half if almost all of the land is {@quickref difficult terrain||3|terrain} or to one-third for {@quickref greater difficult terrain||3|terrain}.","Hazardous terrain, such as the caldera of an active volcano, might physically harm the player characters. The group might have the option to travel directly through or go around by spending more time. You can transition into a more detailed scene while the characters move through hazardous terrain and attempt to mitigate the damage with spells or skill checks. If they endure hazardous terrain, consider giving the PCs a minor or moderate XP reward at the end of their exploration, with slightly more XP if they took smart precautions to avoid taking damage.","Dangerous crevasses, swampy bogs, quicksand, and similar dangers are environmental hazards, which are described beginning on page 512."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Hazards","entries":["Exploration can get broken up by traps and other hazards (see Hazards on page 520). Simple hazards pose a threat to the PCs only once and can be dealt with in exploration mode. Complex hazards require jumping into encounter mode until the hazard is dealt with. Disabling a trap or overcoming a hazard usually takes place in encounter mode. PCs have a better chance to detect hazards while exploring if they're using the Search activity (and the Detect Magic activity, in the case of some magic traps)."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Rolling Initiative","entries":["Transitioning from exploration to an encounter usually involves rolling for initiative. Call for initiative once a trap is triggered, as soon as two opposing groups come into contact, or when a creature on one side decides to take action against the other. For example:",{"type":"list","items":["A group of PCs are exploring a cavern. They enter a narrow passage patrolled by a group of kobold warriors. Now that the two groups are in the same area, it's time to roll initiative.","Amiri and a kobold champion agree to have a {@condition friendly} wrestling match. They square off on a patch of dirt, and you call for initiative using {@skill Athletics}.","Merisiel and Kyra are negotiating with the kobold king. Things aren't going well, so Merisiel decides to launch a surprise attack. As soon as she says this is her plan, you call for initiative.","Harsk and Ezren are trying to Balance across a narrow beam to reach an isolated kobold treasure trove. When they get halfway across, a red dragon who was hiding behind the mountain flies around to attack! As soon as the dragon makes its appearance, you call for an initiative roll."]},{"type":"pf2-h4","page":498,"name":"Initiative after Reactions","entries":["In some cases, a trap or a foe has a reaction that tells you to roll initiative. For instance, a complex trap that's triggered might make an attack with its reaction before the initiative order begins. In these cases, resolve all the results of the reaction before calling for initiative rolls."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Choosing the Type of Roll","entries":["When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is {@skill Perception}; this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are {@skill Stealth} (for sneaking up, like the dragon in the last example) and {@skill Deception} (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, {@skill Performance}, or {@skill Society}.","If you're unsure what roll to call for, use {@skill Perception}. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or {@skill Perception} and let the player decide. Don't do this if it's absolutely clear another kind of check matters more sense than {@skill Perception}, such as when the character is sneaking up on enemies and should definitely use {@skill Stealth}.","You can allow a player to make a case that they should use a different skill than {@skill Perception}, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, \"I'm going to dangle down off the chandelier to get the drop on them,\" you could let them use {@skill Acrobatics} for their initiative roll. If they just said, \"Hey, I want to attack these guys. Can I use {@skill Acrobatics}?\" without having established a reason beforehand, you probably shouldn't allow it."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Character Placement","entries":["When calling for initiative for a combat encounter, you'll need to decide where the participants in the encounter go on the battle map. Use the party's order, described on page 497, as a base. You can move forward characters who are using {@skill Stealth} to get into position, putting them in a place they could reasonably have moved up to before having a chance to be detected. Consult with each player to make sure their position makes sense to both of you."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":499,"name":"MONITORING SPELL DURATIONS","entries":["Spell durations are approximate values that codify the vagaries and eccentricities of magic into a convenient number. However, that doesn't mean you can set your watch by a spell with a 1-hour duration. This is one of the reasons the passage of time outside of encounters is in your hands and isn't as precise as encounter rounds.","If a question arises about whether a spell has expired, you make the call. You shouldn't be punitive, but you also shouldn't treat characters like they move with clockwork precision and perfect efficiency between encounters.","There are two times these durations matter most: when players try to fit multiple encounters within the duration of a spell, and when they want to use a spell before a fight and keep it in effect during the encounter.",{"type":"pf2-title","name":"Multiple Encounters"},"A 1-minute spell should last for multiple encounters only if the encounters happen in very close proximity (usually in two adjoining rooms) and if the PCs go directly from one fight to the next without leaving encounter mode. If they want to stop and heal, or if the party debates whether to go on, the process takes enough time that the spell runs out.","Be more generous with spells lasting 10 minutes or more. A 10-minute spell easily lasts for one encounter and could continue for another if the locations are close. A 1-hour spell usually lasts for several encounters.",{"type":"pf2-title","name":"Before a Fight"},"Casting advantageous spells before a fight (sometimes called \"pre-buffing\") gives the characters a big advantage, since they can spend more combat rounds on offensive actions instead of preparatory ones. If the players have the drop on their foes, you usually can let each character cast one spell or prepare in some similar way, then roll initiative.","Casting preparatory spells before combat becomes a problem when it feels rote and the players assume it will always work—that sort of planning can't hold up in every situation! In many cases, the act of casting spells gives away the party's presence. In cases where the PCs' preparations could give them away, you might roll for initiative before everyone can complete their preparations."],"source":"CRB"},{"type":"pf2-h3","page":499,"name":"Resting","entries":["Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways:",{"type":"list","items":["The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).","The character loses the {@condition fatigued} condition.","The character reduces the severity of the {@condition doomed} and {@condition drained} conditions by 1.","Most spellcasters need to rest before they regain their spells for the day."]