From 21672609fe4b29d8d8c50467db473e353f5ac392 Mon Sep 17 00:00:00 2001 From: Robin Sving Date: Sun, 11 Jan 2026 21:55:09 +0100 Subject: [PATCH] Quartz sync: Jan 11, 2026, 9:55 PM --- .github/ISSUE_TEMPLATE/bug_report.md | 40 -- .github/ISSUE_TEMPLATE/feature_request.md | 19 - .github/pull_request_template.md | 31 -- .../1. Karaktärer/Party/Grimm Wontan/Grimm.md | 3 + .../Cheliax/Biblioteket.md | 0 .../Cheliax/Hela visiten till Cheliax.md | 0 .../Cheliax/Palace Break.md | 0 .../Cheliax/Prison break.md | 0 .../Cheliax/Rädda Fanny.md | 0 ... poison's in the flagon with the dragon.md | 0 .../Cheliax/Turneringen.md | 0 .../De-Thrune the Queen.md | 0 .../Drog-Iljus äventyr.md | 0 .../Elizars familjebestyr.md | 0 .../Isger/Försvunna personer.md | 0 .../Isger/Lamonds ruiner.md | 0 .../Isger/Tidsloopen hos Baron Geddon.md | 0 .../Kill Vilree.md | 0 .../Mount Doom.md | 0 .../Samla Allierade mot Cheliax.md | 0 .../Spearfishing.md | 0 .../Tellus/Get the Hell out of here.md | 0 .../Tellus/Oh cousin, where art thou.md | 0 .../Tellus/Plan för att få tag på staven.md | 0 .../Tellus/Plan för att krossa fortet.md | 0 .../Who's got the power.md | 0 ...na be the star.md => I wanna be the Star.md} | 2 - .../6. Meta/House Rules/Ready a Spell.md | 2 +- content/mechanics/setting/domains.md | 425 ------------------ .../srd/Actions/Basic Actions/Aid.md | 42 ++ .../Actions/Basic Actions/Arrest a Fall.md | 34 ++ .../srd/Actions/Basic Actions/Avert Gaze.md | 24 + .../srd/Actions/Basic Actions/Burrow.md | 29 ++ .../srd/Actions/Basic Actions/Crawl.md | 29 ++ .../srd/Actions/Basic Actions/Delay.md | 31 ++ .../srd/Actions/Basic Actions/Dismiss.md | 26 ++ .../srd/Actions/Basic Actions/Drop Prone.md | 26 ++ .../srd/Actions/Basic Actions/Escape.md | 34 ++ .../srd/Actions/Basic Actions/Fly.md | 30 ++ .../srd/Actions/Basic Actions/Grab an Edge.md | 40 ++ .../srd/Actions/Basic Actions/Interact.md | 26 ++ .../srd/Actions/Basic Actions/Leap.md | 29 ++ .../srd/Actions/Basic Actions/Mount.md | 30 ++ .../srd/Actions/Basic Actions/Point Out.md | 31 ++ .../Actions/Basic Actions/Raise a Shield.md | 29 ++ .../srd/Actions/Basic Actions/Ready.md | 28 ++ .../srd/Actions/Basic Actions/Release.md | 28 ++ .../srd/Actions/Basic Actions/Seek.md | 34 ++ .../srd/Actions/Basic Actions/Sense Motive.md | 37 ++ .../srd/Actions/Basic Actions/Stand.md | 26 ++ .../srd/Actions/Basic Actions/Step.md | 32 ++ .../srd/Actions/Basic Actions/Stride.md | 26 ++ .../srd/Actions/Basic Actions/Strike.md | 31 ++ .../srd/Actions/Basic Actions/Sustain.md | 29 ++ .../srd/Actions/Basic Actions/Take Cover.md | 29 ++ content/mechanics/srd/Actions/Cast a Spell.md | 38 ++ content/mechanics/srd/Actions/Detect Magic.md | 26 ++ .../mechanics/srd/Actions/Eldritch Shot.md | 28 ++ .../srd/Actions/Flash of Grandeur.md | 32 ++ .../srd/Actions/Follow the Expert.md | 32 ++ .../srd/Actions/Glimpse of Redemption.md | 36 ++ .../mechanics/srd/Actions/Invest an Item.md | 27 ++ content/mechanics/srd/Actions/Investigate.md | 26 ++ .../mechanics/srd/Actions/Quick Alchemy.md | 33 ++ .../mechanics/srd/Actions/Quick Tincture.md | 32 ++ content/mechanics/srd/Actions/Rage.md | 40 ++ content/mechanics/srd/Actions/Refocus.md | 30 ++ content/mechanics/srd/Actions/Retraining.md | 43 ++ content/mechanics/srd/Actions/Scout.md | 28 ++ content/mechanics/srd/Actions/Search.md | 26 ++ .../srd/Actions/Sustain an Effect.md | 26 ++ content/mechanics/srd/Actions/Take Control.md | 26 ++ content/mechanics/srd/Ancestries/Anadi.md | 85 ++++ .../mechanics/srd/Ancestries/Ancestries.md | 50 +++ content/mechanics/srd/Ancestries/Android.md | 89 ++++ content/mechanics/srd/Ancestries/Automaton.md | 87 ++++ content/mechanics/srd/Ancestries/Azarketi.md | 93 ++++ content/mechanics/srd/Ancestries/Catfolk.md | 101 +++++ content/mechanics/srd/Ancestries/Conrasu.md | 83 ++++ content/mechanics/srd/Ancestries/Dwarf.md | 91 ++++ content/mechanics/srd/Ancestries/Elf.md | 85 ++++ content/mechanics/srd/Ancestries/Fetchling.md | 81 ++++ content/mechanics/srd/Ancestries/Fleshwarp.md | 91 ++++ content/mechanics/srd/Ancestries/Ghoran.md | 65 +++ content/mechanics/srd/Ancestries/Gnoll.md | 87 ++++ content/mechanics/srd/Ancestries/Gnome.md | 83 ++++ content/mechanics/srd/Ancestries/Goblin.md | 83 ++++ content/mechanics/srd/Ancestries/Goloma.md | 77 ++++ content/mechanics/srd/Ancestries/Grippli.md | 75 ++++ content/mechanics/srd/Ancestries/Halfling.md | 85 ++++ content/mechanics/srd/Ancestries/Hobgoblin.md | 89 ++++ content/mechanics/srd/Ancestries/Human.md | 99 ++++ content/mechanics/srd/Ancestries/Kashrishi.md | 77 ++++ content/mechanics/srd/Ancestries/Kitsune.md | 87 ++++ content/mechanics/srd/Ancestries/Kobold.md | 99 ++++ content/mechanics/srd/Ancestries/Leshy.md | 87 ++++ .../mechanics/srd/Ancestries/Lizardfolk.md | 89 ++++ content/mechanics/srd/Ancestries/Nagaji.md | 67 +++ content/mechanics/srd/Ancestries/Orc.md | 83 ++++ content/mechanics/srd/Ancestries/Poppet.md | 109 +++++ content/mechanics/srd/Ancestries/Ratfolk.md | 101 +++++ content/mechanics/srd/Ancestries/Shisk.md | 79 ++++ content/mechanics/srd/Ancestries/Shoony.md | 87 ++++ content/mechanics/srd/Ancestries/Skeleton.md | 83 ++++ content/mechanics/srd/Ancestries/Sprite.md | 87 ++++ content/mechanics/srd/Ancestries/Strix.md | 83 ++++ content/mechanics/srd/Ancestries/Tengu.md | 101 +++++ content/mechanics/srd/Ancestries/Vanara.md | 63 +++ .../srd/Ancestries/Versatile Heritages.md | 73 +++ content/mechanics/srd/Ancestries/Vishkanya.md | 71 +++ .../Domains => srd/Ancestries}/desktop.ini | Bin .../Advanced Undead Benefits.md | 27 ++ .../srd/Ancestry Features/Animal Attack.md | 40 ++ .../Ancestry Features/Aquatic Adaptation.md | 25 ++ .../srd/Ancestry Features/Aquatic Grace.md | 24 + .../srd/Ancestry Features/Automaton Core.md | 24 + .../srd/Ancestry Features/Awakened Form.md | 24 + .../srd/Ancestry Features/Awakened Mind.md | 24 + .../Basic Undead Benefits.md | 35 ++ .../mechanics/srd/Ancestry Features/Bite.md | 25 ++ .../srd/Ancestry Features/Blunt Snout.md | 24 + .../srd/Ancestry Features/Change Shape.md | 23 + .../srd/Ancestry Features/Clan Dagger.md | 24 + .../mechanics/srd/Ancestry Features/Claws.md | 25 ++ .../Ancestry Features/Constructed (Poppet).md | 24 + .../srd/Ancestry Features/Constructed Body.md | 24 + .../srd/Ancestry Features/Constructed.md | 24 + .../srd/Ancestry Features/Cryptomnesia.md | 25 ++ .../Ancestry Features/Draconic Exemplar.md | 41 ++ .../Ancestry Features/Emotionally Unaware.md | 24 + .../srd/Ancestry Features/Empathic Sense.md | 23 + .../srd/Ancestry Features/Eyes in Back.md | 24 + .../srd/Ancestry Features/Fangs (Nagaji).md | 23 + .../mechanics/srd/Ancestry Features/Fangs.md | 24 + .../srd/Ancestry Features/Flammable.md | 23 + .../srd/Ancestry Features/Glowing Horn.md | 23 + .../Ancestry Features/Greater Darkvision.md | 23 + .../srd/Ancestry Features/Head Gem.md | 25 ++ .../srd/Ancestry Features/Horns (Minotaur).md | 25 ++ .../srd/Ancestry Features/Horns (Sarangay).md | 25 ++ .../Ancestry Features/Hydration (Merfolk).md | 24 + .../srd/Ancestry Features/Hydration.md | 28 ++ .../srd/Ancestry Features/Innate Venom.md | 23 + .../srd/Ancestry Features/Keen Eyes.md | 25 ++ .../Ancestry Features/Land on Your Feet.md | 25 ++ .../srd/Ancestry Features/Magical Strikes.md | 24 + .../srd/Ancestry Features/Magiphage.md | 24 + .../mechanics/srd/Ancestry Features/Mount.md | 25 ++ .../srd/Ancestry Features/Natural Climber.md | 24 + .../srd/Ancestry Features/Photosynthesis.md | 23 + .../Ancestry Features/Plant Nourishment.md | 25 ++ .../srd/Ancestry Features/Prehensile Tail.md | 23 + .../srd/Ancestry Features/Revulsion.md | 23 + .../mechanics/srd/Ancestry Features/Robust.md | 25 ++ .../srd/Ancestry Features/Sharp Beak.md | 24 + .../srd/Ancestry Features/Sharp Teeth.md | 25 ++ .../srd/Ancestry Features/Sunlight Healing.md | 26 ++ .../srd/Ancestry Features/Sunlight.md | 23 + .../mechanics/srd/Ancestry Features/Swim.md | 24 + .../srd/Ancestry Features/Unusual Anatomy.md | 24 + .../srd/Ancestry Features/Wanderer's Soul.md | 25 ++ .../mechanics/srd/Ancestry Features/Wings.md | 26 ++ content/mechanics/srd/Archetypes/Acrobat.md | 119 +++++ content/mechanics/srd/Archetypes/Alchemist.md | 67 +++ .../srd/Archetypes/Aldori Duelist.md | 71 +++ .../srd/Archetypes/Alkenstar Agent.md | 57 +++ content/mechanics/srd/Archetypes/Alter Ego.md | 147 ++++++ .../srd/Archetypes/Animal Trainer.md | 73 +++ .../mechanics/srd/Archetypes/Archaeologist.md | 81 ++++ content/mechanics/srd/Archetypes/Archer.md | 61 +++ .../mechanics/srd/Archetypes/Archetypes.md | 177 ++++++++ .../mechanics/srd/Archetypes/Artillerist.md | 75 ++++ content/mechanics/srd/Archetypes/Assassin.md | 91 ++++ content/mechanics/srd/Archetypes/Barbarian.md | 67 +++ content/mechanics/srd/Archetypes/Bard.md | 91 ++++ content/mechanics/srd/Archetypes/Bastion.md | 71 +++ .../mechanics/srd/Archetypes/Beast Gunner.md | 97 ++++ .../mechanics/srd/Archetypes/Beastmaster.md | 109 +++++ .../srd/Archetypes/Bellflower Tiller.md | 69 +++ .../mechanics/srd/Archetypes/Blessed One.md | 47 ++ .../Bounded Spellcasting Archetypes.md | 25 ++ .../mechanics/srd/Archetypes/Bounty Hunter.md | 69 +++ .../mechanics/srd/Archetypes/Bright Lion.md | 49 ++ .../mechanics/srd/Archetypes/Bullet Dancer.md | 136 ++++++ .../srd/Archetypes/Butterfly Blade.md | 65 +++ .../mechanics/srd/Archetypes/Captivator.md | 115 +++++ .../srd/Archetypes/Cathartic Mage.md | 111 +++++ content/mechanics/srd/Archetypes/Cavalier.md | 127 ++++++ content/mechanics/srd/Archetypes/Celebrity.md | 47 ++ content/mechanics/srd/Archetypes/Champion.md | 85 ++++ .../mechanics/srd/Archetypes/Chronoskimmer.md | 129 ++++++ content/mechanics/srd/Archetypes/Cleric.md | 75 ++++ .../srd/Archetypes/Clockwork Reanimator.md | 117 +++++ .../mechanics/srd/Archetypes/Corpse Tender.md | 65 +++ .../srd/Archetypes/Crystal Keeper.md | 57 +++ .../srd/Archetypes/Curse Maelstrom.md | 97 ++++ content/mechanics/srd/Archetypes/Dandy.md | 69 +++ .../mechanics/srd/Archetypes/Demolitionist.md | 61 +++ .../srd/Archetypes/Dragon Disciple.md | 113 +++++ .../mechanics/srd/Archetypes/Drow Shootist.md | 55 +++ content/mechanics/srd/Archetypes/Druid.md | 165 +++++++ .../srd/Archetypes/Dual-Weapon Warrior.md | 65 +++ content/mechanics/srd/Archetypes/Duelist.md | 51 +++ .../srd/Archetypes/Edgewatch Detective.md | 57 +++ .../srd/Archetypes/Eldritch Archer.md | 117 +++++ .../srd/Archetypes/Eldritch Researcher.md | 99 ++++ .../Elementalist (Class Archetype).md | 423 +++++++++++++++++ content/mechanics/srd/Archetypes/Exorcist.md | 83 ++++ .../srd/Archetypes/Familiar Master.md | 59 +++ content/mechanics/srd/Archetypes/Fighter.md | 67 +++ .../srd/Archetypes/Firebrand Braggart.md | 87 ++++ .../srd/Archetypes/Firework Technician.md | 77 ++++ .../Flexible Spellcaster (Class Archetype).md | 23 + .../mechanics/srd/Archetypes/Folklorist.md | 67 +++ .../mechanics/srd/Archetypes/Game Hunter.md | 55 +++ content/mechanics/srd/Archetypes/Geomancer.md | 159 +++++++ .../mechanics/srd/Archetypes/Ghost Eater.md | 49 ++ .../mechanics/srd/Archetypes/Ghost Hunter.md | 69 +++ content/mechanics/srd/Archetypes/Ghost.md | 101 +++++ content/mechanics/srd/Archetypes/Ghoul.md | 103 +++++ content/mechanics/srd/Archetypes/Gladiator.md | 69 +++ .../srd/Archetypes/Golden League Xun.md | 57 +++ .../mechanics/srd/Archetypes/Golem Grafter.md | 67 +++ .../mechanics/srd/Archetypes/Gray Gardener.md | 119 +++++ .../mechanics/srd/Archetypes/Gunslinger.md | 75 ++++ .../srd/Archetypes/Halcyon Speaker.md | 107 +++++ .../srd/Archetypes/Hallowed Necromancer.md | 90 ++++ content/mechanics/srd/Archetypes/Harrower.md | 103 +++++ .../srd/Archetypes/Hellknight Armiger.md | 85 ++++ .../srd/Archetypes/Hellknight Signifer.md | 59 +++ .../mechanics/srd/Archetypes/Hellknight.md | 49 ++ content/mechanics/srd/Archetypes/Herbalist.md | 64 +++ .../srd/Archetypes/Horizon Walker.md | 65 +++ content/mechanics/srd/Archetypes/Inventor.md | 67 +++ .../mechanics/srd/Archetypes/Investigator.md | 73 +++ .../srd/Archetypes/Jalmeri Heavenseeker.md | 79 ++++ content/mechanics/srd/Archetypes/Juggler.md | 73 +++ .../mechanics/srd/Archetypes/Kineticist.md | 81 ++++ .../srd/Archetypes/Knight Reclaimant.md | 57 +++ .../srd/Archetypes/Knight Vigilant.md | 71 +++ .../srd/Archetypes/Lastwall Sentry.md | 73 +++ content/mechanics/srd/Archetypes/Lich.md | 85 ++++ content/mechanics/srd/Archetypes/Linguist.md | 73 +++ .../mechanics/srd/Archetypes/Lion Blade.md | 65 +++ .../srd/Archetypes/Living Monolith.md | 81 ++++ .../mechanics/srd/Archetypes/Living Vessel.md | 101 +++++ .../mechanics/srd/Archetypes/Loremaster.md | 57 +++ .../srd/Archetypes/Magaambyan Attendant.md | 147 ++++++ .../mechanics/srd/Archetypes/Magic Warrior.md | 51 +++ content/mechanics/srd/Archetypes/Magus.md | 83 ++++ .../mechanics/srd/Archetypes/Mammoth Lord.md | 131 ++++++ content/mechanics/srd/Archetypes/Marshal.md | 147 ++++++ .../srd/Archetypes/Martial Artist.md | 47 ++ content/mechanics/srd/Archetypes/Mauler.md | 65 +++ content/mechanics/srd/Archetypes/Medic.md | 65 +++ .../mechanics/srd/Archetypes/Mind Smith.md | 116 +++++ content/mechanics/srd/Archetypes/Monk.md | 75 ++++ content/mechanics/srd/Archetypes/Mummy.md | 149 ++++++ .../srd/Archetypes/Nantambu Chime-Ringer.md | 61 +++ .../mechanics/srd/Archetypes/Oatia Skysage.md | 101 +++++ content/mechanics/srd/Archetypes/Oozemorph.md | 79 ++++ content/mechanics/srd/Archetypes/Oracle.md | 81 ++++ content/mechanics/srd/Archetypes/Overwatch.md | 121 +++++ .../mechanics/srd/Archetypes/Pactbinder.md | 91 ++++ .../srd/Archetypes/Pactbound Initiate.md | 77 ++++ .../srd/Archetypes/Pathfinder Agent.md | 239 ++++++++++ content/mechanics/srd/Archetypes/Pirate.md | 47 ++ .../mechanics/srd/Archetypes/Pistol Phenom.md | 122 +++++ content/mechanics/srd/Archetypes/Poisoner.md | 65 +++ .../mechanics/srd/Archetypes/Provocator.md | 75 ++++ .../srd/Archetypes/Psychic Duelist.md | 73 +++ content/mechanics/srd/Archetypes/Psychic.md | 75 ++++ content/mechanics/srd/Archetypes/Ranger.md | 105 +++++ .../mechanics/srd/Archetypes/Reanimator.md | 75 ++++ .../srd/Archetypes/Red Mantis Assassin.md | 63 +++ content/mechanics/srd/Archetypes/Ritualist.md | 61 +++ content/mechanics/srd/Archetypes/Rogue.md | 79 ++++ content/mechanics/srd/Archetypes/Runelord.md | 99 ++++ .../mechanics/srd/Archetypes/Runescarred.md | 59 +++ .../srd/Archetypes/Scions of Domora.md | 100 +++++ content/mechanics/srd/Archetypes/Scout.md | 65 +++ .../srd/Archetypes/Scroll Trickster.md | 55 +++ .../mechanics/srd/Archetypes/Scrollmaster.md | 145 ++++++ content/mechanics/srd/Archetypes/Scrounger.md | 49 ++ content/mechanics/srd/Archetypes/Sentinel.md | 55 +++ .../mechanics/srd/Archetypes/Shadowcaster.md | 89 ++++ .../mechanics/srd/Archetypes/Shadowdancer.md | 89 ++++ .../mechanics/srd/Archetypes/Sixth Pillar.md | 59 +++ .../mechanics/srd/Archetypes/Sleepwalker.md | 115 +++++ .../mechanics/srd/Archetypes/Snarecrafter.md | 55 +++ .../mechanics/srd/Archetypes/Sniping Duo.md | 99 ++++ content/mechanics/srd/Archetypes/Sorcerer.md | 83 ++++ .../mechanics/srd/Archetypes/Soul Warden.md | 102 +++++ .../mechanics/srd/Archetypes/Soulforger.md | 103 +++++ .../srd/Archetypes/Spell Trickster.md | 259 +++++++++++ .../srd/Archetypes/Spellcasting Archetypes.md | 25 ++ .../mechanics/srd/Archetypes/Spellmaster.md | 147 ++++++ .../Archetypes/Spellshot (Class Archetype).md | 71 +++ .../mechanics/srd/Archetypes/Staff Acrobat.md | 71 +++ .../srd/Archetypes/Stalwart Defender.md | 135 ++++++ .../srd/Archetypes/Sterling Dynamo.md | 97 ++++ .../srd/Archetypes/Student of Perfection.md | 79 ++++ content/mechanics/srd/Archetypes/Summoner.md | 96 ++++ .../mechanics/srd/Archetypes/Swashbuckler.md | 69 +++ .../mechanics/srd/Archetypes/Swordmaster.md | 203 +++++++++ .../srd/Archetypes/Talisman Dabbler.md | 47 ++ .../mechanics/srd/Archetypes/Thaumaturge.md | 67 +++ content/mechanics/srd/Archetypes/Time Mage.md | 92 ++++ content/mechanics/srd/Archetypes/Trapsmith.md | 67 +++ .../mechanics/srd/Archetypes/Trick Driver.md | 91 ++++ .../srd/Archetypes/Turpin Rowe Lumberjack.md | 53 +++ .../srd/Archetypes/Twilight Speaker.md | 65 +++ .../mechanics/srd/Archetypes/Undead Master.md | 39 ++ .../mechanics/srd/Archetypes/Undead Slayer.md | 95 ++++ .../srd/Archetypes/Unexpected Sharpshooter.md | 122 +++++ content/mechanics/srd/Archetypes/Vampire.md | 133 ++++++ .../srd/Archetypes/Vehicle Mechanic.md | 97 ++++ content/mechanics/srd/Archetypes/Vigilante.md | 111 +++++ content/mechanics/srd/Archetypes/Viking.md | 57 +++ .../srd/Archetypes/Weapon Improviser.md | 83 ++++ .../Wellspring Mage (Class Archetype).md | 67 +++ content/mechanics/srd/Archetypes/Witch.md | 75 ++++ content/mechanics/srd/Archetypes/Wizard.md | 165 +++++++ .../mechanics/srd/Archetypes/Worm Caller.md | 181 ++++++++ content/mechanics/srd/Archetypes/Wrestler.md | 157 +++++++ .../mechanics/srd/Archetypes/Zephyr Guard.md | 55 +++ content/mechanics/srd/Archetypes/Zombie.md | 135 ++++++ content/mechanics/srd/Archetypes/desktop.ini | Bin 0 -> 246 bytes .../srd/Backgrounds/Abadar's Avenger.md | 19 + .../mechanics/srd/Backgrounds/Able Carter.md | 21 + .../srd/Backgrounds/Academy Dropout.md | 17 + content/mechanics/srd/Backgrounds/Acolyte.md | 17 + content/mechanics/srd/Backgrounds/Acrobat.md | 17 + .../mechanics/srd/Backgrounds/Aerialist.md | 17 + .../srd/Backgrounds/Aiudara Seeker.md | 19 + .../srd/Backgrounds/Alkenstar Outlaw.md | 17 + .../srd/Backgrounds/Alkenstar Sojourner.md | 17 + .../srd/Backgrounds/Alkenstar Tinker.md | 21 + .../mechanics/srd/Backgrounds/Alloysmith.md | 17 + .../mechanics/srd/Backgrounds/Almas Clerk.md | 19 + content/mechanics/srd/Backgrounds/Amnesiac.md | 15 + .../srd/Backgrounds/Animal Whisperer.md | 17 + .../srd/Backgrounds/Animal Wrangler.md | 17 + .../mechanics/srd/Backgrounds/Anti-Magical.md | 19 + .../srd/Backgrounds/Anti-Tech Activist.md | 17 + .../srd/Backgrounds/Archaeologist.md | 17 + content/mechanics/srd/Backgrounds/Artisan.md | 17 + content/mechanics/srd/Backgrounds/Artist.md | 17 + .../srd/Backgrounds/Aspiring Free-Captain.md | 21 + .../srd/Backgrounds/Aspiring River Monarch.md | 21 + .../mechanics/srd/Backgrounds/Astrologer.md | 17 + .../srd/Backgrounds/Astrological Augur.md | 17 + .../srd/Backgrounds/Attention Addict.md | 17 + .../srd/Backgrounds/Atteran Rancher.md | 21 + .../mechanics/srd/Backgrounds/Awful Scab.md | 17 + .../srd/Backgrounds/Back-Alley Doctor.md | 17 + content/mechanics/srd/Backgrounds/Bandit.md | 17 + .../srd/Backgrounds/Banished Brighite.md | 21 + content/mechanics/srd/Backgrounds/Barber.md | 17 + content/mechanics/srd/Backgrounds/Barkeep.md | 17 + content/mechanics/srd/Backgrounds/Barker.md | 17 + .../mechanics/srd/Backgrounds/Barrister.md | 17 + .../srd/Backgrounds/Beast Blessed.md | 17 + .../srd/Backgrounds/Bekyar Restorer.md | 21 + .../srd/Backgrounds/Belkzen Slayer.md | 21 + .../srd/Backgrounds/Bellflower Agent.md | 21 + .../mechanics/srd/Backgrounds/Bibliophile.md | 17 + .../srd/Backgrounds/Black Market Smuggler.md | 21 + content/mechanics/srd/Backgrounds/Blessed.md | 17 + content/mechanics/srd/Backgrounds/Blow-In.md | 17 + .../srd/Backgrounds/Bonuwat Wavetouched.md | 21 + .../srd/Backgrounds/Bookish Providence.md | 19 + .../mechanics/srd/Backgrounds/Bookkeeper.md | 17 + .../srd/Backgrounds/Borderlands Pioneer.md | 17 + .../srd/Backgrounds/Bounty Hunter.md | 17 + .../mechanics/srd/Backgrounds/Brevic Noble.md | 27 ++ .../srd/Backgrounds/Brevic Outcast.md | 17 + .../mechanics/srd/Backgrounds/Bright Lion.md | 21 + .../srd/Backgrounds/Broken Tusk Recruiter.md | 17 + content/mechanics/srd/Backgrounds/Butcher.md | 17 + .../mechanics/srd/Backgrounds/Cannoneer.md | 17 + .../mechanics/srd/Backgrounds/Charlatan.md | 17 + .../srd/Backgrounds/Chelish Rebel.md | 21 + .../srd/Backgrounds/Child Of Notoriety.md | 23 + .../srd/Backgrounds/Child of Westcrown.md | 21 + .../srd/Backgrounds/Child of the Puddles.md | 21 + .../Backgrounds/Child of the Twin Village.md | 17 + .../mechanics/srd/Backgrounds/Chosen One.md | 21 + .../srd/Backgrounds/Circuit Judge.md | 17 + .../mechanics/srd/Backgrounds/Circus Born.md | 17 + .../srd/Backgrounds/Clan Associate.md | 21 + .../mechanics/srd/Backgrounds/Clockfighter.md | 17 + .../srd/Backgrounds/Clockwork Researcher.md | 17 + .../mechanics/srd/Backgrounds/Close Ties.md | 39 ++ content/mechanics/srd/Backgrounds/Clown.md | 17 + .../mechanics/srd/Backgrounds/Codebreaker.md | 17 + .../srd/Backgrounds/Concordance Researcher.md | 17 + .../srd/Backgrounds/Concordance Scout.md | 17 + .../mechanics/srd/Backgrounds/Conservator.md | 21 + .../srd/Backgrounds/Construction Occultist.md | 19 + content/mechanics/srd/Backgrounds/Cook.md | 17 + .../srd/Backgrounds/Corpse Stitcher.md | 19 + content/mechanics/srd/Backgrounds/Courier.md | 17 + content/mechanics/srd/Backgrounds/Criminal.md | 17 + .../srd/Backgrounds/Crown of Chaos.md | 17 + .../srd/Backgrounds/Crystal Healer.md | 17 + content/mechanics/srd/Backgrounds/Cultist.md | 17 + .../mechanics/srd/Backgrounds/Curandero.md | 17 + .../srd/Backgrounds/Cursed Family.md | 21 + content/mechanics/srd/Backgrounds/Cursed.md | 17 + .../mechanics/srd/Backgrounds/Dauntless.md | 17 + content/mechanics/srd/Backgrounds/Deckhand.md | 17 + .../srd/Backgrounds/Dedicated Delver.md | 23 + .../srd/Backgrounds/Deep-Sea Diver.md | 17 + .../mechanics/srd/Backgrounds/Demon Slayer.md | 21 + .../mechanics/srd/Backgrounds/Dendrologist.md | 17 + content/mechanics/srd/Backgrounds/Deputy.md | 17 + .../srd/Backgrounds/Desert Tracker.md | 21 + .../mechanics/srd/Backgrounds/Detective.md | 17 + .../srd/Backgrounds/Diobel Pearl Diver.md | 21 + .../srd/Backgrounds/Discarded Duplicate.md | 17 + .../srd/Backgrounds/Disciple of the Gear.md | 17 + .../mechanics/srd/Backgrounds/Doomcaller.md | 17 + .../srd/Backgrounds/Dragon Scholar.md | 19 + .../Dreamer of the Verdant Moon.md | 17 + .../srd/Backgrounds/Dreams of Vengeance.md | 19 + content/mechanics/srd/Backgrounds/Driver.md | 17 + .../srd/Backgrounds/Droskari Disciple.md | 17 + .../srd/Backgrounds/Early Explorer.md | 21 + .../srd/Backgrounds/Eclectic Scholar.md | 23 + .../mechanics/srd/Backgrounds/Eclipseborn.md | 17 + .../srd/Backgrounds/Eidolon Contact.md | 17 + .../srd/Backgrounds/Eldritch Anatomist.md | 17 + .../srd/Backgrounds/Elementally Infused.md | 31 ++ .../mechanics/srd/Backgrounds/Emancipated.md | 19 + content/mechanics/srd/Backgrounds/Emissary.md | 17 + .../srd/Backgrounds/Empty Whispers.md | 17 + .../srd/Backgrounds/Energy Scarred.md | 17 + .../mechanics/srd/Backgrounds/Entertainer.md | 17 + .../srd/Backgrounds/Ex-Con Token Guard.md | 19 + .../srd/Backgrounds/Ex-Mendevian Crusader.md | 17 + .../srd/Backgrounds/Faction Opportunist.md | 21 + .../mechanics/srd/Backgrounds/False Medium.md | 19 + content/mechanics/srd/Backgrounds/Farmhand.md | 17 + .../mechanics/srd/Backgrounds/Farmsteader.md | 17 + .../mechanics/srd/Backgrounds/Feral Child.md | 17 + content/mechanics/srd/Backgrounds/Feybound.md | 17 + .../mechanics/srd/Backgrounds/Field Medic.md | 17 + .../mechanics/srd/Backgrounds/Fightbreaker.md | 17 + .../srd/Backgrounds/Finadar Leshy.md | 21 + .../srd/Backgrounds/Final Blade Survivor.md | 21 + .../mechanics/srd/Backgrounds/Fire Warden.md | 17 + .../srd/Backgrounds/Firebrand Follower.md | 17 + .../srd/Backgrounds/Fireworks Performer.md | 17 + .../srd/Backgrounds/Fogfen Tale-Teller.md | 17 + .../srd/Backgrounds/Folklore Enthusiast.md | 39 ++ .../mechanics/srd/Backgrounds/Food Trader.md | 19 + .../srd/Backgrounds/Former Aspis Agent.md | 21 + .../srd/Backgrounds/Fortune Teller.md | 17 + .../Backgrounds/Framed in Ferrous Quarter.md | 21 + .../mechanics/srd/Backgrounds/Free Spirit.md | 17 + .../srd/Backgrounds/Freed Slave of Absalom.md | 21 + .../Backgrounds/Friend of Greensteeples.md | 19 + .../Backgrounds/Friendly Darkmoon Kobold.md | 17 + content/mechanics/srd/Backgrounds/Gambler.md | 17 + .../mechanics/srd/Backgrounds/Geb Crusader.md | 21 + .../srd/Backgrounds/Genie-Blessed.md | 21 + .../mechanics/srd/Backgrounds/Gladiator.md | 17 + .../srd/Backgrounds/Gloriana's Fixer.md | 19 + .../srd/Backgrounds/Goblinblood Orphan.md | 21 + .../srd/Backgrounds/Godless Graycloak.md | 21 + .../srd/Backgrounds/Gold Falls Regular.md | 19 + .../srd/Backgrounds/Goldhand Arms Dealer.md | 17 + .../Backgrounds/Grand Council Bureaucrat.md | 21 + .../mechanics/srd/Backgrounds/Grave Robber.md | 17 + .../srd/Backgrounds/Grizzled Muckrucker.md | 19 + content/mechanics/srd/Backgrounds/Guard.md | 17 + .../srd/Backgrounds/Guest of Sedeq Lodge.md | 19 + content/mechanics/srd/Backgrounds/Gunsmith.md | 17 + .../srd/Backgrounds/Hammered by Fate.md | 17 + .../Backgrounds/Harbor Guard Moonlighter.md | 19 + .../srd/Backgrounds/Harrow-Chosen.md | 27 ++ .../mechanics/srd/Backgrounds/Harrow-Led.md | 30 ++ .../srd/Backgrounds/Haunted Citizen.md | 17 + content/mechanics/srd/Backgrounds/Haunted.md | 17 + .../srd/Backgrounds/Haunting Vision.md | 19 + .../srd/Backgrounds/Hellknight Historian.md | 19 + .../mechanics/srd/Backgrounds/Herbalist.md | 17 + .../srd/Backgrounds/Hermean Expatriate.md | 21 + .../srd/Backgrounds/Hermean Heritor.md | 19 + content/mechanics/srd/Backgrounds/Hermit.md | 17 + .../srd/Backgrounds/Highborn Snoop.md | 17 + .../mechanics/srd/Backgrounds/Hired Killer.md | 17 + .../srd/Backgrounds/Historical Reenactor.md | 21 + .../srd/Backgrounds/Hookclaw Digger.md | 19 + .../srd/Backgrounds/Hounded Thief.md | 17 + content/mechanics/srd/Backgrounds/Hunter.md | 17 + .../srd/Backgrounds/Inexplicably Expelled.md | 21 + content/mechanics/srd/Backgrounds/Inlander.md | 21 + .../mechanics/srd/Backgrounds/Insurgent.md | 17 + .../Backgrounds/Iolite Trainee Hobgoblin.md | 21 + .../srd/Backgrounds/Issian Partisan.md | 21 + .../srd/Backgrounds/Issian Patriot.md | 17 + .../srd/Backgrounds/Junk Collector.md | 17 + content/mechanics/srd/Backgrounds/Junker.md | 17 + .../srd/Backgrounds/Kalistrade Follower.md | 21 + .../srd/Backgrounds/Keys to Destiny.md | 17 + .../srd/Backgrounds/Kyonin Emissary.md | 21 + content/mechanics/srd/Backgrounds/Laborer.md | 17 + .../srd/Backgrounds/Lastwall Survivor.md | 21 + .../srd/Backgrounds/Learned Guard Prodigy.md | 19 + .../srd/Backgrounds/Legacy of the Hammer.md | 17 + .../srd/Backgrounds/Legendary Parents.md | 19 + .../mechanics/srd/Backgrounds/Lesser Scion.md | 17 + .../srd/Backgrounds/Local Brigand.md | 17 + .../mechanics/srd/Backgrounds/Local Scion.md | 19 + .../srd/Backgrounds/Lost Loved One.md | 19 + .../srd/Backgrounds/Lost and Alone.md | 17 + .../Backgrounds/Lumber Consortium Laborer.md | 21 + .../srd/Backgrounds/Magaambya Academic.md | 21 + .../srd/Backgrounds/Magical Experiment.md | 23 + .../srd/Backgrounds/Magical Merchant.md | 17 + .../srd/Backgrounds/Magical Misfit.md | 17 + .../srd/Backgrounds/Mammoth Herder.md | 17 + .../srd/Backgrounds/Mammoth Speaker.md | 21 + .../srd/Backgrounds/Mana Wastes Refugee.md | 21 + .../mechanics/srd/Backgrounds/Mantis Scion.md | 21 + .../srd/Backgrounds/Market Runner.md | 19 + .../srd/Backgrounds/Martial Disciple.md | 17 + content/mechanics/srd/Backgrounds/Mechanic.md | 17 + .../srd/Backgrounds/Mechanical Symbiosis.md | 19 + .../srd/Backgrounds/Medicinal Clocksmith.md | 17 + .../srd/Backgrounds/Megafauna Hunter.md | 17 + .../srd/Backgrounds/Menagerie Dung Sweeper.md | 21 + .../srd/Backgrounds/Merabite Prodigy.md | 21 + content/mechanics/srd/Backgrounds/Merchant.md | 17 + content/mechanics/srd/Backgrounds/Miner.md | 17 + .../mechanics/srd/Backgrounds/Missionary.md | 17 + .../srd/Backgrounds/Molthuni Mercenary.md | 21 + .../srd/Backgrounds/Money Counter.md | 19 + .../srd/Backgrounds/Musical Prodigy.md | 21 + .../mechanics/srd/Backgrounds/Mystic Seer.md | 17 + .../mechanics/srd/Backgrounds/Mystic Tutor.md | 17 + .../Backgrounds/Necromancer's Apprentice.md | 17 + .../srd/Backgrounds/Newcomer In Need.md | 17 + .../srd/Backgrounds/Nexian Mystic.md | 21 + .../mechanics/srd/Backgrounds/Night Watch.md | 17 + .../srd/Backgrounds/Nirmathi Guerrilla.md | 21 + content/mechanics/srd/Backgrounds/Noble.md | 17 + .../srd/Backgrounds/Nocturnal Navigator.md | 17 + content/mechanics/srd/Backgrounds/Nomad.md | 17 + .../srd/Backgrounds/Northland Forager.md | 17 + .../srd/Backgrounds/Northridge Scholar.md | 39 ++ .../srd/Backgrounds/Occult Librarian.md | 17 + .../srd/Backgrounds/Oenopion-Ooze Tender.md | 21 + .../mechanics/srd/Backgrounds/Once Bitten.md | 17 + .../mechanics/srd/Backgrounds/Onyx Trader.md | 21 + .../srd/Backgrounds/Osirionologist.md | 21 + .../srd/Backgrounds/Osprey Barnraiser.md | 17 + .../srd/Backgrounds/Osprey Fisher.md | 17 + .../mechanics/srd/Backgrounds/Osprey Scion.md | 17 + .../mechanics/srd/Backgrounds/Osprey Scout.md | 17 + .../srd/Backgrounds/Osprey Scribe.md | 17 + .../srd/Backgrounds/Osprey Spellcaster.md | 17 + .../srd/Backgrounds/Osprey Warrior.md | 17 + .../srd/Backgrounds/Otherworldly Mission.md | 17 + .../srd/Backgrounds/Out-Of-Towner.md | 19 + content/mechanics/srd/Backgrounds/Outrider.md | 17 + .../srd/Backgrounds/Outskirt Dweller.md | 37 ++ .../srd/Backgrounds/Ozem Experience.md | 17 + .../srd/Backgrounds/Pathfinder Hopeful.md | 21 + .../srd/Backgrounds/Pathfinder Recruiter.md | 17 + .../srd/Backgrounds/Perfection Seeker.md | 21 + content/mechanics/srd/Backgrounds/Pilgrim.md | 17 + content/mechanics/srd/Backgrounds/Pillar.md | 17 + .../srd/Backgrounds/Planar Migrant.md | 17 + .../srd/Backgrounds/Plant Whisperer.md | 17 + .../srd/Backgrounds/Political Scion.md | 19 + .../Backgrounds/Post Guard of All Trades.md | 19 + .../srd/Backgrounds/Press-Ganged (G&G).md | 17 + .../srd/Backgrounds/Press-Ganged (LOWG).md | 21 + content/mechanics/srd/Backgrounds/Printer.md | 17 + content/mechanics/srd/Backgrounds/Prisoner.md | 17 + .../srd/Backgrounds/Propaganda Promoter.md | 19 + .../Backgrounds/Purveyor of the Bizarre.md | 21 + .../mechanics/srd/Backgrounds/Pyre Tender.md | 17 + .../srd/Backgrounds/Quick Refugee.md | 17 + content/mechanics/srd/Backgrounds/Quick.md | 21 + .../srd/Backgrounds/Raised by Belief.md | 17 + .../srd/Backgrounds/Ratted-Out Gun Runner.md | 19 + .../srd/Backgrounds/Razmiran Faithful.md | 21 + .../mechanics/srd/Backgrounds/Reborn Soul.md | 17 + .../mechanics/srd/Backgrounds/Reclaimed.md | 17 + .../srd/Backgrounds/Reclaimer Investigator.md | 17 + .../srd/Backgrounds/Refugee (APG).md | 17 + .../Refugee (Fall of Plaguestone).md | 17 + .../srd/Backgrounds/Relentless Dedication.md | 17 + .../srd/Backgrounds/Reputation Seeker.md | 19 + content/mechanics/srd/Backgrounds/Returned.md | 17 + .../srd/Backgrounds/Returning Descendant.md | 19 + content/mechanics/srd/Backgrounds/Revenant.md | 17 + content/mechanics/srd/Backgrounds/Rigger.md | 17 + .../srd/Backgrounds/Rivethun Adherent.md | 21 + .../mechanics/srd/Backgrounds/Root Worker.md | 17 + .../srd/Backgrounds/Rostland Partisan.md | 21 + .../mechanics/srd/Backgrounds/Rostlander.md | 17 + content/mechanics/srd/Backgrounds/Royalty.md | 17 + .../Backgrounds/Ruby Phoenix Enthusiast.md | 27 ++ .../srd/Backgrounds/Ruby Phoenix Fanatic.md | 17 + .../mechanics/srd/Backgrounds/Ruin Delver.md | 17 + content/mechanics/srd/Backgrounds/Runner.md | 17 + content/mechanics/srd/Backgrounds/Saboteur.md | 17 + content/mechanics/srd/Backgrounds/Sailor.md | 17 + .../srd/Backgrounds/Sally Guard Neophyte.md | 19 + .../srd/Backgrounds/Saloon Entertainer.md | 17 + .../srd/Backgrounds/Sandswept Survivor.md | 19 + .../srd/Backgrounds/Sarkorian Reclaimer.md | 21 + .../srd/Backgrounds/Sarkorian Survivor.md | 21 + .../srd/Backgrounds/Saved by Clockwork.md | 17 + .../srd/Backgrounds/Savior of Air.md | 21 + .../mechanics/srd/Backgrounds/Scavenger.md | 17 + .../Backgrounds/Scholar of the Ancients.md | 21 + .../srd/Backgrounds/Scholar of the Sky Key.md | 21 + content/mechanics/srd/Backgrounds/Scholar.md | 17 + .../srd/Backgrounds/Scion of Slayers.md | 17 + content/mechanics/srd/Backgrounds/Scout.md | 17 + .../srd/Backgrounds/Second Chance Champion.md | 17 + .../srd/Backgrounds/Secular Medic.md | 21 + .../srd/Backgrounds/Seer of the Dead.md | 17 + .../srd/Backgrounds/Senghor Sailor.md | 21 + .../srd/Backgrounds/Sense of Belonging.md | 19 + .../srd/Backgrounds/Sentinel Reflectance.md | 17 + content/mechanics/srd/Backgrounds/Servant.md | 17 + .../mechanics/srd/Backgrounds/Sewer Dragon.md | 19 + .../srd/Backgrounds/Shadow Haunted.md | 21 + .../srd/Backgrounds/Shadow Lodge Defector.md | 21 + .../srd/Backgrounds/Shadow War Survivor.md | 21 + content/mechanics/srd/Backgrounds/Sheriff.md | 17 + .../srd/Backgrounds/Shielded Fortune.md | 17 + .../srd/Backgrounds/Shoanti Name-Bearer.md | 21 + .../mechanics/srd/Backgrounds/Shory Seeker.md | 17 + .../mechanics/srd/Backgrounds/Sign Bound.md | 35 ++ .../mechanics/srd/Backgrounds/Sky Rider.md | 17 + .../srd/Backgrounds/Sleepless Suns Star.md | 19 + .../srd/Backgrounds/Snubbed Out Stoolie.md | 19 + .../srd/Backgrounds/Sodden Scavenger.md | 21 + .../srd/Backgrounds/Song of the Deep.md | 21 + .../srd/Backgrounds/Songsinger in Training.md | 17 + .../Backgrounds/Southbank Traditionalist.md | 37 ++ .../mechanics/srd/Backgrounds/Spell Seeker.md | 17 + .../srd/Backgrounds/Sponsored by Family.md | 19 + .../Backgrounds/Sponsored by Teacher Ot.md | 19 + .../Backgrounds/Sponsored by a Stranger.md | 17 + .../srd/Backgrounds/Sponsored by a Village.md | 19 + content/mechanics/srd/Backgrounds/Spotter.md | 17 + content/mechanics/srd/Backgrounds/Squire.md | 17 + .../mechanics/srd/Backgrounds/Starless One.md | 17 + .../mechanics/srd/Backgrounds/Starwatcher.md | 17 + .../srd/Backgrounds/Storm Survivor.md | 21 + .../srd/Backgrounds/Street Preacher.md | 17 + .../srd/Backgrounds/Street Urchin.md | 17 + .../srd/Backgrounds/Student of Magic.md | 17 + .../mechanics/srd/Backgrounds/Sun Dancer.md | 17 + .../srd/Backgrounds/Surge Investigator.md | 17 + .../mechanics/srd/Backgrounds/Sword Scion.md | 17 + .../srd/Backgrounds/Taldan Schemer.md | 21 + .../mechanics/srd/Backgrounds/Tall Tale.md | 17 + .../srd/Backgrounds/Tapestry Refugee.md | 21 + .../srd/Backgrounds/Tax Collector.md | 17 + content/mechanics/srd/Backgrounds/Teacher.md | 17 + content/mechanics/srd/Backgrounds/Teamster.md | 17 + .../mechanics/srd/Backgrounds/Tech Reliant.md | 17 + .../srd/Backgrounds/Thassilonian Delver.md | 21 + .../srd/Backgrounds/Thassilonian Traveler.md | 21 + .../srd/Backgrounds/Thrill-Seeker.md | 17 + .../srd/Backgrounds/Thrune Loyalist.md | 21 + .../srd/Backgrounds/Thuvian Unifier.md | 21 + .../mechanics/srd/Backgrounds/Tide Watcher.md | 17 + .../srd/Backgrounds/Time Traveler.md | 17 + content/mechanics/srd/Backgrounds/Tinker.md | 17 + .../mechanics/srd/Backgrounds/Tomb Born.md | 17 + .../mechanics/srd/Backgrounds/Total Power.md | 19 + .../srd/Backgrounds/Touched by Dahak.md | 19 + content/mechanics/srd/Backgrounds/Toymaker.md | 17 + .../Backgrounds/Trade Consortium Underling.md | 21 + .../mechanics/srd/Backgrounds/Trailblazer.md | 17 + .../mechanics/srd/Backgrounds/Translator.md | 17 + .../mechanics/srd/Backgrounds/Truth Seeker.md | 19 + .../srd/Backgrounds/Tyrant Witness.md | 17 + .../mechanics/srd/Backgrounds/Ulfen Raider.md | 21 + .../srd/Backgrounds/Undercover Contender.md | 17 + .../srd/Backgrounds/Undercover Lotus Guard.md | 19 + .../srd/Backgrounds/Undersea Enthusiast.md | 21 + .../mechanics/srd/Backgrounds/Undertaker.md | 17 + .../srd/Backgrounds/Union Representative.md | 17 + .../mechanics/srd/Backgrounds/Unremarkable.md | 17 + .../mechanics/srd/Backgrounds/Unsponsored.md | 19 + .../srd/Backgrounds/Ustalavic Academic.md | 21 + .../srd/Backgrounds/Varisian Wanderer.md | 21 + .../srd/Backgrounds/Vidrian Reformer.md | 21 + .../srd/Backgrounds/Wandering Preacher.md | 17 + .../mechanics/srd/Backgrounds/Wanderlust.md | 19 + .../srd/Backgrounds/Wanted Witness.md | 21 + content/mechanics/srd/Backgrounds/Ward.md | 17 + content/mechanics/srd/Backgrounds/Warrior.md | 17 + .../mechanics/srd/Backgrounds/Waste Walker.md | 17 + .../srd/Backgrounds/Whispering Way Scion.md | 21 + .../srd/Backgrounds/Wildwood Local.md | 21 + .../mechanics/srd/Backgrounds/Willing Host.md | 17 + .../srd/Backgrounds/Willowshore Urchin.md | 39 ++ .../srd/Backgrounds/Winter's Child.md | 21 + .../srd/Backgrounds/Wish for Riches.md | 19 + .../mechanics/srd/Backgrounds/Wished Alive.md | 17 + .../mechanics/srd/Backgrounds/Witch Wary.md | 21 + .../srd/Backgrounds/Witchlight Follower.md | 17 + .../srd/Backgrounds/Wonder Taster.md | 21 + .../srd/Backgrounds/Writ in the Stars.md | 17 + content/mechanics/srd/Backgrounds/desktop.ini | Bin 0 -> 246 bytes .../Backgrounds/zz_asset-files/desktop.ini | Bin 0 -> 246 bytes ...ms-pf2e-icons-default-icons-background.svg | 7 + .../Bestiary/Bestiary 