},"A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.","Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it.","If a character goes more than 16 hours without going to sleep, they become fatigued.","Taking long-term rest for faster recovery is part of downtime and can't be done during exploration. See page 502 for these rules.",{"type":"pf2-h4","page":499,"name":"Resting","entries":["Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a night's schedule needs to account for everyone's time on guard duty. Table 10–3:","Watches and Rest on the next page indicates how long the group needs to set aside for rest, assuming everyone gets a rotating watch assignment of equal length.","If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a {@skill Stealth} check against the Perception DCs of all characters to see if anyone noticed its approach.",{"type":"data","tag":"table","source":"CRB","name":"Watches and Rest"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Daily Preperations","entries":["Just before setting out to explore, or after a night's rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following.",{"type":"list","items":["Spellcasters who prepare spells choose which spells they'll have available that day.","Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.","Each character equips their gear. This includes donning their armor and strapping on their weapons.","Characters invest up to 10 worn magic items to gain their benefits for the day (page 531)."]}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Starvation and Thirst","entries":["Typically characters eat and drink enough to survive comfortably. When they can't, they're fatigued until they do. After 1 day + a creature's Constitution modifier without water, it takes 1d4 damage each hour that can't be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can't be healed until it sates its hunger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":500,"name":"Downtime","entries":["In downtime, you can sum up the important events of a whole day with just one roll. Use this mode when the characters return home or otherwise aren't adventuring.","Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. As with exploration, you might punctuate downtime with roleplaying or encounters when it's natural to do so.","This section describes ways to handle downtime and details several activities and considerations specific to downtime, such as cost of living, buying and selling goods, long-term rest, and retraining. Most other downtime activities are skill actions; a number of these common downtime activities and their associated skills are listed below. See the relevant skills in Chapter 4 for details.",{"type":"list","items":["{@action Craft} ({@skill Crafting})","{@action Earn Income} ({@skill Crafting}, {@skill Lore}, {@skill Performance})","{@action Treat Disease} ({@skill Medicine})","{@action Create Forgery} ({@skill Society})","{@action Subsist} ({@skill Society}, {@skill Survival})"]},"{@b Stakes:} None to low. Downtime is the counterpart to adventuring and covers low-risk activities.","{@b Time Scale:} Downtime can last days, weeks, months, or years in the game world in a few minutes of real time.","{@b Actions and Reactions:} If you need to use actions and reactions, switch to exploration or encounter mode.","A creature that can't act is unable to perform most downtime activities, but it can take long-term rest.",{"type":"pf2-h3","page":500,"name":"Playing out a Downtime Day","entries":["At the start of a given day of downtime, have all the players declare what their characters are trying to accomplish that day. You can then resolve one character's efforts at a time (or group some characters together, if they are cooperating on a single project). Some activities, such as Earning Income, require only a simple roll and some embellishment from you and the player. Other activities are more involved, incorporating encounters or exploration. You can call on the players to play out their downtime activities in any order, though it's often best to do the simplest ones first. Players who aren't part of a more involved activity might have time to take a break from the table while the more complex activities are played out.","Characters can undertake their daily preparations if they want, just as they would on a day of exploration. Ask players to establish a standard set of preparations, and you can assume the characters go through the same routine every day unless their players say otherwise.",{"type":"pf2-h4","page":500,"name":"Cooperation","entries":["Multiple characters can cooperate on the same downtime task. If it's a simple task that requires just one check, such as a party Subsisting as they await rescue on a desert island, one character rolls the necessary check while everyone else Aids that character. If it's a complex task, assume all of them are working on different parts of it at one time, so all their efforts count toward its completion. For example, a party might collaborate to build a theater, with one character drawing up architectural plans, one doing manual labor, and one talking to local politicians and guilds."],"source":"CRB"},{"type":"pf2-h4","page":500,"name":"Checks","entries":["Some downtime activities require rolls, typically skill checks. Because these rolls represent the culmination of a series of tasks over a long period, players can't use most abilities or spells that manipulate die rolls, such as activating a magic item to gain a bonus or casting a fortune spell to roll twice. Constant benefits still apply, though, so someone might invest a magic item that gives them a bonus without requiring activation. You might make specific exceptions to this rule. If something could apply constantly, or so often that it might as well be constant, it's more likely to be used for downtime checks; for instance {@feat Assurance} could apply."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":501,"name":"Longer Periods of Downtime","entries":["Running downtime during a long time off—like several weeks, months, or even years—can be more challenging.","However, it's also an opportunity for the characters to progress toward long-term plans rather than worrying about day-to-day activities. Because so much time is involved, characters don't roll a check for each day. Instead, they deal with a few special events, average out the rest of the downtime, and pay for their cost of living.",{"type":"pf2-h4","page":501,"name":"Events","entries":["After the characters state what they want to achieve in their downtime, select a few standout events for each of them—usually one event for a period of a week or a month, or four events for a year or longer. These events should be tailored to each character and their goals, and they can serve as hooks for adventures or plot development.","Though the following examples of downtime events all involve Earning Income, you can use them to spark ideas for other activities. A character using Perform to Earn Income could produce a commanding performance of a new play for visiting nobility. Someone using {@skill Crafting} might get a lucrative commission to craft a special item. A character with Lore might have to research a difficult problem that needs a quick response.","PCs who want to do things that don't correspond to a specific downtime activity should still experience downtime events; you just choose the relevant skill and DC. For example, if a character intends to build their own library to house their books on magic, you might decide setting the foundation