1/Aasimar Redeemer.md | 101 +++++ .../Bestiary/Bestiary 1/Adamantine Golem.md | 102 +++++ .../srd/Bestiary/Bestiary 1/Air Mephit.md | 84 ++++ .../Bestiary/Bestiary 1/Alchemical Golem.md | 104 +++++ .../Bestiary/Bestiary 1/Alghollthu Master.md | 92 ++++ .../srd/Bestiary/Bestiary 1/Annis Hag.md | 100 +++++ .../srd/Bestiary/Bestiary 1/Balor.md | 128 ++++++ .../srd/Bestiary/Bestiary 1/Baomal.md | 106 +++++ .../srd/Bestiary/Bestiary 1/Barbazu.md | 117 +++++ .../srd/Bestiary/Bestiary 1/Barghest.md | 94 ++++ .../Bestiary 1/Black Dragon (Adult).md | 115 +++++ .../Black Dragon (Adult, Spellcaster).md | 112 +++++ .../Bestiary 1/Black Dragon (Ancient).md | 115 +++++ .../Black Dragon (Ancient, Spellcaster).md | 112 +++++ .../Bestiary 1/Black Dragon (Young).md | 109 +++++ .../Black Dragon (Young, Spellcaster).md | 106 +++++ .../srd/Bestiary/Bestiary 1/Black Pudding.md | 96 ++++ .../srd/Bestiary/Bestiary 1/Bloodseeker.md | 81 ++++ .../Bestiary 1/Blue Dragon (Adult).md | 118 +++++ .../Blue Dragon (Adult, Spellcaster).md | 115 +++++ .../Bestiary 1/Blue Dragon (Ancient).md | 124 +++++ .../Blue Dragon (Ancient, Spellcaster).md | 121 +++++ .../Bestiary 1/Blue Dragon (Young).md | 118 +++++ .../Blue Dragon (Young, Spellcaster).md | 115 +++++ .../Bestiary 1/Brass Dragon (Adult).md | 118 +++++ .../Brass Dragon (Adult, Spellcaster).md | 115 +++++ .../Bestiary 1/Brass Dragon (Ancient).md | 118 +++++ .../Brass Dragon (Ancient, Spellcaster).md | 115 +++++ .../Bestiary 1/Brass Dragon (Young).md | 115 +++++ .../Brass Dragon (Young, Spellcaster).md | 112 +++++ .../Bestiary 1/Bronze Dragon (Adult).md | 120 +++++ .../Bronze Dragon (Adult, Spellcaster).md | 117 +++++ .../Bestiary 1/Bronze Dragon (Ancient).md | 126 ++++++ .../Bronze Dragon (Ancient, Spellcaster).md | 123 +++++ .../Bestiary 1/Bronze Dragon (Young).md | 117 +++++ .../Bronze Dragon (Young, Spellcaster).md | 114 +++++ .../srd/Bestiary/Bestiary 1/Bulette.md | 85 ++++ .../srd/Bestiary/Bestiary 1/Bunyip.md | 93 ++++ .../srd/Bestiary/Bestiary 1/Centaur.md | 91 ++++ .../srd/Bestiary/Bestiary 1/Ceustodaemon.md | 104 +++++ .../srd/Bestiary/Bestiary 1/Choral.md | 100 +++++ .../srd/Bestiary/Bestiary 1/Chuul.md | 102 +++++ .../srd/Bestiary/Bestiary 1/Clay Golem.md | 101 +++++ .../srd/Bestiary/Bestiary 1/Cloaker.md | 87 ++++ .../Bestiary 1/Copper Dragon (Adult).md | 112 +++++ .../Copper Dragon (Adult, Spellcaster).md | 109 +++++ .../Bestiary 1/Copper Dragon (Ancient).md | 118 +++++ .../Copper Dragon (Ancient, Spellcaster).md | 115 +++++ .../Bestiary 1/Copper Dragon (Young).md | 112 +++++ .../Copper Dragon (Young, Spellcaster).md | 109 +++++ .../srd/Bestiary/Bestiary 1/Dandasuka.md | 98 ++++ .../srd/Bestiary/Bestiary 1/Dark Naga.md | 95 ++++ .../srd/Bestiary/Bestiary 1/Demilich.md | 120 +++++ .../srd/Bestiary/Bestiary 1/Djinni.md | 102 +++++ .../srd/Bestiary/Bestiary 1/Doppelganger.md | 88 ++++ .../srd/Bestiary/Bestiary 1/Drakauthix.md | 91 ++++ .../srd/Bestiary/Bestiary 1/Drider.md | 103 +++++ .../srd/Bestiary/Bestiary 1/Drow Fighter.md | 107 +++++ .../srd/Bestiary/Bestiary 1/Drow Priestess.md | 101 +++++ .../srd/Bestiary/Bestiary 1/Drow Rogue.md | 104 +++++ .../srd/Bestiary/Bestiary 1/Earth Mephit.md | 87 ++++ .../srd/Bestiary/Bestiary 1/Efreeti.md | 102 +++++ .../srd/Bestiary/Bestiary 1/Erinys.md | 112 +++++ .../srd/Bestiary/Bestiary 1/Ether Spider.md | 95 ++++ .../srd/Bestiary/Bestiary 1/Ettin.md | 89 ++++ .../srd/Bestiary/Bestiary 1/Fire Mephit.md | 87 ++++ .../srd/Bestiary/Bestiary 1/Flesh Golem.md | 96 ++++ .../Bestiary/Bestiary 1/Gelatinous Cube.md | 90 ++++ .../srd/Bestiary/Bestiary 1/Gelugon.md | 115 +++++ .../srd/Bestiary/Bestiary 1/Ghaele.md | 109 +++++ .../srd/Bestiary/Bestiary 1/Ghast.md | 102 +++++ .../srd/Bestiary/Bestiary 1/Ghoul.md | 99 ++++ .../srd/Bestiary/Bestiary 1/Giant Mantis.md | 88 ++++ .../Bestiary/Bestiary 1/Gibbering Mouther.md | 97 ++++ .../srd/Bestiary/Bestiary 1/Glabrezu.md | 122 +++++ .../Bestiary 1/Gold Dragon (Adult).md | 115 +++++ .../Gold Dragon (Adult, Spellcaster).md | 112 +++++ .../Bestiary 1/Gold Dragon (Ancient).md | 118 +++++ .../Gold Dragon (Ancient, Spellcaster).md | 115 +++++ .../Bestiary 1/Gold Dragon (Young).md | 112 +++++ .../Gold Dragon (Young, Spellcaster).md | 109 +++++ .../Bestiary/Bestiary 1/Greater Barghest.md | 98 ++++ .../Bestiary 1/Green Dragon (Adult).md | 118 +++++ .../Green Dragon (Adult, Spellcaster).md | 115 +++++ .../Bestiary 1/Green Dragon (Ancient).md | 124 +++++ .../Green Dragon (Ancient, Spellcaster).md | 121 +++++ .../Bestiary 1/Green Dragon (Young).md | 115 +++++ .../Green Dragon (Young, Spellcaster).md | 112 +++++ .../srd/Bestiary/Bestiary 1/Green Hag.md | 109 +++++ .../mechanics/srd/Bestiary/Bestiary 1/Grig.md | 86 ++++ .../srd/Bestiary/Bestiary 1/Guardian Naga.md | 94 ++++ .../mechanics/srd/Bestiary/Bestiary 1/Gug.md | 96 ++++ .../srd/Bestiary/Bestiary 1/Hill Giant.md | 97 ++++ .../srd/Bestiary/Bestiary 1/Hive Mother.md | 91 ++++ .../srd/Bestiary/Bestiary 1/Horned Archon.md | 108 +++++ .../srd/Bestiary/Bestiary 1/Iron Golem.md | 99 ++++ .../srd/Bestiary/Bestiary 1/Janni.md | 94 ++++ .../srd/Bestiary/Bestiary 1/Kapoacinth.md | 92 ++++ .../Bestiary 1/Kobold Dragon Mage (Black).md | 97 ++++ .../Bestiary 1/Kobold Dragon Mage (Blue).md | 97 ++++ .../Bestiary 1/Kobold Dragon Mage (Green).md | 97 ++++ .../Bestiary 1/Kobold Dragon Mage (Red).md | 97 ++++ .../Bestiary 1/Kobold Dragon Mage (White).md | 97 ++++ .../srd/Bestiary/Bestiary 1/Kolyarut.md | 99 ++++ .../Bestiary 1/Lantern Archon (Gestalt).md | 101 +++++ .../srd/Bestiary/Bestiary 1/Lantern Archon.md | 95 ++++ .../srd/Bestiary/Bestiary 1/Legion Archon.md | 105 +++++ .../srd/Bestiary/Bestiary 1/Manticore.md | 84 ++++ .../srd/Bestiary/Bestiary 1/Marid.md | 109 +++++ .../srd/Bestiary/Bestiary 1/Marilith.md | 126 ++++++ .../srd/Bestiary/Bestiary 1/Mimic.md | 80 ++++ .../srd/Bestiary/Bestiary 1/Mu Spore.md | 112 +++++ .../srd/Bestiary/Bestiary 1/Naunet.md | 117 +++++ .../srd/Bestiary/Bestiary 1/Night Hag.md | 119 +++++ .../srd/Bestiary/Bestiary 1/Ochre Jelly.md | 90 ++++ .../srd/Bestiary/Bestiary 1/Otyugh.md | 91 ++++ .../srd/Bestiary/Bestiary 1/Owlbear.md | 88 ++++ .../Bestiary/Bestiary 1/Phantasmal Minion.md | 75 ++++ .../srd/Bestiary/Bestiary 1/Quasit.md | 101 +++++ .../srd/Bestiary/Bestiary 1/Quatoid.md | 91 ++++ .../srd/Bestiary/Bestiary 1/Quelaunt.md | 102 +++++ .../srd/Bestiary/Bestiary 1/Quetzalcoatlus.md | 87 ++++ .../srd/Bestiary/Bestiary 1/Raja Rakshasa.md | 105 +++++ .../Bestiary/Bestiary 1/Red Dragon (Adult).md | 118 +++++ .../Red Dragon (Adult, Spellcaster).md | 115 +++++ .../Bestiary 1/Red Dragon (Ancient).md | 124 +++++ .../Red Dragon (Ancient, Spellcaster).md | 121 +++++ .../Bestiary/Bestiary 1/Red Dragon (Young).md | 115 +++++ .../Red Dragon (Young, Spellcaster).md | 112 +++++ .../srd/Bestiary/Bestiary 1/Remorhaz.md | 97 ++++ .../srd/Bestiary/Bestiary 1/Roper.md | 93 ++++ .../srd/Bestiary/Bestiary 1/Rust Monster.md | 94 ++++ .../srd/Bestiary/Bestiary 1/Salamander.md | 95 ++++ .../Bestiary/Bestiary 1/Sea Devil Baron.md | 112 +++++ .../Bestiary/Bestiary 1/Sea Devil Brute.md | 110 +++++ .../Bestiary/Bestiary 1/Sea Devil Scout.md | 107 +++++ .../srd/Bestiary/Bestiary 1/Shaitan.md | 101 +++++ .../srd/Bestiary/Bestiary 1/Shambler.md | 88 ++++ .../srd/Bestiary/Bestiary 1/Shield Archon.md | 111 +++++ .../srd/Bestiary/Bestiary 1/Shoggoth.md | 103 +++++ .../Bestiary 1/Silver Dragon (Adult).md | 117 +++++ .../Silver Dragon (Adult, Spellcaster).md | 114 +++++ .../Bestiary 1/Silver Dragon (Ancient).md | 123 +++++ .../Silver Dragon (Ancient, Spellcaster).md | 120 +++++ .../Bestiary 1/Silver Dragon (Young).md | 117 +++++ .../Silver Dragon (Young, Spellcaster).md | 114 +++++ .../srd/Bestiary/Bestiary 1/Simurgh.md | 100 +++++ .../mechanics/srd/Bestiary/Bestiary 1/Skum.md | 93 ++++ .../Soulbound Doll (Chaotic Evil).md | 85 ++++ .../Soulbound Doll (Chaotic Good).md | 85 ++++ .../Soulbound Doll (Chaotic Neutral).md | 83 ++++ .../Soulbound Doll (Lawful Evil).md | 85 ++++ .../Soulbound Doll (Lawful Good).md | 85 ++++ .../Soulbound Doll (Lawful Neutral).md | 83 ++++ .../Soulbound Doll (Neutral Evil).md | 83 ++++ .../Soulbound Doll (Neutral Good).md | 83 ++++ .../Soulbound Doll (True Neutral).md | 81 ++++ .../srd/Bestiary/Bestiary 1/Stone Golem.md | 98 ++++ .../srd/Bestiary/Bestiary 1/Storm Giant.md | 108 +++++ .../srd/Bestiary/Bestiary 1/Storm Lord.md | 90 ++++ .../srd/Bestiary/Bestiary 1/Terotricus.md | 106 +++++ .../srd/Bestiary/Bestiary 1/Tidal Master.md | 89 ++++ .../srd/Bestiary/Bestiary 1/Troll King.md | 107 +++++ .../srd/Bestiary/Bestiary 1/Troll.md | 95 ++++ .../srd/Bestiary/Bestiary 1/Uthul.md | 90 ++++ .../srd/Bestiary/Bestiary 1/Vrock.md | 113 +++++ .../srd/Bestiary/Bestiary 1/Water Mephit.md | 89 ++++ .../srd/Bestiary/Bestiary 1/Web Lurker.md | 92 ++++ .../srd/Bestiary/Bestiary 1/Wemmuth.md | 94 ++++ .../srd/Bestiary/Bestiary 1/Wendigo.md | 108 +++++ .../Bestiary 1/White Dragon (Adult).md | 120 +++++ .../White Dragon (Adult, Spellcaster).md | 117 +++++ .../Bestiary 1/White Dragon (Ancient).md | 123 +++++ .../White Dragon (Ancient, Spellcaster).md | 120 +++++ .../Bestiary 1/White Dragon (Young).md | 114 +++++ .../White Dragon (Young, Spellcaster).md | 111 +++++ .../mechanics/srd/Bestiary/Bestiary 1/Xorn.md | 90 ++++ .../srd/Bestiary/Bestiary 1/Zaramuun.md | 105 +++++ .../srd/Bestiary/Bestiary 2/Ahuizotl.md | 90 ++++ .../srd/Bestiary/Bestiary 2/Akata.md | 86 ++++ .../srd/Bestiary/Bestiary 2/Akizendri.md | 111 +++++ .../srd/Bestiary/Bestiary 2/Amoeba Swarm.md | 81 ++++ .../srd/Bestiary/Bestiary 2/Anancus.md | 78 ++++ .../srd/Bestiary/Bestiary 2/Animate Dream.md | 88 ++++ .../srd/Bestiary/Bestiary 2/Ankou.md | 93 ++++ .../srd/Bestiary/Bestiary 2/Assassin Vine.md | 90 ++++ .../srd/Bestiary/Bestiary 2/Athach.md | 101 +++++ .../Bestiary/Bestiary 2/Attic Whisperer.md | 90 ++++ .../srd/Bestiary/Bestiary 2/Augur.md | 98 ++++ .../srd/Bestiary/Bestiary 2/Aurumvorax.md | 92 ++++ .../srd/Bestiary/Bestiary 2/Babau.md | 105 +++++ .../srd/Bestiary/Bestiary 2/Badger.md | 75 ++++ .../srd/Bestiary/Bestiary 2/Baobhan Sith.md | 87 ++++ .../srd/Bestiary/Bestiary 2/Basidirond.md | 80 ++++ .../srd/Bestiary/Bestiary 2/Bastion Archon.md | 106 +++++ .../srd/Bestiary/Bestiary 2/Bebilith.md | 106 +++++ .../Bestiary 2/Behemoth Hippopotamus.md | 93 ++++ .../srd/Bestiary/Bestiary 2/Behir.md | 92 ++++ .../srd/Bestiary/Bestiary 2/Belker.md | 88 ++++ .../srd/Bestiary/Bestiary 2/Black Bear.md | 78 ++++ .../Bestiary/Bestiary 2/Black Dracolisk.md | 92 ++++ .../srd/Bestiary/Bestiary 2/Black Scorpion.md | 87 ++++ .../srd/Bestiary/Bestiary 2/Blindheim.md | 79 ++++ .../srd/Bestiary/Bestiary 2/Blink Dog.md | 89 ++++ .../srd/Bestiary/Bestiary 2/Blizzardborn.md | 82 ++++ .../srd/Bestiary/Bestiary 2/Blodeuwedd.md | 100 +++++ .../srd/Bestiary/Bestiary 2/Blue Dracolisk.md | 92 ++++ .../Bestiary 2/Blue-Ringed Octopus.md | 89 ++++ .../srd/Bestiary/Bestiary 2/Bodak.md | 97 ++++ .../srd/Bestiary/Bestiary 2/Bog Mummy.md | 96 ++++ .../srd/Bestiary/Bestiary 2/Bog Strider.md | 95 ++++ .../srd/Bestiary/Bestiary 2/Bralani.md | 96 ++++ .../Bestiary 2/Brine Dragon (Adult).md | 111 +++++ .../Brine Dragon (Adult, Spellcaster).md | 108 +++++ .../Bestiary 2/Brine Dragon (Ancient).md | 117 +++++ .../Brine Dragon (Ancient, Spellcaster).md | 114 +++++ .../Bestiary 2/Brine Dragon (Young).md | 108 +++++ .../Brine Dragon (Young, Spellcaster).md | 105 +++++ .../Bestiary/Bestiary 2/Brood Leech Swarm.md | 82 ++++ .../srd/Bestiary/Bestiary 2/Brownie.md | 80 ++++ .../srd/Bestiary/Bestiary 2/Bythos.md | 103 +++++ .../srd/Bestiary/Bestiary 2/Cairn Linnorm.md | 105 +++++ .../srd/Bestiary/Bestiary 2/Cairn Wight.md | 100 +++++ .../srd/Bestiary/Bestiary 2/Calathgar.md | 85 ++++ .../srd/Bestiary/Bestiary 2/Caligni Slayer.md | 98 ++++ .../srd/Bestiary/Bestiary 2/Carbuncle.md | 84 ++++ .../Bestiary/Bestiary 2/Carnivorous Blob.md | 92 ++++ .../srd/Bestiary/Bestiary 2/Carrion Golem.md | 88 ++++ .../srd/Bestiary/Bestiary 2/Catoblepas.md | 93 ++++ .../srd/Bestiary/Bestiary 2/Catrina.md | 97 ++++ .../srd/Bestiary/Bestiary 2/Cave Fisher.md | 82 ++++ .../srd/Bestiary/Bestiary 2/Cave Scorpion.md | 85 ++++ .../srd/Bestiary/Bestiary 2/Cavern Troll.md | 