and organizing the library once construction is finished are major events. The first could be a {@skill Crafting} check, and the second an {@skill Arcana} or Library Lore check."],"source":"CRB"},{"type":"pf2-h4","page":501,"name":"Average Progress","entries":["For long periods of downtime, you might not want to roll for every week, or even every month. Instead, set the level for one task using the lowest level the character can reliably find in the place where they spend their downtime (see Difficulty Classes on page 503 for more on setting task levels). If the character fails this check, you might allow them to try again after a week (or a month, if you're dealing with years of downtime). Don't allow them to roll again if they succeeded but want to try for a critical success, unless they do something in the story of the game that you think makes it reasonable to allow a new roll.","The events you include during a long stretch of downtime should typically feature higher-level tasks than the baseline. For instance, a character Earning Income with Sailing Lore for 4 months might work at a port doing 1st-level tasks most of the time, but have 1 week of 3rd-level tasks to account for busy periods. You'll normally have the player roll once for the time they spent at 1st-level tasks and once for the week of 3rd-level tasks."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Cost of Living","entries":["For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found on page 294. For long stretches of downtime, use the values on {@table Cost of Living||Table 6–16: Cost of Living} on the same page. Deduct these costs from a character's funds after they gain any money from their other downtime activities.","A character can live off the land instead, but each day they do, they typically use the Subsist activity (page 240) to the exclusion of any other downtime activity."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Buying and Selling","entries":["After an adventure yields a windfall, the characters might have a number of items they want to sell. Likewise, when they're flush with currency, they might want to stock up on gear. It usually takes 1 day of downtime to sell off a few goods or shop around to buy a couple items. It can take longer to sell off a large number of goods, expensive items, or items that aren't in high demand.","This assumes the characters are at a settlement of decent size during their downtime. In some cases, they might spend time traveling for days to reach bigger cities.","As always, you have final say over what sort of shops and items are available.","An item can usually be purchased at its full Price and sold for half its Price. Supply and demand adjusts these numbers, but only occasionally."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Long-Term Rest","entries":["Each full 24-hour period a character spends resting during downtime allows them to recover double what they would for an 8-hour rest (as listed on page 499). They must spend this time resting in a comfortable and secure location, typically in bed.","If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by diseases, long-lasting poisons, or similar afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove don't end automatically during long-term rest."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Retraining","entries":["The retraining rules on page 481 allow a player to change some character choices, but they rely on you to decide whether the retraining requires a teacher, how long it takes, if it has any associated costs, and if the ability can be retrained at all. It's reasonable for a character to retrain most choices, and you should allow them. Only choices that are truly intrinsic to the character, like a sorcerer's bloodline, should be off limits without extraordinary circumstances.","Try to make retraining into a story. Use NPCs the character already knows as teachers, have a character undertake intense research in a mysterious old library, or ground the retraining in the game's narrative by making it the consequence of something that happened to the character in a previous session.",{"type":"pf2-h4","page":502,"name":"Time","entries":["Retraining a feat or skill increase typically takes a week. Class features that require a choice can also be retrained but take longer: at least a month, and possibly more. Retraining might take even longer if it would be especially physically demanding or require travel, lengthy experimentation, or in-depth research, but usually you won't want to require more than a month for a feat or skill, or 4 months for a class feature.","A character might need to retrain several options at once. For instance, retraining a skill increase might mean they have skill feats they can no longer use, and so they'll need to retrain those as well. You can add all this retraining time together, then reduce the total a bit to represent the cohesive nature of the retraining."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Instruction and Cost","entries":["The rules abstract the process of learning new things as you level up—you're learning on the job—but retraining suggests that the character works with a teacher or undergoes specific practice to retrain. If you want, you can entirely ignore this aspect of retraining, but it does give an opportunity to introduce (or reintroduce) NPCs and further the game's story. You can even have one player character mentor another, particularly when it comes to retraining skills.","Any costs to retraining should be pretty minor—about as much as a PC could gain by Earning Income over the same period of time. The costs are mostly there to make the training feel appropriate within the context of the story, not to consume significant amounts of the character's earnings. A teacher might volunteer to work without pay as a reward for something the character has already done, or simply ask for a favor in return."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Disallowed Options","entries":["While some character options can't normally be retrained, you can invent ways for a character to retrain even these—special rituals, incredible quests, or the perfect tutor. For example, ability scores can't normally be retrained, as that can unbalance the game. But not all players necessarily want to exploit the system—maybe a player simply wants to swap an ability boost between two low stats. In situations like this, you could let them spend a few months working out or studying to reassign an ability boost."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":489,"name":"Running a Game Session","entries":["A campaign happens over a series of sessions. Each session is usually several hours long, with multiple encounters, some exploration, and possibly downtime. Your session can be compared to an episode of a TV show; it should include some twists, turns, and changes, and end leaving people excited about what comes next.",{"type":"pf2-h3","page":489,"name":"Planning a Session","entries":["One of the greatest challenges in gaming is scheduling a time for everyone to get together and play. Often, this responsibility falls on you as the GM, since you're the one who has to prepare your game between sessions. Many games have a set schedule, such as once per week, once every 2 weeks, or once per month. The less frequently your group meets, the better notes and recaps you'll need to keep everyone on the same page.","Plan a time for everybody will arrive, and also try to set a time when playing the game will begin. This can make it easier for everyone to finish chatting, catching up, and eating in a timely fashion so you can start playing the game. Having an end time in mind is also fairly important. A typical game session lasts about 4 hours, though some groups hold 2-hour sessions or play marathon games. Less than 2 hours usually isn't enough time to get much done in most Pathfinder campaigns. If your session will be longer than 2 hours, plan out some 15-minute breaks (in addition to bathroom and beverage breaks, which players can take as needed)."],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Starting a Session","entries":["Once everyone is ready, get everyone's attention and cover the following topics. These are in a rough order that you can change based on your group's style or a session's needs.",{"type":"list","items":["Recap what happened during the previous sessions.","Establish where the characters are at the beginning of this session. Have they been resting since their last challenge? Are they in a hallway, preparing to raid the next room of a dungeon? Tell players whether their characters had time to rest or recover since the last session.","Remind players that they each have 1 Hero Point at the start of the session ({@quickref here||4|rewards|1}).","Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session.","Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react."]}],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Running a Session","entries":["During a session, you're in charge of keeping the game's action moving, managing the different modes of play, fielding questions, and making rules decisions. You'll also want to keep a rough eye on the time, so you can end when most convenient for the group.","You're the interface between the rules and the imagined world you and the other players share. They will ask you questions, and they'll act based on their own assumptions. It's up to you to establish what's true in the world, but you don't do this unilaterally. You're informed by the setting's backstory, your preparations, and the suggestions and assumptions the other players bring to the table. Keep in mind that until you announce something, your own plans are subject to change. For example, if you originally intended the owner of a tavern to be kindly and well-intentioned, but a player misreads her and invents an interesting conspiracy theory regarding her intentions that sounds fun, you might convert the tavern owner into an agent of evil after all.","You'll also determine when PCs and foes need to attempt checks, as well as the consequences of those rolls. This comes up most often outside of encounters, as encounters are more regimented about when checks happen and how they are resolved. In an encounter, a player can usually determine their own character's turn, with you chiming in only to say whether an attack hits or if something in the environment requires a character to attempt a check.",{"type":"pf2-h4","page":490,"name":"The Spotlight","entries":["As you run the game, keep track of who has the spotlight. It can be easy to keep attention on the most outgoing player or character, but you need to check in with all the players. If a player hasn't contributed in some time, stop and ask, \"What's your character doing at this point?\" If the player's not sure, add a detail or nonplayer character to the scene that the player might find interesting."],"source":"CRB"},{"type":"pf2-h4","page":490,"name":"Distractions and Interrupting","entries":["Maintaining the players' attention keeps a game moving and leads to memorable moments when everyone's in the same zone. Too many interruptions break the flow. This is fine in moderation. Distractions become a problem if they're too frequent, as they cause people to miss things and make misinformed decisions as the session becomes disconnected. Yet every game includes breaks—sometimes intentional, sometimes not—and digressions. Finding the right balance of diversions for your group is essential.","A game is a social gathering, so there's definitely a place for conversation that's not directly related to playing the game. These interruptions become a problem if they're too frequent, or if people are talking over others. If a player repeatedly interrupts you or other people or undercuts every crucial moment of the game with a joke, talk to them about limiting their comments to appropriate times. Often, all you need to do is hold up your hand or otherwise indicate that the player is talking out of turn to delay them until after you or another speaker finishes talking.","Phones and other mobile devices are another major source of distraction. Banning them entirely is often impractical—many players use apps to roll dice or manage their character sheets, or they need to answer texts from their partner, check in on a work project, or otherwise stay connected with people who rely on them. However, you can set ground rules against using a device for anything that's not time-sensitive or game-related, such as refreshing social media, checking the score of a hockey game, playing a mobile game, or answering a non-urgent text. You can relax these rules for players when their characters are \"offstage.\" If a player's character isn't in a scene, that might be a good time for the player to use a mobile device."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":491,"name":"OFF-SESSION GAMING","entries":["Session play with a full group isn't the only way to play Pathfinder. Finding opportunities to expand on the game outside of its regular schedule can keep your group engaged between sessions.","You can get together with a single player to run a mini-session for their character, covering a mission that's important to their story but doesn't concern the rest of the group. You and the players can work out what their characters do during solid stretches of downtime via e-mail or chat messages. You can also give players opportunities to collaborate on details of the story, like having a player design a heraldic symbol for the adventuring group or map out their home base. You might even decide to award a Hero Point at the next session to a player for events that happened outside a session.","Some events aren't suitable for handling outside of sessions. Any event that strongly affects a character whose player isn't present should be handled at the table when everyone can attend. It's also helpful to recap events that took place outside of the session for all characters so no one feels excluded or lost."],"source":"CRB"},{"type":"pf2-h3","page":491,"name":"Adjudicating the Rules","entries":["As the GM, you are responsible for solving any rules disputes. Remember that keeping your game moving is more important than being 100% correct. Looking up rules at the table can slow the game down, so in many cases it's better to make your best guess rather than scour the book for the exact rule. (It can be instructive to look those rules up during a break or after the session, though!)","To make calls on the fly, use the following guidelines, which are the same principles the game rules are based on. You might want to keep printouts of these guidelines and the DC guidelines (page 503) for quick reference.",{"type":"list","items":["If you don't know how long a quick task takes, go with 1 action, or 2 actions if a character shouldn't be able to perform it three times per round.","If you're not sure what action a task uses, look for the most similar basic action. If you don't find one, make up an undefined action (page XXX) adding any necessary traits (usually attack, concentrate, manipulate, or move).","When two sides are opposed, have one roll against the other's DC. Don't have both sides roll (initiative is the exception to this rule). The character who rolls is usually the one acting (except in the case of saving throws).","If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a –1 circumstance penalty.","If you're not sure how difficult a significant challenge should be, use the DC for the party's level.","If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure).","If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to {@action Recall Knowledge}, use an appropriate {@skill Lore} skill (usually at an untrained proficiency rank).","Use the characters' daily preparations as the time to reset anything that lasts roughly a day.","When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described {@quickref here||4|rewards|1}).","When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely."]