108 +++++ .../srd/Bestiary/Bestiary 2/Chernobue.md | 107 +++++ .../srd/Bestiary/Bestiary 2/Choker.md | 87 ++++ .../Bestiary 2/Cloud Dragon (Adult).md | 113 +++++ .../Cloud Dragon (Adult, Spellcaster).md | 110 +++++ .../Bestiary 2/Cloud Dragon (Ancient).md | 116 +++++ .../Cloud Dragon (Ancient, Spellcaster).md | 113 +++++ .../Bestiary 2/Cloud Dragon (Young).md | 110 +++++ .../Cloud Dragon (Young, Spellcaster).md | 107 +++++ .../Bestiary/Bestiary 2/Cockroach Swarm.md | 74 +++ .../srd/Bestiary/Bestiary 2/Cornugon.md | 121 +++++ .../Bestiary 2/Crystal Dragon (Adult).md | 109 +++++ .../Crystal Dragon (Adult, Spellcaster).md | 106 +++++ .../Bestiary 2/Crystal Dragon (Ancient).md | 118 +++++ .../Crystal Dragon (Ancient, Spellcaster).md | 115 +++++ .../Bestiary 2/Crystal Dragon (Young).md | 106 +++++ .../Crystal Dragon (Young, Spellcaster).md | 103 +++++ .../srd/Bestiary/Bestiary 2/Culdewen.md | 99 ++++ .../srd/Bestiary/Bestiary 2/D'ziriak.md | 88 ++++ .../Bestiary/Bestiary 2/Denizen of Leng.md | 99 ++++ .../srd/Bestiary/Bestiary 2/Derghodaemon.md | 98 ++++ .../srd/Bestiary/Bestiary 2/Destrachan.md | 90 ++++ .../srd/Bestiary/Bestiary 2/Devourer.md | 94 ++++ .../srd/Bestiary/Bestiary 2/Dig-Widget.md | 91 ++++ .../srd/Bestiary/Bestiary 2/Doprillu.md | 98 ++++ .../Bestiary/Bestiary 2/Drainberry Bush.md | 95 ++++ .../srd/Bestiary/Bestiary 2/Draugr.md | 99 ++++ .../srd/Bestiary/Bestiary 2/Dread Wraith.md | 103 +++++ .../srd/Bestiary/Bestiary 2/Dream Spider.md | 85 ++++ .../Bestiary 2/Duneshaker Solifugid.md | 87 ++++ .../srd/Bestiary/Bestiary 2/Dust Mephit.md | 86 ++++ .../srd/Bestiary/Bestiary 2/Dweomercat.md | 92 ++++ .../Bestiary/Bestiary 2/Earthen Destrier.md | 89 ++++ .../srd/Bestiary/Bestiary 2/Elasmosaurus.md | 94 ++++ .../srd/Bestiary/Bestiary 2/Ember Fox.md | 76 ++++ .../srd/Bestiary/Bestiary 2/Emperor Cobra.md | 75 ++++ .../srd/Bestiary/Bestiary 2/Eremite.md | 131 ++++++ .../srd/Bestiary/Bestiary 2/Esobok.md | 92 ++++ .../srd/Bestiary/Bestiary 2/Evangelist.md | 107 +++++ .../Bestiary/Bestiary 2/Fen Mosquito Swarm.md | 77 ++++ .../Bestiary/Bestiary 2/Fetchling Scout.md | 95 ++++ .../srd/Bestiary/Bestiary 2/Filth Fire.md | 82 ++++ .../Bestiary 2/Fire Jellyfish Swarm.md | 84 ++++ .../srd/Bestiary/Bestiary 2/Fjord Linnorm.md | 105 +++++ .../srd/Bestiary/Bestiary 2/Flytrap Leshy.md | 97 ++++ .../srd/Bestiary/Bestiary 2/Froghemoth.md | 107 +++++ .../srd/Bestiary/Bestiary 2/Frost Troll.md | 99 ++++ .../srd/Bestiary/Bestiary 2/Frost Worm.md | 90 ++++ .../srd/Bestiary/Bestiary 2/Ghonhatine.md | 92 ++++ .../srd/Bestiary/Bestiary 2/Giant Amoeba.md | 88 ++++ .../srd/Bestiary/Bestiary 2/Giant Badger.md | 82 ++++ .../Bestiary/Bestiary 2/Giant Chameleon.md | 81 ++++ .../Bestiary/Bestiary 2/Giant Cockroach.md | 72 +++ .../srd/Bestiary/Bestiary 2/Giant Crab.md | 87 ++++ .../Bestiary 2/Giant Dragonfly Nymph.md | 77 ++++ .../Bestiary/Bestiary 2/Giant Dragonfly.md | 84 ++++ .../srd/Bestiary/Bestiary 2/Giant Fly.md | 82 ++++ .../srd/Bestiary/Bestiary 2/Giant Frog.md | 81 ++++ .../Bestiary/Bestiary 2/Giant Jellyfish.md | 79 ++++ .../srd/Bestiary/Bestiary 2/Giant Leech.md | 80 ++++ .../srd/Bestiary/Bestiary 2/Giant Maggot.md | 85 ++++ .../srd/Bestiary/Bestiary 2/Giant Mosquito.md | 78 ++++ .../srd/Bestiary/Bestiary 2/Giant Slug.md | 92 ++++ .../Bestiary 2/Giant Snapping Turtle.md | 84 ++++ .../Bestiary/Bestiary 2/Giant Solifugid.md | 82 ++++ .../srd/Bestiary/Bestiary 2/Giant Squid.md | 92 ++++ .../srd/Bestiary/Bestiary 2/Giant Tick.md | 78 ++++ .../srd/Bestiary/Bestiary 2/Giant Toad.md | 87 ++++ .../Bestiary 2/Giant Whiptail Centipede.md | 84 ++++ .../Bestiary/Bestiary 2/Giant Wolverine.md | 87 ++++ .../srd/Bestiary/Bestiary 2/Glass Golem.md | 87 ++++ .../srd/Bestiary/Bestiary 2/Gorgon.md | 85 ++++ .../Bestiary/Bestiary 2/Granite Glyptodont.md | 80 ++++ .../srd/Bestiary/Bestiary 2/Gray Ooze.md | 86 ++++ .../Bestiary/Bestiary 2/Green Dracolisk.md | 92 ++++ .../srd/Bestiary/Bestiary 2/Grendel.md | 108 +++++ .../srd/Bestiary/Bestiary 2/Grimstalker.md | 91 ++++ .../srd/Bestiary/Bestiary 2/Grippli Scout.md | 87 ++++ .../srd/Bestiary/Bestiary 2/Grodair.md | 105 +++++ .../srd/Bestiary/Bestiary 2/Hamatula.md | 107 +++++ .../srd/Bestiary/Bestiary 2/Hellcat.md | 104 +++++ .../srd/Bestiary/Bestiary 2/Hezrou.md | 103 +++++ .../srd/Bestiary/Bestiary 2/Hippopotamus.md | 84 ++++ .../srd/Bestiary/Bestiary 2/Hodag.md | 94 ++++ .../srd/Bestiary/Bestiary 2/Hound Archon.md | 99 ++++ .../Bestiary/Bestiary 2/Hound Of Tindalos.md | 96 ++++ .../srd/Bestiary/Bestiary 2/Ice Golem.md | 92 ++++ .../srd/Bestiary/Bestiary 2/Ice Mephit.md | 82 ++++ .../srd/Bestiary/Bestiary 2/Icewyrm.md | 90 ++++ .../srd/Bestiary/Bestiary 2/Icicle Snake.md | 76 ++++ .../Bestiary/Bestiary 2/Ifrit Pyrochemist.md | 97 ++++ .../srd/Bestiary/Bestiary 2/Iguanodon.md | 79 ++++ .../srd/Bestiary/Bestiary 2/Imentesh.md | 115 +++++ .../Bestiary/Bestiary 2/Intellect Devourer.md | 94 ++++ .../srd/Bestiary/Bestiary 2/Interlocutor.md | 107 +++++ .../srd/Bestiary/Bestiary 2/Invidiak.md | 100 +++++ .../srd/Bestiary/Bestiary 2/Irlgaunt.md | 89 ++++ .../srd/Bestiary/Bestiary 2/Isqulug.md | 103 +++++ .../srd/Bestiary/Bestiary 2/Jabberwock.md | 137 ++++++ .../srd/Bestiary/Bestiary 2/Jotund Troll.md | 121 +++++ .../srd/Bestiary/Bestiary 2/Jyoti.md | 94 ++++ .../srd/Bestiary/Bestiary 2/Kelpie.md | 82 ++++ .../srd/Bestiary/Bestiary 2/Korred.md | 96 ++++ .../srd/Bestiary/Bestiary 2/Leng Spider.md | 111 +++++ .../srd/Bestiary/Bestiary 2/Leprechaun.md | 84 ++++ .../srd/Bestiary/Bestiary 2/Lerritan.md | 97 ++++ .../srd/Bestiary/Bestiary 2/Leucrotta.md | 85 ++++ .../srd/Bestiary/Bestiary 2/Leydroth.md | 97 ++++ .../srd/Bestiary/Bestiary 2/Living Boulder.md | 80 ++++ .../Bestiary/Bestiary 2/Living Thunderclap.md | 83 ++++ .../srd/Bestiary/Bestiary 2/Lunar Naga.md | 82 ++++ .../Bestiary/Bestiary 2/Lurker In Light.md | 91 ++++ .../Bestiary 2/Magma Dragon (Adult).md | 110 +++++ .../Magma Dragon (Adult, Spellcaster).md | 107 +++++ .../Bestiary 2/Magma Dragon (Ancient).md | 116 +++++ .../Magma Dragon (Ancient, Spellcaster).md | 113 +++++ .../Bestiary 2/Magma Dragon (Young).md | 107 +++++ .../Magma Dragon (Young, Spellcaster).md | 104 +++++ .../srd/Bestiary/Bestiary 2/Magma Scorpion.md | 86 ++++ .../srd/Bestiary/Bestiary 2/Mandragora.md | 98 ++++ .../srd/Bestiary/Bestiary 2/Manta Ray.md | 80 ++++ .../srd/Bestiary/Bestiary 2/Marrmora.md | 90 ++++ .../srd/Bestiary/Bestiary 2/Marut.md | 101 +++++ .../srd/Bestiary/Bestiary 2/Mastodon.md | 84 ++++ .../srd/Bestiary/Bestiary 2/Megalania.md | 78 ++++ .../srd/Bestiary/Bestiary 2/Meladaemon.md | 105 +++++ .../Bestiary/Bestiary 2/Melody On The Wind.md | 89 ++++ .../srd/Bestiary/Bestiary 2/Mist Stalker.md | 92 ++++ .../srd/Bestiary/Bestiary 2/Mohrg.md | 96 ++++ .../srd/Bestiary/Bestiary 2/Monadic Deva.md | 97 ++++ .../srd/Bestiary/Bestiary 2/Moonflower.md | 94 ++++ .../srd/Bestiary/Bestiary 2/Morlock.md | 99 ++++ .../srd/Bestiary/Bestiary 2/Movanic Deva.md | 94 ++++ .../srd/Bestiary/Bestiary 2/Mudwretch.md | 96 ++++ .../srd/Bestiary/Bestiary 2/Nabasu.md | 100 +++++ .../srd/Bestiary/Bestiary 2/Nalfeshnee.md | 104 +++++ .../srd/Bestiary/Bestiary 2/Necrophidius.md | 81 ++++ .../srd/Bestiary/Bestiary 2/Neothelid.md | 106 +++++ .../srd/Bestiary/Bestiary 2/Nereid.md | 93 ++++ .../srd/Bestiary/Bestiary 2/Nixie.md | 84 ++++ .../srd/Bestiary/Bestiary 2/Nuglub.md | 94 ++++ .../srd/Bestiary/Bestiary 2/Nyogoth.md | 98 ++++ .../srd/Bestiary/Bestiary 2/Ogre Spider.md | 84 ++++ .../srd/Bestiary/Bestiary 2/Olethrodaemon.md | 111 +++++ .../srd/Bestiary/Bestiary 2/Onidoshi.md | 100 +++++ .../srd/Bestiary/Bestiary 2/Ooze Mephit.md | 82 ++++ .../srd/Bestiary/Bestiary 2/Oread Guard.md | 92 ++++ .../srd/Bestiary/Bestiary 2/Ostiarius.md | 107 +++++ .../srd/Bestiary/Bestiary 2/Osyluth.md | 117 +++++ .../srd/Bestiary/Bestiary 2/Peluda.md | 101 +++++ .../srd/Bestiary/Bestiary 2/Peryton.md | 88 ++++ .../Bestiary 2/Petitioner (Abaddon).md | 85 ++++ .../Bestiary/Bestiary 2/Petitioner (Abyss).md | 84 ++++ .../Bestiary 2/Petitioner (Astral Plane).md | 76 ++++ .../Bestiary/Bestiary 2/Petitioner (Axis).md | 80 ++++ .../Bestiary 2/Petitioner (Boneyard).md | 78 ++++ .../Bestiary 2/Petitioner (Dead Vault).md | 83 ++++ .../Petitioner (Dimension of Dreams).md | 78 ++++ .../Bestiary 2/Petitioner (Elysium).md | 80 ++++ .../Bestiary 2/Petitioner (Ethereal Plane).md | 78 ++++ .../Bestiary 2/Petitioner (Heaven).md | 84 ++++ .../Bestiary/Bestiary 2/Petitioner (Hell).md | 84 ++++ .../Bestiary 2/Petitioner (Maelstrom).md | 80 ++++ .../Bestiary 2/Petitioner (Material Plane).md | 79 ++++ .../Bestiary 2/Petitioner (Nirvana).md | 82 ++++ .../Bestiary 2/Petitioner (Plane of Air).md | 78 ++++ .../Bestiary 2/Petitioner (Plane of Earth).md | 78 ++++ .../Bestiary 2/Petitioner (Plane of Fire).md | 78 ++++ .../Bestiary 2/Petitioner (Plane of Water).md | 74 +++ .../Petitioner (Positive Energy Plane).md | 83 ++++ .../Bestiary 2/Petitioner (Shadow Plane).md | 82 ++++ .../srd/Bestiary/Bestiary 2/Piscodaemon.md | 109 +++++ .../srd/Bestiary/Bestiary 2/Planetar.md | 100 +++++ .../srd/Bestiary/Bestiary 2/Polar Bear.md | 81 ++++ .../srd/Bestiary/Bestiary 2/Purrodaemon.md | 100 +++++ .../srd/Bestiary/Bestiary 2/Quetz Couatl.md | 101 +++++ .../srd/Bestiary/Bestiary 2/Quickling.md | 94 ++++ .../srd/Bestiary/Bestiary 2/Quoppopak.md | 100 +++++ .../srd/Bestiary/Bestiary 2/Radiant Warden.md | 89 ++++ .../srd/Bestiary/Bestiary 2/Raven Swarm.md | 81 ++++ .../srd/Bestiary/Bestiary 2/Raven.md | 76 ++++ .../srd/Bestiary/Bestiary 2/Ravener Husk.md | 98 ++++ .../srd/Bestiary/Bestiary 2/Ravener.md | 127 ++++++ .../srd/Bestiary/Bestiary 2/Red Dracolisk.md | 92 ++++ .../srd/Bestiary/Bestiary 2/Reef Octopus.md | 92 ++++ .../srd/Bestiary/Bestiary 2/Rusalka.md | 102 +++++ .../srd/Bestiary/Bestiary 2/Sacristan.md | 101 +++++ .../srd/Bestiary/Bestiary 2/Sand Sentry.md | 83 ++++ .../Bestiary/Bestiary 2/Sandpoint Devil.md | 98 ++++ .../mechanics/srd/Bestiary/Bestiary 2/Sard.md | 113 +++++ .../srd/Bestiary/Bestiary 2/Sceaduinar.md | 106 +++++ .../srd/Bestiary/Bestiary 2/Scythe Tree.md | 92 ++++ .../srd/Bestiary/Bestiary 2/Sea Drake.md | 100 +++++ .../srd/Bestiary/Bestiary 2/Sea Snake.md | 78 ++++ .../srd/Bestiary/Bestiary 2/Shadow Drake.md | 96 ++++ .../srd/Bestiary/Bestiary 2/Shoal Linnorm.md | 105 +++++ .../srd/Bestiary/Bestiary 2/Shocker Lizard.md | 86 ++++ .../srd/Bestiary/Bestiary 2/Shoggti.md | 100 +++++ .../srd/Bestiary/Bestiary 2/Skaveling.md | 86 ++++ .../srd/Bestiary/Bestiary 2/Skrik Nettle.md | 86 ++++ .../srd/Bestiary/Bestiary 2/Skulk.md | 94 ++++ .../srd/Bestiary/Bestiary 2/Slime Mold.md | 83 ++++ .../Bestiary/Bestiary 2/Snapping Turtle.md | 78 ++++ .../srd/Bestiary/Bestiary 2/Solar.md | 112 +++++ .../srd/Bestiary/Bestiary 2/Soul Eater.md | 88 ++++ .../srd/Bestiary/Bestiary 2/Spark Bat.md | 74 +++ .../srd/Bestiary/Bestiary 2/Spear Frog.md | 78 ++++ .../srd/Bestiary/Bestiary 2/Specter.md | 97 ++++ .../srd/Bestiary/Bestiary 2/Spinosaurus.md | 95 ++++ .../Bestiary/Bestiary 2/Spiral Centurion.md | 88 ++++ .../srd/Bestiary/Bestiary 2/Spirit Naga.md | 94 ++++ .../Bestiary/Bestiary 2/Sportlebore Swarm.md | 80 ++++ .../srd/Bestiary/Bestiary 2/Spriggan Bully.md | 93 ++++ .../Bestiary/Bestiary 2/Spriggan Warlord.md | 92 ++++ .../srd/Bestiary/Bestiary 2/Star Archon.md | 102 +++++ .../srd/Bestiary/Bestiary 2/Steam Mephit.md | 88 ++++ .../srd/Bestiary/Bestiary 2/Stingray.md | 77 ++++ .../srd/Bestiary/Bestiary 2/Striding Fire.md | 79 ++++ .../srd/Bestiary/Bestiary 2/Stygira.md | 93 ++++ .../Bestiary/Bestiary 2/Suli Dune Dancer.md | 87 ++++ .../Bestiary/Bestiary 2/Sunflower Leshy.md | 91 ++++ .../srd/Bestiary/Bestiary 2/Sylph Sneak.md | 95 ++++ .../srd/Bestiary/Bestiary 2/Taiga Giant.md | 104 +++++ .../srd/Bestiary/Bestiary 2/Taiga Linnorm.md | 106 +++++ .../srd/Bestiary/Bestiary 2/Tatzlwyrm.md | 86 ++++ .../srd/Bestiary/Bestiary 2/Tendriculos.md | 95 ++++ .../srd/Bestiary/Bestiary 2/Thanadaemon.md | 107 +++++ .../srd/Bestiary/Bestiary 2/Theletos.md | 91 ++++ .../srd/Bestiary/Bestiary 2/Thrasfyr.md | 113 +++++ .../srd/Bestiary/Bestiary 2/Thunderbird.md | 102 +++++ .../srd/Bestiary/Bestiary 2/Tick Swarm.md | 80 ++++ .../Bestiary/Bestiary 2/Titan Centipede.md | 84 ++++ .../srd/Bestiary/Bestiary 2/Totenmaske.md | 88 ++++ .../srd/Bestiary/Bestiary 2/Triton.md | 91 ++++ .../srd/Bestiary/Bestiary 2/Trollhound.md | 89 ++++ .../srd/Bestiary/Bestiary 2/Trumpet Archon.md | 96 ++++ .../srd/Bestiary/Bestiary 2/Twigjack.md | 90 ++++ .../Bestiary/Bestiary 2/Two-Headed Troll.md | 102 +++++ .../Bestiary 2/Umbral Dragon (Adult).md | 108 +++++ .../Umbral Dragon (Adult, Spellcaster).md | 105 +++++ .../Bestiary 2/Umbral Dragon (Ancient).md | 117 +++++ .../Umbral Dragon (Ancient, Spellcaster).md | 114 +++++ .../Bestiary 2/Umbral Dragon (Young).md | 108 +++++ .../Umbral Dragon (Young, Spellcaster).md | 105 +++++ .../srd/Bestiary/Bestiary 2/Umonlee.md | 92 ++++ .../Bestiary/Bestiary 2/Undine Hydromancer.md | 93 ++++ .../Bestiary/Bestiary 2/Urdefhan Tormentor.md | 98 ++++ .../Bestiary/Bestiary 2/Urdefhan Warrior.md | 101 +++++ .../srd/Bestiary/Bestiary 2/Vampire Squid.md | 77 ++++ .../srd/Bestiary/Bestiary 2/Vampiric Mist.md | 82 ++++ .../srd/Bestiary/Bestiary 2/Vaspercham.md | 96 ++++ .../srd/Bestiary/Bestiary 2/Veranallia.md | 104 +++++ .../srd/Bestiary/Bestiary 2/Verdurous Ooze.md | 95 ++++ .../srd/Bestiary/Bestiary 2/Vexgit.md | 101 +++++ .../srd/Bestiary/Bestiary 2/Violet Fungus.md | 79 ++++ .../srd/Bestiary/Bestiary 2/Viper Vine.md | 91 ++++ .../srd/Bestiary/Bestiary 2/Void Zombie.md | 87 ++++ .../Bestiary/Bestiary 2/Vrykolakas Ancient.md | 120 +++++ .../Bestiary/Bestiary 2/Vrykolakas Master.md | 114 +++++ .../Bestiary/Bestiary 2/Vrykolakas Spawn.md | 93 ++++ .../srd/Bestiary/Bestiary 2/Water Orm.md | 97 ++++ .../srd/Bestiary/Bestiary 2/Wereboar.md | 105 +++++ .../Bestiary/Bestiary 2/White Dracolisk.md | 92 ++++ .../srd/Bestiary/Bestiary 2/Witchfire.md | 108 +++++ .../srd/Bestiary/Bestiary 2/Witchwyrd.md | 92 ++++ .../srd/Bestiary/Bestiary 2/Wolverine.md | 81 ++++ .../srd/Bestiary/Bestiary 2/Wood Giant.md | 104 +++++ .../srd/Bestiary/Bestiary 2/Wood Golem.md | 92 ++++ .../Bestiary 2/Worm That Walks Cultist.md | 99 ++++ .../mechanics/srd/Bestiary/Bestiary 2/Xill.md | 103 +++++ .../Bestiary/Bestiary 2/Yellow Musk Brute.md | 86 ++++ .../Bestiary 2/Yellow Musk Creeper.md | 82 ++++ .../Bestiary/Bestiary 2/Yellow Musk Thrall.md | 86 ++++ .../srd/Bestiary/Bestiary 2/Yeth Hound.md | 96 ++++ .../srd/Bestiary/Bestiary 2/Zebub.md | 102 +++++ .../srd/Bestiary/Bestiary 2/Zelekhut.md | 98 ++++ .../srd/Bestiary/Bestiary 2/Zomok.md | 104 +++++ .../Bestiary/Bestiary 3/Abandoned Zealot.md | 102 +++++ .../srd/Bestiary/Bestiary 3/Abrikandilu.md | 107 +++++ .../srd/Bestiary/Bestiary 3/Adachros.md | 96 ++++ .../srd/Bestiary/Bestiary 3/Adhukait.md | 107 +++++ .../srd/Bestiary/Bestiary 3/Adlet.md | 99 ++++ .../srd/Bestiary/Bestiary 3/Aghash.md | 106 +++++ .../srd/Bestiary/Bestiary 3/Air Wisp.md | 88 ++++ .../srd/Bestiary/Bestiary 3/Amalgamite.md | 96 ++++ .../srd/Bestiary/Bestiary 3/Amphisbaena.md | 93 ++++ .../Bestiary 3/Android Infiltrator.md | 93 ++++ .../srd/Bestiary/Bestiary 3/Angazhani.md | 94 ++++ .../Bestiary 3/Angheuvore Flesh-Gnawer.md | 108 +++++ .../Bestiary/Bestiary 3/Animated Colossus.md | 96 ++++ .../Bestiary/Bestiary 3/Animated Furnace.md | 87 ++++ .../Bestiary 3/Animated Silverware Swarm.md | 83 ++++ .../Bestiary/Bestiary 3/Animated Trebuchet.md | 90 ++++ .../Bestiary 3/Aphorite Sharpshooter.md | 99 ++++ .../Bestiary/Bestiary 3/Arboreal Archive.md | 98 ++++ .../Bestiary/Bestiary 3/Arboreal Reaper.md | 98 ++++ .../Bestiary/Bestiary 3/Azarketi Explorer.md | 102 +++++ .../mechanics/srd/Bestiary/Bestiary 3/Azer.md | 99 ++++ .../srd/Bestiary/Bestiary 3/Bauble Beast.md | 88 ++++ .../srd/Bestiary/Bestiary 3/Baykok.md | 97 ++++ .../srd/Bestiary/Bestiary 3/Betobeto-San.md | 94 ++++ .../srd/Bestiary/Bestiary 3/Bison.md | 90 ++++ .../srd/Bestiary/Bestiary 3/Blood Hag.md | 114 +++++ .../srd/Bestiary/Bestiary 3/Blood Painter.md | 85 ++++ .../srd/Bestiary/Bestiary 3/Bone Ship.md | 116 +++++ .../Bestiary/Bestiary 3/Bore Worm Swarm.md | 83 ++++ .../srd/Bestiary/Bestiary 3/Brainchild.md | 93 ++++ .../srd/Bestiary/Bestiary 3/Buso Farmer.md | 82 ++++ .../srd/Bestiary/Bestiary 3/Cactus Leshy.md | 98 ++++ .../srd/Bestiary/Bestiary 3/Caligni Caller.md | 102 +++++ .../Bestiary/Bestiary 3/Caligni Vanguard.md | 100 +++++ .../srd/Bestiary/Bestiary 3/Calikang.md | 95 ++++ .../srd/Bestiary/Bestiary 3/Camel.md | 89 ++++ .../srd/Bestiary/Bestiary 3/Caulborn.md | 98 ++++ .../srd/Bestiary/Bestiary 3/Cave Giant.md | 99 ++++ .../Bestiary/Bestiary 3/Cecaelia Trapper.md | 96 ++++ .../srd/Bestiary/Bestiary 3/Chouchin-Obake.md | 92 ++++ .../srd/Bestiary/Bestiary 3/Chyzaedu.md | 94 ++++ .../Bestiary 3/City Guard Squadron.md | 95 ++++ .../Bestiary 3/Clacking Sea Skull Swarm.md | 93 ++++ .../Bestiary 3/Clacking Skull Swarm.md | 93 ++++ .../Bestiary/Bestiary 3/Clockwork Dragon.md | 103 +++++ .../srd/Bestiary/Bestiary 3/Clockwork Mage.md | 92 ++++ .../Bestiary/Bestiary 3/Clockwork Soldier.md | 95 ++++ .../srd/Bestiary/Bestiary 3/Clockwork Spy.md | 88 ++++ .../srd/Bestiary/Bestiary 3/Cobbleswarm.md | 89 ++++ .../Bestiary/Bestiary 3/Common Eurypterid.md | 90 ++++ .../Bestiary/Bestiary 3/Consonite Choir.md | 93 ++++ .../srd/Bestiary/Bestiary 3/Coral Capuchin.md | 83 ++++ .../Bestiary/Bestiary 3/Corrupted Relic.md | 105 +++++ .../Bestiary 3/Crossroads Guardian.md | 95 ++++ .../srd/Bestiary/Bestiary 3/Cunning Fox.md | 96 ++++ .../srd/Bestiary/Bestiary 3/Danava Titan.md | 116 +++++ .../srd/Bestiary/Bestiary 3/Deimavigga.md | 109 +++++ .../srd/Bestiary/Bestiary 3/Desert Giant.md | 102 +++++ .../Bestiary 3/Divine Warden Of Nethys.md | 105 +++++ .../srd/Bestiary/Bestiary 3/Domovoi.md | 105 +++++ .../mechanics/srd/Bestiary/Bestiary 3/Doru.md | 100 +++++ .../Bestiary/Bestiary 3/Draconal (Black).md | 111 +++++ .../Bestiary/Bestiary 3/Draconal (Green).md | 111 +++++ .../srd/Bestiary/Bestiary 3/Draconal (Red).md | 111 +++++ .../Bestiary/Bestiary 3/Draconal (White).md | 111 +++++ .../Bestiary/Bestiary 3/Draconal (Yellow).md | 111 +++++ .../srd/Bestiary/Bestiary 3/Dramofir.md | 95 ++++ .../srd/Bestiary/Bestiary 3/Duende.md | 92 ++++ .../srd/Bestiary/Bestiary 3/Dvorovoi.md | 90 ++++ .../srd/Bestiary/Bestiary 3/Earth Wisp.md | 91 ++++ .../srd/Bestiary/Bestiary 3/Einherji.md | 103 +++++ .../srd/Bestiary/Bestiary 3/Elder Sphinx.md | 100 +++++ .../Bestiary/Bestiary 3/Elder Wyrmwraith.md | 130 ++++++ .../srd/Bestiary/Bestiary 3/Elysian Titan.md | 110 +++++ .../Bestiary/Bestiary 3/Empress Bore Worm.md | 92 ++++ .../Bestiary/Bestiary 3/Empress Ice Worm.md | 92 ++++ .../Bestiary/Bestiary 3/Empress Lava Worm.md | 92 ++++ .../Bestiary 3/Empress Mage-Eater Worm.md | 92 ++++ .../Bestiary 3/Empress Necral Worm.md | 97 ++++ .../srd/Bestiary/Bestiary 3/Esipil.md | 106 +++++ .../Bestiary 3/Etioling Blightmage.md | 108 +++++ .../srd/Bestiary/Bestiary 3/Eunemvro.md | 98 ++++ .../srd/Bestiary/Bestiary 3/Fading Fox.md | 88 ++++ .../srd/Bestiary/Bestiary 3/Feathered Bear.md | 111 +++++ .../Bestiary 3/Feral Sea Skull Swarm.md | 93 ++++ .../Bestiary/Bestiary 3/Feral Skull Swarm.md | 93 ++++ .../srd/Bestiary/Bestiary 3/Festrog.md | 94 ++++ .../srd/Bestiary/Bestiary 3/Fire Wisp.md | 91 ++++ .../srd/Bestiary/Bestiary 3/Flaming Skull.md | 91 ++++ .../srd/Bestiary/Bestiary 3/Flumph.md | 87 ++++ .../Bestiary 3/Forest Dragon (Adult).md | 132 ++++++ .../Forest Dragon (Adult, Spellcaster).md | 132 ++++++ .../Bestiary 3/Forest Dragon (Ancient).md | 135 ++++++ .../Forest Dragon (Ancient, Spellcaster).md | 135 ++++++ .../Bestiary 3/Forest Dragon (Young).md | 126 ++++++ .../Forest Dragon (Young, Spellcaster).md | 126 ++++++ .../srd/Bestiary/Bestiary 3/Fortune Eater.md | 105 +++++ .../srd/Bestiary/Bestiary 3/Fossil Golem.md | 91 ++++ .../srd/Bestiary/Bestiary 3/Fuath.md | 96 ++++ .../srd/Bestiary/Bestiary 3/Galvo.md | 99 ++++ .../Bestiary 3/Ganzi Martial Artist.md | 104 +++++ .../srd/Bestiary/Bestiary 3/Garuda.md | 100 +++++ .../Bestiary/Bestiary 3/Gathlain Wanderer.md | 94 ++++ .../Bestiary/Bestiary 3/Ghoran Manipulator.md | 99 ++++ .../Bestiary 3/Giant Flying Squirrel.md | 83 ++++ .../Bestiary/Bestiary 3/Giant Hermit Crab.md | 93 ++++ .../srd/Bestiary/Bestiary 3/Giant Opossum.md | 91 ++++ .../srd/Bestiary/Bestiary 3/Giant Pangolin.md | 86 ++++ .../Bestiary/Bestiary 3/Giant Porcupine.md | 85 ++++ .../srd/Bestiary/Bestiary 3/Giant Seahorse.md | 87 ++++ .../srd/Bestiary/Bestiary 3/Giant Skunk.md | 79 ++++ .../srd/Bestiary/Bestiary 3/Giant Vulture.md | 84 ++++ .../Bestiary/Bestiary 3/Girtablilu Seer.md | 104 +++++ .../Bestiary/Bestiary 3/Girtablilu Sentry.md | 101 +++++ .../srd/Bestiary/Bestiary 3/Gliminal.md | 99 ++++ .../srd/Bestiary/Bestiary 3/Green Man.md | 118 +++++ .../srd/Bestiary/Bestiary 3/Grimple.md | 94 ++++ .../srd/Bestiary/Bestiary 3/Grioth Cultist.md | 119 +++++ .../srd/Bestiary/Bestiary 3/Grioth Scout.md | 111 +++++ .../srd/Bestiary/Bestiary 3/Guecubu.md | 100 +++++ .../srd/Bestiary/Bestiary 3/Gurgist Mauler.md | 116 +++++ .../srd/Bestiary/Bestiary 3/Hadrinnex.md | 88 ++++ .../srd/Bestiary/Bestiary 3/Haniver.md | 87 ++++ .../srd/Bestiary/Bestiary 3/Harmona.md | 96 ++++ .../srd/Bestiary/Bestiary 3/Harpy Skeleton.md | 93 ++++ .../Bestiary/Bestiary 3/Hatred Siktempora.md | 114 +++++ .../Bestiary 3/Hekatonkheires Titan.md | 114 +++++ .../Bestiary/Bestiary 3/Hellbound Attorney.md | 98 ++++ .../Bestiary 3/Hellknight Cavalry Brigade.md | 100 +++++ .../srd/Bestiary/Bestiary 3/Hellwasp Swarm.md | 94 ++++ .../Bestiary/Bestiary 3/Hermit Crab Swarm.md | 83 ++++ .../srd/Bestiary/Bestiary 3/Hesperid Queen.md | 108 +++++ .../srd/Bestiary/Bestiary 3/Hesperid.md | 93 ++++ .../srd/Bestiary/Bestiary 3/Hieracosphinx.md | 92 ++++ .../srd/Bestiary/Bestiary 3/House Drake.md | 89 ++++ .../srd/Bestiary/Bestiary 3/Huldra.md | 89 ++++ .../srd/Bestiary/Bestiary 3/Hyakume.md | 95 ++++ .../srd/Bestiary/Bestiary 3/Ice Worm Swarm.md | 83 ++++ .../srd/Bestiary/Bestiary 3/Incutilis.md | 93 ++++ .../srd/Bestiary/Bestiary 3/Ioton.md | 93 ++++ .../srd/Bestiary/Bestiary 3/Ittan-Momen.md | 90 ++++ .../srd/Bestiary/Bestiary 3/Japalisura.md | 108 +++++ .../srd/Bestiary/Bestiary 3/Jorogumo.md | 98 ++++ .../srd/Bestiary/Bestiary 3/Kangaroo.md | 93 ++++ .../srd/Bestiary/Bestiary 3/Kappa.md | 83 ++++ .../srd/Bestiary/Bestiary 3/Kasa-Obake.md | 83 ++++ .../srd/Bestiary/Bestiary 3/Khravgodon.md | 94 ++++ .../srd/Bestiary/Bestiary 3/Kimenhul.md | 130 ++++++ .../srd/Bestiary/Bestiary 3/Kirin.md | 105 +++++ .../srd/Bestiary/Bestiary 3/Kishi.md | 100 +++++ .../Bestiary/Bestiary 3/Kitsune Trickster.md | 95 ++++ .../srd/Bestiary/Bestiary 3/Kodama.md | 102 +++++ .../srd/Bestiary/Bestiary 3/Kokogiak.md | 94 ++++ .../srd/Bestiary/Bestiary 3/Kongamato.md | 97 ++++ .../Bestiary/Bestiary 3/Kovintus Geomancer.md | 96 ++++ .../srd/Bestiary/Bestiary 3/Krampus.md | 118 +++++ .../srd/Bestiary/Bestiary 3/Kuchisake-Onna.md | 91 ++++ .../srd/Bestiary/Bestiary 3/Kurobozu.md | 95 ++++ .../srd/Bestiary/Bestiary 3/Kushtaka.md | 101 +++++ .../srd/Bestiary/Bestiary 3/Lampad Queen.md | 112 +++++ .../srd/Bestiary/Bestiary 3/Lampad.md | 91 ++++ .../Bestiary/Bestiary 3/Lava Worm Swarm.md | 83 ++++ .../srd/Bestiary/Bestiary 3/Ledalusca.md | 95 ++++ .../srd/Bestiary/Bestiary 3/Leng Ghoul.md | 101 +++++ .../srd/Bestiary/Bestiary 3/Levaloch.md | 116 +++++ .../Bestiary 3/Lifeleecher Brawler.md | 115 +++++ .../Bestiary 3/Living Graffiti (Blood).md | 90 ++++ .../Bestiary 3/Living Graffiti (Chalk).md | 90 ++++ .../Bestiary 3/Living Graffiti (Ink).md | 87 ++++ .../Bestiary 3/Living Graffiti (Oil).md | 87 ++++ .../Bestiary 3/Living Rune (Arcane).md | 90 ++++ .../Bestiary 3/Living Rune (Divine).md | 89 ++++ .../Bestiary 3/Living Rune (Occult).md | 92 ++++ .../Bestiary 3/Living Rune (Primal).md | 92 ++++ .../Bestiary/Bestiary 3/Love Siktempora.md | 117 +++++ .../srd/Bestiary/Bestiary 3/Lovelorn.md | 104 +++++ .../Bestiary/Bestiary 3/Maftet Guardian.md | 87 ++++ .../Bestiary 3/Mage-Eater Worm Swarm.md | 83 ++++ .../srd/Bestiary/Bestiary 3/Maharaja.md | 109 +++++ .../Bestiary/Bestiary 3/Manticore Paaridar.md | 101 +++++ .../srd/Bestiary/Bestiary 3/Megalictis.md | 89 ++++ .../srd/Bestiary/Bestiary 3/Megatherium.md | 87 ++++ .../srd/Bestiary/Bestiary 3/Melixie.md | 89 ++++ .../srd/Bestiary/Bestiary 3/Mezlan.md | 93 ++++ .../srd/Bestiary/Bestiary 