}],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Special Circumstances","entries":["The player characters in your group will at times attempt tasks that should be easier or harder than the rules or adventure would otherwise lead you to expect, such as a PC Gathering Information in their hometown. In these cases, you can just apply a circumstance bonus or penalty. Usually, this is +1 or –1 for a minor but significant circumstance, but you can adjust this bonus or penalty to +2 or –2 for a major circumstance. The maximum bonus or penalty, +4 or –4, should apply only if someone has an overwhelming advantage or is trying something extremely unlikely but not quite impossible.","You can also add traits to actions. Let's say that during a fight, Seelah dips her sword into a brazier of hot coals before swinging it at an enemy with a weakness to fire. You could add the fire trait to this attack. A PC getting an advantage in this way should usually have to use an action to do so, so Seelah would get the benefit for one attack, but to do it again she'd need to bury her sword in the coals once more."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"SHARING RESPONSIBILITY","entries":["Just because you're the GM and ostensibly in charge doesn't mean you have to do all the extra work to make the campaign run. Some of the tasks described here, like scheduling games, taking notes, and giving recaps, can be delegated to other players. You might also have someone track initiative or the Hit Points of the PCs' foes for you in encounters, or even run those foes if you have a large group and someone would rather do that than control a character of their own. It's also great when someone else can host a session, provide snacks for the group, or take on other responsibilities that aren't directly related to the game.","It's best to figure out a schedule of responsibilities when you're first setting up a game. Ask the players what they're willing to take on. If you start to feel overwhelmed partway through a campaign, you can revisit the topic and try out new options until you find a setup that's comfortable."],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Incorporating Additional Options","entries":["You might grant players access to additional rule or character options. If you feel confident that allowing a character to take a particular option will be a good addition to your game, then go for it! If you're uncertain or worried about a request, you don't have to allow it, and it's your call to make. However, try to meet players halfway or suggest alternatives. If you want to allow an option on a trial basis but are worried it might become a problem later, talk to the player beforehand and explain that you are tentatively allowing the option, but might change your mind later, after you see how the option can be used during play."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"PAIZO'S PUBLISHED ADVENTURES","entries":["You can purchase the following types of adventures at {@b {@link paizo.com|https://paizo.com}}, your local game store, or many book stores. If you want to acquire all the adventures in a given line, you can purchase a subscription at {@b {@link paizo.com|https://paizo.com}}.",{"type":"pf2-title","name":"Pathfinder Adventure Paths"},"Each monthly volume of a Pathfinder Adventure Path leads into the next as part of a greater story spanning multiple volumes. The first volume of each Adventure Path typically starts at 1st level, and each volume has a self-contained story that eventually leads to a big climax at the end of the final volume. Each volume also typically includes new monsters, rules, and details about the world.","Each Adventure Path has a different theme, and their settings range across the Inner Sea region and beyond.",{"type":"pf2-title","name":"Pathfinder Adventures"},"Pathfinder Adventures are standalone adventures that cover several levels of play. They're self-contained and typically have a unique structure or theme. You can play through a Pathfinder Adventure on its own or as part of your ongoing campaign—some make ideal side adventures for Adventure Paths that have similar themes.",{"type":"pf2-title","name":"Pathfinder Society Scenarios"},"Scenarios are the adventures used by the Pathfinder Society Roleplaying Guild; you can play them as part of the Pathfinder Society or on your own. Each takes about 4 to 5 hours to run, so you can tell a whole story in a short amount of time, but they're also part of a larger continuity and can be combined together to form the basis of a longer campaign."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":39,"name":"Starting at a Higher Level","entries":["A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level.","The {@table Character Wealth|CRB} table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want."],"data":{"quickref":5}}]}]}}
\ No newline at end of file
diff --git a/data/hazards.json b/data/hazards.json
index 92ca6625fa..e1c24a6e79 100644
--- a/data/hazards.json
+++ b/data/hazards.json
@@ -459,7 +459,7 @@
],
"disable": {
"entries": [
- "DC 36 {@skill Nature} (expert) to calm each hound, or DC 38"
+ "DC 36 {@skill Nature} (expert) to calm each hound, or DC 38 (master) to banish each hound"
]
},
"defenses": {
@@ -485,17 +485,6 @@
}
},
"actions": [
- {
- "name": "Occultism",
- "activity": {
- "unit": "varies",
- "entry": "master"
- },
- "components": [
- "to banish each hound"
- ],
- "entries": []
- },
{
"name": "Bay",
"activity": {
@@ -2808,14 +2797,19 @@
"defenses": {
"ac": {
"std": 35,
- "vs. reactions and ranged weapon attacks": 40
+ "note": " (40 vs. reactions and ranged weapon attacks)"
},
"hp": {
"std": 220
},
"weaknesses": [
"earth vulnerability"
- ]
+ ],
+ "savingThrows": {
+ "fort": {
+ "std": 30
+ }
+ }
},
"actions": [
{
@@ -2912,25 +2906,24 @@
"Six talons swing out from the walls, each striking a different random creature in the room. No creature can be struck by more than one talon until every creature in the room has been attacked by at least one talon."
],
"name": "Raking Strike"
- }
- ],
- "reset": [
- "The trap resets after 1 minute."
- ],
- "attacks": [
+ },
{
+ "type": "attack",
"range": "Melee",
"name": "talon",
"attack": 22,
"traits": [
"deadly "
],
- "damage": "{@damage 1d10+2} piercing; no multiple attack penalty.",
+ "damage": "{@damage 1d10+2}",
"types": [
"piercing"
],
"noMAP": true
}
+ ],
+ "reset": [
+ "The trap resets after 1 minute."
]
},
{
@@ -6825,11 +6818,11 @@
"minProf": "expert"
},
"description": [
- "A blast of energy damages all creatures within 20 feet, with particularly severe damage to fiends."
+ "A blast of energy damages all creatures within 20 feet, with particularly severe damage to {@trait fiend||fiends}."
],
"disable": {
"entries": [
- "{@skill Thievery} DC 27 (expert) to identify the proper sequence of buttons in the divots, or dispel magic (4th level; counteract DC 25) to suppress the {@trait magical} effect for 1 hour."
+ "{@skill Thievery} DC 27 (expert) to identify the proper sequence of buttons in the divots, or {@spell dispel magic} (4th level; counteract DC 25) to suppress the {@trait magical} effect for 1 hour."
]
},
"actions": [
@@ -6844,7 +6837,16 @@
],
"trigger": "The door is touched without first pressing the correct sequence of buttons",
"entries": [
- "A blast of energy ripples outward from the door, dealing {@damage 4d10} force damage to all creatures within 20 feet and forcing them to make a DC 25 Fortitude save. Fiends treat the result of their saving throw as one degree worse. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is {@condition sickened|CRB|sickened 1}. Critical Failure The creature takes double damage and is {@condition sickened|CRB|sickened 2}; while it is {@condition sickened}, it's also {@condition slowed|CRB|slowed 1}."
+ "A blast of energy ripples outward from the door, dealing {@damage 4d10} force damage to all creatures within 20 feet and forcing them to make a DC 25 Fortitude save. {@trait fiend||Fiends} treat the result of their saving throw as one degree worse.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "The creature is unaffected.",
+ "Success": "The creature takes half damage.",
+ "Failure": "The creature takes full damage and is {@condition sickened|CRB|sickened 1}.",
+ "Critical Failure": "The creature takes double damage and is {@condition sickened|CRB|sickened 2}; while it is {@condition sickened}, it's also {@condition slowed|CRB|slowed 1}."
+ }
+ }
],
"name": "Forceful Blast"
}
@@ -9784,7 +9786,7 @@
"notes": "or DC 31 (master) to notice the control panel."
},
"description": [
- "Countless holes to launch poison darts from line a long hallway with a {@condition hidden} control panel on the far end."
+ "Countless holes to launch poison darts from line a long hallway with a hidden control panel on the far end."
],
"disable": {
"entries": [
@@ -10741,14 +10743,14 @@
"stealth": {
"bonus": 17,
"minProf": "expert",
- "notes": "or DC 29 (expert) to spot the {@condition hidden} control panel."
+ "notes": "or DC 29 (expert) to spot the hidden control panel"
},
"description": [
"Five scroll symbols shoot electricity bolts around the room."
],
"disable": {
"entries": [
- "{@skill Thievery} DC 25 (expert) or dispel magic (3rd level; counteract DC 24); {@skill Thievery} DC 29 (master) to disable the entire trap from the {@condition hidden} control panel beneath the central slab."
+ "{@skill Thievery} DC 25 (expert) or {@spell dispel magic} (3rd level; counteract DC 24); {@skill Thievery} DC 29 (master) to disable the entire trap from the {@condition hidden} control panel beneath the central slab."
]
},
"defenses": {
@@ -10781,11 +10783,15 @@
"precision damage"
],
"resistances": [
- "electricity 15"
+ {
+ "name": "electricity",
+ "amount": 15
+ }
]
},
"actions": [
{
+ "type": "ability",
"activity": {
"number": 1,
"unit": "reaction"
@@ -10815,8 +10821,7 @@
"types": [
"electricity",
"persistent"
- ],
- "noMAP": true
+ ]
}
],
"reset": [
@@ -11774,9 +11779,9 @@
"conjuration",
"summon"
],
- "trigger": "A creature that isn't openly bearing an Aspis",
+ "trigger": "A creature that isn't openly bearing an Aspis Consortium badge crosses the center of the yard.",
"entries": [
- "Consortium badge crosses the center of the yard; The trap summons an {@creature invisible stalker}. The invisible stalker rolls initiative and remains for {@dice 2d6} rounds, after which the spell ends and the {@condition invisible} stalker disappears. The {@condition invisible} stalker also disappears if someone disables the trap before the duration expires. The {@condition invisible} stalker can use 3 actions each round and can use reactions, unlike most summoned creatures."
+ "The trap summons an {@creature invisible stalker}. The invisible stalker rolls initiative and remains for {@dice 2d6} rounds, after which the spell ends and the {@condition invisible} stalker disappears. The {@condition invisible} stalker also disappears if someone disables the trap before the duration expires. The {@condition invisible} stalker can use 3 actions each round and can use reactions, unlike most summoned creatures."
],
"name": "Summon Monster"
}
diff --git a/data/items/items-aoe5.json b/data/items/items-aoe5.json
index f9824454ee..4314349ee4 100644
--- a/data/items/items-aoe5.json
+++ b/data/items/items-aoe5.json
@@ -247,7 +247,7 @@
"activity": {
"number": 1,
"unit": "varies",
- "entry": "reaction or {@as 1}"
+ "entry": "{@as r} or {@as 1}"
},
"components": [
"envision"
@@ -258,8 +258,7 @@
},
"trigger": "You are hit by a melee, ranged, or spell attack",
"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."
+ "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."
]
}
],
diff --git a/data/places.json b/data/places.json
index d58955feab..b6b925e948 100644
--- a/data/places.json
+++ b/data/places.json
@@ -1596,7 +1596,7 @@
{
"name": "Trade Hub",
"entries": [
- "Items of up to 11th level can be found in Kibwe with diligent enough searching. Items higher than 6th level, when found, are for sale at 90% + {@dice 2d10}% of their normal price."
+ "Items of up to 11th level can be found in Kibwe with diligent enough searching. Items higher than 6th level, when found, are for sale at {@dice 90+2d10|90% + 2d10%} of their normal price."
]
}
]
@@ -2538,6 +2538,73 @@
"bond": "Leader of the Chosen"
}
]
+ },
+ {
+ "name": "Kibwe",
+ "source": "Sli",
+ "page": 55,
+ "category": "Settlement",
+ "level": 6,
+ "traits": [
+ "n",
+ "city"
+ ],
+ "description": "Mercantile city-state where diverse interests rub shoulders",
+ "settlementData": {
+ "government": "representative council",
+ "population": {
+ "total": 3885,
+ "ancestries": {
+ "humans": 71,
+ "elves": 8,
+ "orcs": 5,
+ "lizardfolk": 5,
+ "other": 11
+ }
+ },
+ "languages": [
+ "{@language Common}",
+ "{@language Mwangi}"
+ ],
+ "features": [
+ {
+ "name": "Trade Hub",
+ "entries": [
+ "Items of up to 11th level can be found in Kibwe with diligent enough searching. Items higher than 6th level, when found, are for sale at {@dice 90+2d10|90% + 2d10%} of their normal price."
+ ]
+ }
+ ]
+ },
+ "residents": [
+ {
+ "name": "Abayone Munme",
+ "alignment": "lg",
+ "gender": "f",
+ "ancestry": "human",
+ "bond": "Council Representative for the Zenj Trading Alliance"
+ },
+ {
+ "name": "Clatriani Orridik",
+ "alignment": "le",
+ "gender": "m",
+ "ancestry": "human",
+ "bond": "Bloodman of Bekyar Block and former slave-trader"
+ },
+ {
+ "name": "Darvian Estabar",
+ "alignment": "ln",
+ "gender": "m",
+ "ancestry": "human",
+ "bond": "Lord Magistrate of the East Mwangi Mining Company"
+ },
+ {
+ "name": "Kosa Et",
+ "alignment": "n",
+ "gender": "a",
+ "ancestry": "elf",
+ "bond": "Council Representative for Whitemarks"
+ }
+ ]
}
]
}
diff --git a/data/quickrules.json b/data/quickrules.json
index bc86b6de19..abeee9c5de 100644
--- a/data/quickrules.json
+++ b/data/quickrules.json
@@ -1440,6 +1440,20 @@
}
]
},
+ "temptedCurse": {
+ "source": "DA",
+ "page": 162,
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "blue": true,
+ "name": "Tempting Curses",
+ "entries": [
+ "These curses mostly follow the rules from pages 116\u2013117 of the {@i Pathfinder Gamemastery Guide}, but they also include a tempted version of the curse, which usually grants greater power... at a steeper price. A PC can activate the tempted version of the curse as a free action, which has the concentrate trait. While active, the tempted version of the curse affects the target instead of the ongoing effect. The tempted version is active until the target next makes their daily preparations, at which time the curse returns to its ongoing effect and the PC can attempt a new saving throw to remove the curse. Activating the tempted version increases the save DC of the curse by 1. This increase is permanent and cumulative for each time the target activates the tempted version."
+ ]
+ }
+ ]
+ },
"disease": {
"source": "GMG",
"page": 116,
diff --git a/data/renderdemo.json b/data/renderdemo.json
index 84fff3420f..d738074a85 100644
--- a/data/renderdemo.json
+++ b/data/renderdemo.json
@@ -28,7 +28,7 @@
"{@b Ability:} {@ability darkvision} assumes Bestiary by default, {@ability aquatic ambush|b1} can have sources added with a pipe, {@ability at-will spells|B1|and optional link text added with another pipe}.",
"{@b Actions:} {@action strike} assumes CRB by default, {@action act together|som} can have sources added with a pipe, {@action devise a stratagem|apg|and optional link text added with another pipe}.",
"{@b Ancestries:} {@ancestry elf} assumes CRB by default, {@ancestry anadi|lome} can have sources added with a pipe, {@ancestry gnoll|lome|optional link text added with another pipe}, {@ancestry dwarf|crb|heritages added|rock} with another pipe.",
- "{@b Versatile Heritages:} {@versatileHeritage aasimar} assumes APG by default, {@versatileHeritage oread|LOAG} can have sources added with a pipe, {@ancestry ganzi|loag|optional link text added with another pipe}.",
+ "{@b Versatile Heritages:} {@versatileHeritage aasimar} assumes APG by default, {@versatileHeritage oread|LOAG} can have sources added with a pipe, {@versatileHeritage ganzi|loag|optional link text added with another pipe}.",
"{@b Backgrounds:} {@background hermit} assumes CRB by default, {@background time traveler|som} can have sources added with a pipe, {@background feral child|apg|and optional link text added with another pipe}.",
"{@b Class Features:} {@classFeature rage|barbarian||1}, {@classFeature precise strike|swashbuckler|apg|1}, {@classFeature arcane spellcasting|magus|som|1|som}, {@classFeature rage|barbarian||1||optional display text}. Class source is assumed to be CRB. Class feature source is assumed to be the same as class source.",
"{@b Subclass Features:} {@subclassFeature research field|alchemist||bomber||1}, {@subclassFeature methodology|investigator|apg|empiricism|apg|1}, {@subclassFeature methodology|investigator|apg|empiricism|apg|1||and optional display text} Class and Class feature source is assumed to be CRB.",
diff --git a/data/spells/spells-lokl.json b/data/spells/spells-lokl.json
index 98dd2cad50..25b525ef82 100644
--- a/data/spells/spells-lokl.json
+++ b/data/spells/spells-lokl.json
@@ -665,7 +665,6 @@
"targets": "1 creature",
"savingThrow": {
"type": [
- "F",
"F"
]
},
@@ -675,7 +674,7 @@
"heightened": {
"plusX": {
"1": [
- "The piercing damage and cold damage each increase by {@dice 1d6}. The positive damage increases by {@damage 1d4}."
+ "The piercing damage and cold damage each increase by {@damage 1d6}. The positive damage increases by {@damage 1d4}."
]
}
}
diff --git a/js/afflictions.js b/js/afflictions.js
index b6282eeec9..9ecee25f68 100644
--- a/js/afflictions.js
+++ b/js/afflictions.js
@@ -92,6 +92,10 @@ class AfflictionsPage extends ListPage {
const buildInfoTab = async () => {
const quickRules = await Renderer.utils.pGetQuickRules(it.__prop);
$content.append(quickRules);
+ if (it.temptedCurse) {
+ const quickRulesExtra = await Renderer.utils.pGetQuickRules("temptedCurse");
+ $content.append(quickRulesExtra);
+ }
}
const statTab = Renderer.utils.tabButton(
"Affliction",
diff --git a/js/ancestries.js b/js/ancestries.js
index 382b18377b..4e32a2f120 100644
--- a/js/ancestries.js
+++ b/js/ancestries.js
@@ -97,6 +97,12 @@ class AncestriesPage extends BaseComponent {
$btnReset: $(`#reset`),
namespace: "ancestries.ancestries",
});
+ this._list.on("updated", () => {
+ $(`.lst__wrp-search-visible.ancestries`).html(`${this._list.visibleItems.length}/${this._list.items.length}`);
+ });
+ this._listFeat.on("updated", () => {
+ $(`.lst__wrp-search-visible.feats`).html(`${this._listFeat.visibleItems.length}/${this._listFeat.items.length}`);
+ });
await this._featFilter.pInitFilterBox({
$iptSearch: $(`#feat-lst__search`),
$wrpFormTop: $(`#feat-filter-search-group`),
diff --git a/js/filter-afflictions.js b/js/filter-afflictions.js
index 5774bca642..d53fc65e3a 100644
--- a/js/filter-afflictions.js
+++ b/js/filter-afflictions.js
@@ -10,6 +10,7 @@ class PageFilterAfflictions extends PageFilter {
this._typeFilter = new Filter({header: "Type"});
this._levelFilter = new RangeFilter({header: "Level", isLabelled: true, labels: [...[...Array(21).keys()].slice(1), "Varies"]});
this._traitFilter = new TraitsFilter({header: "Traits"});
+ this._miscFilter = new Filter({header: "Miscellaneous"});
}
mutateForFilters (it) {
@@ -18,6 +19,9 @@ class PageFilterAfflictions extends PageFilter {
it._fTraits = it.traits.map(t => Parser.getTraitName(t));
if (!it._fTraits.some(t => Renderer.trait.isTraitInCategory(t, "Rarity"))) it._fTraits.push("Common");
it._fLvl = PageFilterAfflictions.getFilterLevel(it.level);
+
+ it._fMiscFilter = [];
+ if (it.temptedCurse) it._fMiscFilter.push("Tempted Curse");
}
addToFilters (it, isExcluded) {
@@ -27,6 +31,7 @@ class PageFilterAfflictions extends PageFilter {
this._typeFilter.addItem(it._fType);
this._levelFilter.addItem(it._fLvl);
this._traitFilter.addItem(it._fTraits);
+ this._miscFilter.addItem(it._fMiscFilter);
}
async _pPopulateBoxOptions (opts) {
@@ -35,6 +40,7 @@ class PageFilterAfflictions extends PageFilter {
this._typeFilter,
this._levelFilter,
this._traitFilter,
+ this._miscFilter,
];
}
@@ -45,6 +51,7 @@ class PageFilterAfflictions extends PageFilter {
it._fType,
it._fLvl,
it._fTraits,
+ it._fMiscFilter,
)
}
}
diff --git a/js/filter-bestiary.js b/js/filter-bestiary.js
index fabd7ddf10..e44a909482 100644
--- a/js/filter-bestiary.js
+++ b/js/filter-bestiary.js
@@ -185,7 +185,7 @@ class PageFilterBestiary extends PageFilter {
cr._fHP = 0;
cr.defenses.hp.forEach((d) => {
- cr._fHP += d.hp;
+ cr._fHP = d.hp;
})
cr._fResistances = cr.defenses.resistances ? cr.defenses.resistances.map(r => r.name === "all" ? "all damage" : r.name) : [];
diff --git a/js/parser.js b/js/parser.js
index 3330922a99..fee8801740 100644
--- a/js/parser.js
+++ b/js/parser.js
@@ -567,6 +567,8 @@ Parser.getClassSideBarEntries = function (cls) {
if (typeof element === "object") {
if (element.entry) {
return entry.push(`{@indentSubsequent ${prof} in ${element.entry}}`);
+ } else if (element.type === "and") {
+ return entry.push(`{@indentSubsequent ${prof} in ${element.skill.map(s => `{@skill ${s}}`).joinConjunct(", ", " and ")}}`);
} else {
return entry.push(`{@indentSubsequent ${prof} in ${element.skill.length === 1 ? "" : `your choice of`} ${element.skill.map(s => `{@skill ${s}}`).joinConjunct(", ", " or ")}}`);
}
diff --git a/js/render.js b/js/render.js
index 9793b2b8f4..fc005155ab 100644
--- a/js/render.js
+++ b/js/render.js
@@ -855,26 +855,65 @@ function Renderer () {
}
this._renderAbility_compact = function (entry, textStack, meta, options) {
- textStack[0] += `