3/Mi-Go.md | 93 ++++ .../srd/Bestiary/Bestiary 3/Millindemalion.md | 87 ++++ .../Bestiary/Bestiary 3/Misery Siktempora.md | 108 +++++ .../srd/Bestiary/Bestiary 3/Mithral Golem.md | 98 ++++ .../srd/Bestiary/Bestiary 3/Mix Couatl.md | 103 +++++ .../srd/Bestiary/Bestiary 3/Mobogo.md | 108 +++++ .../srd/Bestiary/Bestiary 3/Mokele-Mbembe.md | 81 ++++ .../srd/Bestiary/Bestiary 3/Monkey Swarm.md | 81 ++++ .../srd/Bestiary/Bestiary 3/Monkey.md | 76 ++++ .../srd/Bestiary/Bestiary 3/Moon Hag.md | 107 +++++ .../srd/Bestiary/Bestiary 3/Moose.md | 90 ++++ .../srd/Bestiary/Bestiary 3/Mothman.md | 88 ++++ .../srd/Bestiary/Bestiary 3/Munagola.md | 115 +++++ .../Bestiary/Bestiary 3/Munavri Spellblade.md | 94 ++++ .../srd/Bestiary/Bestiary 3/Myceloid.md | 92 ++++ .../srd/Bestiary/Bestiary 3/Nagaji Soldier.md | 87 ++++ .../srd/Bestiary/Bestiary 3/Namorrodor.md | 105 +++++ .../srd/Bestiary/Bestiary 3/Narwhal.md | 87 ++++ .../Bestiary/Bestiary 3/Necral Worm Swarm.md | 88 ++++ .../srd/Bestiary/Bestiary 3/Nemhaith.md | 109 +++++ .../srd/Bestiary/Bestiary 3/Nightgaunt.md | 103 +++++ .../srd/Bestiary/Bestiary 3/Nightmarchers.md | 106 +++++ .../srd/Bestiary/Bestiary 3/Nikaramsa.md | 108 +++++ .../Bestiary 3/Nosferatu Malefactor.md | 115 +++++ .../Bestiary/Bestiary 3/Nosferatu Overlord.md | 121 +++++ .../Bestiary/Bestiary 3/Nosferatu Thrall.md | 96 ++++ .../srd/Bestiary/Bestiary 3/Nucol.md | 103 +++++ .../srd/Bestiary/Bestiary 3/Nyktera.md | 89 ++++ .../srd/Bestiary/Bestiary 3/Ostovite.md | 90 ++++ .../srd/Bestiary/Bestiary 3/Ouroboros.md | 118 +++++ .../srd/Bestiary/Bestiary 3/Ovinnik.md | 92 ++++ .../srd/Bestiary/Bestiary 3/Owb Prophet.md | 111 +++++ .../mechanics/srd/Bestiary/Bestiary 3/Owb.md | 97 ++++ .../srd/Bestiary/Bestiary 3/Pairaka.md | 109 +++++ .../srd/Bestiary/Bestiary 3/Pakalchi.md | 110 +++++ .../srd/Bestiary/Bestiary 3/Palace Skelm.md | 115 +++++ .../srd/Bestiary/Bestiary 3/Penanggalan.md | 100 +++++ .../mechanics/srd/Bestiary/Bestiary 3/Peri.md | 110 +++++ .../srd/Bestiary/Bestiary 3/Piranha Swarm.md | 83 ++++ .../srd/Bestiary/Bestiary 3/Plague Giant.md | 109 +++++ .../srd/Bestiary/Bestiary 3/Platecarpus.md | 88 ++++ .../srd/Bestiary/Bestiary 3/Popobawa.md | 97 ++++ .../srd/Bestiary/Bestiary 3/Procyal.md | 104 +++++ .../srd/Bestiary/Bestiary 3/Pufferfish.md | 84 ++++ .../srd/Bestiary/Bestiary 3/Quintessivore.md | 87 ++++ .../Bestiary 3/Rancorous Priesthood.md | 93 ++++ .../Bestiary/Bestiary 3/Rat Snake Swarm.md | 81 ++++ .../srd/Bestiary/Bestiary 3/Red Fox.md | 76 ++++ .../srd/Bestiary/Bestiary 3/Rhu-Chalik.md | 99 ++++ .../srd/Bestiary/Bestiary 3/Ringhorn Ram.md | 82 ++++ .../Bestiary 3/Roiling Incant (Evocation).md | 88 ++++ .../srd/Bestiary/Bestiary 3/Rokurokubi.md | 88 ++++ .../srd/Bestiary/Bestiary 3/Rosethorn Ram.md | 87 ++++ .../srd/Bestiary/Bestiary 3/Sabosan.md | 102 +++++ .../Bestiary/Bestiary 3/Samsaran Anchorite.md | 91 ++++ .../srd/Bestiary/Bestiary 3/Sasquatch.md | 99 ++++ .../srd/Bestiary/Bestiary 3/Scalescribe.md | 84 ++++ .../Bestiary/Bestiary 3/Sea Dragon (Adult).md | 140 ++++++ .../Sea Dragon (Adult, Spellcaster).md | 137 ++++++ .../Bestiary 3/Sea Dragon (Ancient).md | 143 ++++++ .../Sea Dragon (Ancient, Spellcaster).md | 140 ++++++ .../Bestiary/Bestiary 3/Sea Dragon (Young).md | 134 ++++++ .../Sea Dragon (Young, Spellcaster).md | 131 ++++++ .../srd/Bestiary/Bestiary 3/Seaweed Leshy.md | 96 ++++ .../Bestiary/Bestiary 3/Seething Spirit.md | 102 +++++ .../srd/Bestiary/Bestiary 3/Sepid.md | 113 +++++ .../srd/Bestiary/Bestiary 3/Severed Head.md | 85 ++++ .../Bestiary/Bestiary 3/Shabti Redeemer.md | 102 +++++ .../mechanics/srd/Bestiary/Bestiary 3/Shae.md | 100 +++++ .../srd/Bestiary/Bestiary 3/Shambler Troop.md | 98 ++++ .../srd/Bestiary/Bestiary 3/Shantak.md | 96 ++++ .../srd/Bestiary/Bestiary 3/Shaukeen.md | 99 ++++ .../srd/Bestiary/Bestiary 3/Shikigami.md | 95 ++++ .../srd/Bestiary/Bestiary 3/Shrine Skelm.md | 109 +++++ .../srd/Bestiary/Bestiary 3/Shulsaga.md | 107 +++++ .../srd/Bestiary/Bestiary 3/Silvanshee.md | 105 +++++ .../Bestiary/Bestiary 3/Skeleton Infantry.md | 101 +++++ .../srd/Bestiary/Bestiary 3/Skinstitch.md | 89 ++++ .../srd/Bestiary/Bestiary 3/Skull Peeler.md | 85 ++++ .../srd/Bestiary/Bestiary 3/Skunk.md | 76 ++++ .../Bestiary/Bestiary 3/Sky Dragon (Adult).md | 129 ++++++ .../Sky Dragon (Adult, Spellcaster).md | 129 ++++++ .../Bestiary 3/Sky Dragon (Ancient).md | 132 ++++++ .../Sky Dragon (Ancient, Spellcaster).md | 132 ++++++ .../Bestiary/Bestiary 3/Sky Dragon (Young).md | 126 ++++++ .../Sky Dragon (Young, Spellcaster).md | 126 ++++++ .../srd/Bestiary/Bestiary 3/Slithering Pit.md | 94 ++++ .../Bestiary 3/Sorcerous Sea Skull Swarm.md | 102 +++++ .../Bestiary 3/Sorcerous Skull Swarm.md | 102 +++++ .../srd/Bestiary/Bestiary 3/Soul Skelm.md | 114 +++++ .../Bestiary 3/Sovereign Dragon (Adult).md | 121 +++++ .../Sovereign Dragon (Adult, Spellcaster).md | 118 +++++ .../Bestiary 3/Sovereign Dragon (Ancient).md | 124 +++++ ...Sovereign Dragon (Ancient, Spellcaster).md | 121 +++++ .../Bestiary 3/Sovereign Dragon (Young).md | 118 +++++ .../Sovereign Dragon (Young, Spellcaster).md | 115 +++++ .../Bestiary/Bestiary 3/Spiny Eurypterid.md | 93 ++++ .../Bestiary/Bestiary 3/Squirming Swill.md | 95 ++++ .../srd/Bestiary/Bestiary 3/Squirrel Swarm.md | 83 ++++ .../srd/Bestiary/Bestiary 3/Stheno Harpist.md | 95 ++++ .../srd/Bestiary/Bestiary 3/Stone Lion Cub.md | 103 +++++ .../srd/Bestiary/Bestiary 3/Stone Lion.md | 106 +++++ .../srd/Bestiary/Bestiary 3/Storm Hag.md | 117 +++++ .../srd/Bestiary/Bestiary 3/Street Skelm.md | 113 +++++ .../srd/Bestiary/Bestiary 3/Strix Kinmate.md | 90 ++++ .../srd/Bestiary/Bestiary 3/Sturzstromer.md | 92 ++++ .../srd/Bestiary/Bestiary 3/Sulfur Zombie.md | 95 ++++ .../srd/Bestiary/Bestiary 3/Sumbreiva.md | 112 +++++ .../srd/Bestiary/Bestiary 3/Swordkeeper.md | 98 ++++ .../Bestiary/Bestiary 3/Tattoo Guardian.md | 87 ++++ .../Bestiary 3/Terra-Cotta Garrison.md | 97 ++++ .../Bestiary 3/Terra-Cotta Soldier.md | 86 ++++ .../srd/Bestiary/Bestiary 3/Terror Bird.md | 85 ++++ .../srd/Bestiary/Bestiary 3/Terror Shrike.md | 91 ++++ .../Bestiary/Bestiary 3/Thanatotic Titan.md | 119 +++++ .../Bestiary/Bestiary 3/Three-Toed Sloth.md | 76 ++++ .../srd/Bestiary/Bestiary 3/Tiddalik.md | 90 ++++ .../srd/Bestiary/Bestiary 3/Tidehawk.md | 102 +++++ .../srd/Bestiary/Bestiary 3/Tikbalang.md | 93 ++++ .../srd/Bestiary/Bestiary 3/Tolokand.md | 104 +++++ .../srd/Bestiary/Bestiary 3/Tomb Giant.md | 114 +++++ .../srd/Bestiary/Bestiary 3/Toshigami.md | 108 +++++ .../srd/Bestiary/Bestiary 3/Trailgaunt.md | 102 +++++ .../Bestiary/Bestiary 3/Trilobite Swarm.md | 83 ++++ .../srd/Bestiary/Bestiary 3/Trilobite.md | 86 ++++ .../Bestiary/Bestiary 3/Triumph Siktempora.md | 111 +++++ .../srd/Bestiary/Bestiary 3/Tupilaq.md | 87 ++++ .../srd/Bestiary/Bestiary 3/Tylosaurus.md | 91 ++++ .../Bestiary 3/Tyrannosaurus Skeleton.md | 96 ++++ .../srd/Bestiary/Bestiary 3/Tzitzimitl.md | 104 +++++ .../srd/Bestiary/Bestiary 3/Umasi.md | 101 +++++ .../Bestiary 3/Underworld Dragon (Adult).md | 129 ++++++ .../Underworld Dragon (Adult, Spellcaster).md | 126 ++++++ .../Bestiary 3/Underworld Dragon (Ancient).md | 132 ++++++ ...nderworld Dragon (Ancient, Spellcaster).md | 129 ++++++ .../Bestiary 3/Underworld Dragon (Young).md | 126 ++++++ .../Underworld Dragon (Young, Spellcaster).md | 123 +++++ .../srd/Bestiary/Bestiary 3/Valkyrie.md | 100 +++++ .../Bestiary/Bestiary 3/Vanara Disciple.md | 98 ++++ .../srd/Bestiary/Bestiary 3/Vine Leshy.md | 91 ++++ .../srd/Bestiary/Bestiary 3/Viper Swarm.md | 84 ++++ .../Bestiary 3/Vishkanya Infiltrator.md | 94 ++++ .../srd/Bestiary/Bestiary 3/Vulpinal.md | 99 ++++ .../srd/Bestiary/Bestiary 3/Water Wisp.md | 94 ++++ .../Bestiary 3/Wayang Whisperblade.md | 84 ++++ .../srd/Bestiary/Bestiary 3/Weasel.md | 86 ++++ .../srd/Bestiary/Bestiary 3/Werebat.md | 109 +++++ .../srd/Bestiary/Bestiary 3/Werecrocodile.md | 115 +++++ .../srd/Bestiary/Bestiary 3/Wihsaak.md | 103 +++++ .../srd/Bestiary/Bestiary 3/Winter Hag.md | 110 +++++ .../Bestiary 3/Wizard Sponge (Crypt).md | 90 ++++ .../Bestiary 3/Wizard Sponge (Fey Domain).md | 91 ++++ .../Wizard Sponge (Fiendish Temple).md | 89 ++++ .../Bestiary 3/Wizard Sponge (Toxic Lair).md | 91 ++++ .../Bestiary 3/Wizard Sponge (Underwater).md | 87 ++++ .../srd/Bestiary/Bestiary 3/Wizard Sponge.md | 87 ++++ .../srd/Bestiary/Bestiary 3/Wolliped.md | 92 ++++ .../srd/Bestiary/Bestiary 3/Wyrmwraith.md | 127 ++++++ .../srd/Bestiary/Bestiary 3/Wyrwood Sneak.md | 91 ++++ .../srd/Bestiary/Bestiary 3/Ximtal.md | 114 +++++ .../srd/Bestiary/Bestiary 3/Xiuh Couatl.md | 107 +++++ .../srd/Bestiary/Bestiary 3/Yithian.md | 90 ++++ .../srd/Bestiary/Bestiary 3/Yzobu.md | 81 ++++ .../srd/Bestiary/Bestiary 3/Zetogeki.md | 87 ++++ .../srd/Bestiary/Bestiary 3/Zombie Dragon.md | 98 ++++ .../srd/Bestiary/Bestiary 3/Zuishin.md | 105 +++++ .../Monster Core/Aapoph Granitescale.md | 106 +++++ .../Monster Core/Aapoph Serpentfolk.md | 106 +++++ .../Monster Core/Adamantine Dragon (Adult).md | 127 ++++++ .../Adamantine Dragon (Adult, Spellcaster).md | 128 ++++++ .../Adamantine Dragon (Ancient).md | 130 ++++++ ...damantine Dragon (Ancient, Spellcaster).md | 131 ++++++ .../Monster Core/Adamantine Dragon (Young).md | 127 ++++++ .../Adamantine Dragon (Young, Spellcaster).md | 128 ++++++ .../srd/Bestiary/Monster Core/Aeolaeka.md | 103 +++++ .../srd/Bestiary/Monster Core/Aesra.md | 112 +++++ .../srd/Bestiary/Monster Core/Air Scamp.md | 90 ++++ .../Monster Core/Aiuvarin Elementalist.md | 93 ++++ .../srd/Bestiary/Monster Core/Akhana.md | 108 +++++ .../srd/Bestiary/Monster Core/Alce.md | 87 ++++ .../Bestiary/Monster Core/Animated Armor.md | 82 ++++ .../Bestiary/Monster Core/Animated Broom.md | 82 ++++ .../Bestiary/Monster Core/Animated Statue.md | 82 ++++ .../Monster Core/Ankhrav Hive Mother.md | 92 ++++ .../srd/Bestiary/Monster Core/Ankhrav.md | 86 ++++ .../srd/Bestiary/Monster Core/Ankylosaurus.md | 87 ++++ .../srd/Bestiary/Monster Core/Aolaz.md | 96 ++++ .../srd/Bestiary/Monster Core/Arbiter.md | 88 ++++ .../Bestiary/Monster Core/Arboreal Regent.md | 99 ++++ .../Bestiary/Monster Core/Arboreal Warden.md | 89 ++++ .../Bestiary/Monster Core/Army Ant Swarm.md | 82 ++++ .../srd/Bestiary/Monster Core/Astradaemon.md | 115 +++++ .../Bestiary/Monster Core/Athamaru Hunter.md | 97 ++++ .../srd/Bestiary/Monster Core/Augnagar.md | 101 +++++ .../Bestiary/Monster Core/Awakened Tree.md | 79 ++++ .../srd/Bestiary/Monster Core/Axiomite.md | 95 ++++ .../Monster Core/Azarketi Crab Catcher.md | 88 ++++ .../Monster Core/Azarketi Tide Tamer.md | 94 ++++ .../srd/Bestiary/Monster Core/Azuretzi.md | 116 +++++ .../srd/Bestiary/Monster Core/Balisse.md | 104 +++++ .../srd/Bestiary/Monster Core/Bandersnatch.md | 111 +++++ .../srd/Bestiary/Monster Core/Banshee.md | 96 ++++ .../srd/Bestiary/Monster Core/Barghest.md | 93 ++++ .../srd/Bestiary/Monster Core/Basilisk.md | 84 ++++ .../srd/Bestiary/Monster Core/Benthic Worm.md | 109 +++++ .../srd/Bestiary/Monster Core/Boar.md | 80 ++++ .../Bestiary/Monster Core/Boggard Scout.md | 94 ++++ .../Monster Core/Boggard Swampseer.md | 100 +++++ .../Bestiary/Monster Core/Boggard Warrior.md | 97 ++++ .../srd/Bestiary/Monster Core/Bogwid.md | 84 ++++ .../srd/Bestiary/Monster Core/Bone Prophet.md | 105 +++++ .../Monster Core/Bottlenose Dolphin.md | 86 ++++ .../srd/Bestiary/Monster Core/Brimorak.md | 112 +++++ .../srd/Bestiary/Monster Core/Brine Shark.md | 84 ++++ .../srd/Bestiary/Monster Core/Brontosaurus.md | 88 ++++ .../Bestiary/Monster Core/Bugbear Prowler.md | 89 ++++ .../Monster Core/Bugbear Tormentor.md | 89 ++++ .../srd/Bestiary/Monster Core/Cacodaemon.md | 100 +++++ .../srd/Bestiary/Monster Core/Caldera Oni.md | 110 +++++ .../Bestiary/Monster Core/Caligni Dancer.md | 104 +++++ .../Bestiary/Monster Core/Caligni Hunter.md | 101 +++++ .../Bestiary/Monster Core/Caligni Skulker.md | 95 ++++ .../srd/Bestiary/Monster Core/Cassisian.md | 98 ++++ .../Bestiary/Monster Core/Catfolk Pouncer.md | 95 ++++ .../srd/Bestiary/Monster Core/Cauthooj.md | 86 ++++ .../srd/Bestiary/Monster Core/Cave Bear.md | 86 ++++ .../srd/Bestiary/Monster Core/Cave Worm.md | 113 +++++ .../Monster Core/Centaur Herbalist.md | 94 ++++ .../Bestiary/Monster Core/Centipede Swarm.md | 85 ++++ .../Bestiary/Monster Core/Changeling Exile.md | 95 ++++ .../Bestiary/Monster Core/Charnel Creation.md | 84 ++++ .../srd/Bestiary/Monster Core/Chimera.md | 97 ++++ .../srd/Bestiary/Monster Core/Choral.md | 106 +++++ .../srd/Bestiary/Monster Core/Chupacabra.md | 88 ++++ .../srd/Bestiary/Monster Core/Cinder Rat.md | 82 ++++ .../srd/Bestiary/Monster Core/Clay Effigy.md | 88 ++++ .../srd/Bestiary/Monster Core/Cloud Giant.md | 99 ++++ .../srd/Bestiary/Monster Core/Coarti.md | 112 +++++ .../srd/Bestiary/Monster Core/Cockatrice.md | 79 ++++ .../srd/Bestiary/Monster Core/Coil Spy.md | 108 +++++ .../Bestiary/Monster Core/Compsognathus.md | 81 ++++ .../srd/Bestiary/Monster Core/Con Rit.md | 85 ++++ .../Conspirator Dragon (Adult).md | 115 +++++ ...Conspirator Dragon (Adult, Spellcaster).md | 116 +++++ .../Conspirator Dragon (Ancient).md | 115 +++++ ...nspirator Dragon (Ancient, Spellcaster).md | 116 +++++ .../Conspirator Dragon (Young).md | 115 +++++ ...Conspirator Dragon (Young, Spellcaster).md | 116 +++++ .../srd/Bestiary/Monster Core/Crag Linnorm.md | 109 +++++ .../Bestiary/Monster Core/Crawling Hand.md | 91 ++++ .../srd/Bestiary/Monster Core/Crocodile.md | 89 ++++ .../srd/Bestiary/Monster Core/Cuckoo Hag.md | 102 +++++ .../srd/Bestiary/Monster Core/Cyclops.md | 93 ++++ .../srd/Bestiary/Monster Core/Cythnigot.md | 90 ++++ .../srd/Bestiary/Monster Core/Daeodon.md | 82 ++++ .../Bestiary/Monster Core/Deadly Mantis.md | 92 ++++ .../srd/Bestiary/Monster Core/Deinonychus.md | 85 ++++ .../srd/Bestiary/Monster Core/Deinosuchus.md | 89 ++++ .../Bestiary/Monster Core/Dero Magister.md | 96 ++++ .../srd/Bestiary/Monster Core/Dero Stalker.md | 102 +++++ .../Bestiary/Monster Core/Dero Strangler.md | 99 ++++ .../srd/Bestiary/Monster Core/Desert Drake.md | 120 +++++ .../srd/Bestiary/Monster Core/Dezullon.md | 97 ++++ .../Bestiary/Monster Core/Dhampir Wizard.md | 101 +++++ .../Monster Core/Diabolic Dragon (Adult).md | 117 +++++ .../Diabolic Dragon (Adult, Spellcaster).md | 118 +++++ .../Monster Core/Diabolic Dragon (Ancient).md | 117 +++++ .../Diabolic Dragon (Ancient, Spellcaster).md | 118 +++++ .../Monster Core/Diabolic Dragon (Young).md | 117 +++++ .../Diabolic Dragon (Young, Spellcaster).md | 118 +++++ .../srd/Bestiary/Monster Core/Dire Wolf.md | 89 ++++ .../Bestiary/Monster Core/Doldrums Heap.md | 91 ++++ .../Bestiary/Monster Core/Dragon Turtle.md | 92 ++++ .../srd/Bestiary/Monster Core/Draxie.md | 88 ++++ .../Monster Core/Dromaar Mountaineer.md | 97 ++++ .../srd/Bestiary/Monster Core/Dryad Queen.md | 117 +++++ .../srd/Bestiary/Monster Core/Dryad.md | 97 ++++ .../srd/Bestiary/Monster Core/Dullahan.md | 107 +++++ .../Monster Core/Duskwalker Ghost Hunter.md | 97 ++++ .../Monster Core/Dwarf Stonecaster.md | 92 ++++ .../Bestiary/Monster Core/Dwarf Warrior.md | 89 ++++ .../srd/Bestiary/Monster Core/Dybbuk.md | 100 +++++ .../srd/Bestiary/Monster Core/Eagle.md | 80 ++++ .../srd/Bestiary/Monster Core/Earth Scamp.md | 90 ++++ .../srd/Bestiary/Monster Core/Elananx.md | 90 ++++ .../srd/Bestiary/Monster Core/Electric Eel.md | 82 ++++ .../Monster Core/Elemental Avalanche.md | 103 +++++ .../Monster Core/Elemental Hurricane.md | 94 ++++ .../Monster Core/Elemental Inferno.md | 94 ++++ .../Monster Core/Elemental Tsunami.md | 93 ++++ .../srd/Bestiary/Monster Core/Elephant.md | 86 ++++ .../srd/Bestiary/Monster Core/Elf Ranger.md | 92 ++++ .../Monster Core/Empyreal Dragon (Adult).md | 117 +++++ .../Empyreal Dragon (Adult, Spellcaster).md | 118 +++++ .../Monster Core/Empyreal Dragon (Ancient).md | 117 +++++ .../Empyreal Dragon (Ancient, Spellcaster).md | 118 +++++ .../Monster Core/Empyreal Dragon (Young).md | 117 +++++ .../Empyreal Dragon (Young, Spellcaster).md | 118 +++++ .../srd/Bestiary/Monster Core/Envyspawn.md | 90 ++++ .../srd/Bestiary/Monster Core/Faydhaan.md | 112 +++++ .../srd/Bestiary/Monster Core/Fey Dragonet.md | 90 ++++ .../srd/Bestiary/Monster Core/Fire Giant.md | 95 ++++ .../srd/Bestiary/Monster Core/Fire Scamp.md | 92 ++++ .../srd/Bestiary/Monster Core/Firewyrm.md | 91 ++++ .../srd/Bestiary/Monster Core/Flame Drake.md | 112 +++++ .../srd/Bestiary/Monster Core/Flash Beetle.md | 80 ++++ .../srd/Bestiary/Monster Core/Forest Troll.md | 102 +++++ .../Monster Core/Fortune Dragon (Adult).md | 106 +++++ .../Fortune Dragon (Adult, Spellcaster).md | 107 +++++ .../Monster Core/Fortune Dragon (Ancient).md | 109 +++++ .../Fortune Dragon (Ancient, Spellcaster).md | 110 +++++ .../Monster Core/Fortune Dragon (Young).md | 103 +++++ .../Fortune Dragon (Young, Spellcaster).md | 104 +++++ .../srd/Bestiary/Monster Core/Frost Drake.md | 117 +++++ .../srd/Bestiary/Monster Core/Frost Giant.md | 99 ++++ .../srd/Bestiary/Monster Core/Fungus Leshy.md | 97 ++++ .../srd/Bestiary/Monster Core/Gancanagh.md | 101 +++++ .../srd/Bestiary/Monster Core/Gargoyle.md | 87 ++++ .../Bestiary/Monster Core/Ghost Commoner.md | 94 ++++ .../srd/Bestiary/Monster Core/Ghost Mage.md | 100 +++++ .../Bestiary/Monster Core/Ghoul Soldier.md | 109 +++++ .../Bestiary/Monster Core/Ghoul Stalker.md | 102 +++++ .../Bestiary/Monster Core/Giant Anaconda.md | 98 ++++ .../Monster Core/Giant Animated Statue.md | 91 ++++ .../srd/Bestiary/Monster Core/Giant Ant.md | 86 ++++ .../srd/Bestiary/Monster Core/Giant Bat.md | 83 ++++ .../Bestiary/Monster Core/Giant Centipede.md | 77 ++++ .../Monster Core/Giant Crawling Hand.md | 94 ++++ .../srd/Bestiary/Monster Core/Giant Eagle.md | 91 ++++ .../Bestiary/Monster Core/Giant Flytrap.md | 94 ++++ .../Monster Core/Giant Frilled Lizard.md | 82 ++++ .../srd/Bestiary/Monster Core/Giant Gecko.md | 79 ++++ .../Monster Core/Giant Hippocampus.md | 86 ++++ .../srd/Bestiary/Monster Core/Giant Mantis.md | 86 ++++ .../Monster Core/Giant Monitor Lizard.md | 88 ++++ .../Bestiary/Monster Core/Giant Moray Eel.md | 88 ++++ .../Bestiary/Monster Core/Giant Octopus.md | 98 ++++ .../srd/Bestiary/Monster Core/Giant Rat.md | 79 ++++ .../Bestiary/Monster Core/Giant Scorpion.md | 92 ++++ .../Monster Core/Giant Stag Beetle.md | 82 ++++ .../Bestiary/Monster Core/Giant Tarantula.md | 86 ++++ .../srd/Bestiary/Monster Core/Giant Viper.md | 83 ++++ .../srd/Bestiary/Monster Core/Giant Wasp.md | 83 ++++ .../Bestiary/Monster Core/Gigantopithecus.md | 80 ++++ .../srd/Bestiary/Monster Core/Gimmerling.md | 102 +++++ .../srd/Bestiary/Monster Core/Giylea.md | 105 +++++ .../srd/Bestiary/Monster Core/Globster.md | 95 ++++ .../Bestiary/Monster Core/Gluttonyspawn.md | 90 ++++ .../srd/Bestiary/Monster Core/Gnome Bard.md | 85 ++++ .../Bestiary/Monster Core/Goblin Commando.md | 85 ++++ .../srd/Bestiary/Monster Core/Goblin Dog.md | 91 ++++ .../srd/Bestiary/Monster Core/Goblin Pyro.md | 82 ++++ .../Monster Core/Goblin War Chanter.md | 91 ++++ .../Bestiary/Monster Core/Goblin Warrior.md | 85 ++++ .../srd/Bestiary/Monster Core/Gogiteth.md | 97 ++++ .../Bestiary/Monster Core/Goliath Spider.md | 92 ++++ .../srd/Bestiary/Monster Core/Gongorinan.md | 112 +++++ .../srd/Bestiary/Monster Core/Gorilla.md | 80 ++++ .../srd/Bestiary/Monster Core/Gosreg.md | 103 +++++ .../srd/Bestiary/Monster Core/Gourd Leshy.md | 97 ++++ .../srd/Bestiary/Monster Core/Graveknight.md | 105 +++++ .../Bestiary/Monster Core/Great Cyclops.md | 102 +++++ .../Monster Core/Great White Shark.md | 88 ++++ .../Monster Core/Greater Hell Hound.md | 89 ++++ .../Bestiary/Monster Core/Greater Herexen.md | 90 ++++ .../Monster Core/Greater Nightmare.md | 93 ++++ .../Bestiary/Monster Core/Greater Shadow.md | 96 ++++ .../srd/Bestiary/Monster Core/Greedspawn.md | 90 ++++ .../srd/Bestiary/Monster Core/Griffon.md | 89 ++++ .../srd/Bestiary/Monster Core/Grikkitog.md | 90 ++++ .../srd/Bestiary/Monster Core/Grim Reaper.md | 110 +++++ .../srd/Bestiary/Monster Core/Grindylow.md | 98 ++++ .../srd/Bestiary/Monster Core/Grizzly Bear.md | 86 ++++ .../srd/Bestiary/Monster Core/Grothlut.md | 89 ++++ .../srd/Bestiary/Monster Core/Guard Dog.md | 77 ++++ .../srd/Bestiary/Monster Core/Guthallath.md | 108 +++++ .../srd/Bestiary/Monster Core/Gylou.md | 115 +++++ .../srd/Bestiary/Monster Core/Hadrosaurid.md | 87 ++++ .../Monster Core/Halfling Street Watcher.md | 83 ++++ .../Monster Core/Halfling Troublemaker.md | 89 ++++ .../srd/Bestiary/Monster Core/Harpy.md | 95 ++++ .../srd/Bestiary/Monster Core/Hell Hound.md | 86 ++++ .../srd/Bestiary/Monster Core/Herexen.md | 90 ++++ .../srd/Bestiary/Monster Core/Hippocampus.md | 86 ++++ .../srd/Bestiary/Monster Core/Hippogriff.md | 92 ++++ .../Bestiary/Monster Core/Hobgoblin Archer.md | 94 ++++ .../Monster Core/Hobgoblin General.md | 91 ++++ .../Monster Core/Hobgoblin Soldier.md | 91 ++++ .../srd/Bestiary/Monster Core/Homunculus.md | 82 ++++ .../Monster Core/Horned Dragon (Adult).md | 114 +++++ .../Horned Dragon (Adult, Spellcaster).md | 115 +++++ .../Monster Core/Horned Dragon (Ancient).md | 120 +++++ .../Horned Dragon (Ancient, Spellcaster).md | 121 +++++ .../Monster Core/Horned Dragon (Young).md | 111 +++++ .../Horned Dragon (Young, Spellcaster).md | 112 +++++ .../Monster Core/Hryngar Bombardier.md | 96 ++++ .../Monster Core/Hryngar Sharpshooter.md | 89 ++++ .../Monster Core/Hryngar Taskmaster.md | 96 ++++ .../Bestiary/Monster Core/Hunting Spider.md | 92 ++++ .../srd/Bestiary/Monster Core/Hyaenodon.md | 86 ++++ .../srd/Bestiary/Monster Core/Hydra.md | 91 ++++ .../srd/Bestiary/Monster Core/Hyena.md | 83 ++++ .../srd/Bestiary/Monster Core/Ice Linnorm.md | 109 +++++ .../srd/Bestiary/Monster Core/Ifrit.md | 103 +++++ .../srd/Bestiary/Monster Core/Imp.md | 90 ++++ .../srd/Bestiary/Monster Core/Irnakurse.md | 88 ++++ .../srd/Bestiary/Monster Core/Iron Hag.md | 102 +++++ .../srd/Bestiary/Monster Core/Iron Warden.md | 92 ++++ .../srd/Bestiary/Monster Core/Island Oni.md | 130 ++++++ .../srd/Bestiary/Monster Core/Jaathoom.md | 112 +++++ .../srd/Bestiary/Monster Core/Jabali.md | 106 +++++ .../srd/Bestiary/Monster Core/Jah-Tohl.md | 102 +++++ .../srd/Bestiary/Monster Core/Jann.md | 122 +++++ .../srd/Bestiary/Monster Core/Jinkin.md | 86 ++++ .../srd/Bestiary/Monster Core/Jungle Drake.md | 116 +++++ .../srd/Bestiary/Monster Core/Kanya.md | 101 +++++ .../srd/Bestiary/Monster Core/Keketar.md | 125 ++++++ .../Bestiary/Monster Core/Kholo Bonekeeper.md | 95 ++++ .../srd/Bestiary/Monster Core/Kholo Hunter.md | 91 ++++ .../Bestiary/Monster Core/Kholo Sergeant.md | 101 +++++ .../Monster Core/Kobold Cavern Mage.md | 94 ++++ .../srd/Bestiary/Monster Core/Kobold Scout.md | 91 ++++ .../Bestiary/Monster Core/Kobold Warrior.md | 91 ++++ .../srd/Bestiary/Monster Core/Kraken.md | 102 +++++ .../srd/Bestiary/Monster Core/Krooth.md | 94 ++++ .../Bestiary/Monster Core/Lamia Matriarch.md | 92 ++++ .../srd/Bestiary/Monster Core/Lamia.md | 101 +++++ .../Bestiary/Monster Core/Larval Ofalth.md | 90 ++++ .../Monster Core/Lawbringer Warpriest.md | 98 ++++ .../srd/Bestiary/Monster Core/Leaf Leshy.md | 98 ++++ .../srd/Bestiary/Monster Core/Leopard.md | 89 ++++ .../srd/Bestiary/Monster Core/Lesser Death.md | 105 +++++ .../srd/Bestiary/Monster Core/Leukodaemon.md | 110 +++++ .../srd/Bestiary/Monster Core/Lich.md | 105 +++++ .../srd/Bestiary/Monster Core/Lion.md | 89 ++++ .../Bestiary/Monster Core/Living Landslide.md | 91 ++++ .../srd/Bestiary/Monster Core/Living Tar.md | 91 ++++ .../Bestiary/Monster Core/Living Waterfall.md | 90 ++++ .../Bestiary/Monster Core/Living Whirlwind.md | 88 ++++ .../Bestiary/Monster Core/Living Wildfire.md | 88 ++++ .../Monster Core/Lizardfolk Defender.md | 100 +++++ .../Bestiary/Monster Core/Lizardfolk Scout.md | 100 +++++ .../Monster Core/Lizardfolk Stargazer.md | 91 ++++ .../srd/Bestiary/Monster Core/Lustspawn.md | 90 ++++ .../srd/Bestiary/Monster Core/Lyrakien.md | 94 ++++ .../srd/Bestiary/Monster Core/Magma Worm.md | 117 +++++ .../srd/Bestiary/Monster Core/Mammoth.md | 92 ++++ .../Monster Core/Manticore (Quill Tail).md | 83 ++++ .../Monster Core/Manticore (Scorpion Tail).md | 83 ++++ .../srd/Bestiary/Monster Core/Marsh Giant.md | 100 +++++ .../srd/Bestiary/Monster Core/Medusa.md | 94 ++++ .../srd/Bestiary/Monster Core/Megalodon.md | 97 ++++ .../srd/Bestiary/Monster Core/Megaprimatus.md | 83 ++++ .../Bestiary/Monster Core/Merfolk Warrior.md | 85 ++++ .../Monster Core/Merfolk Wavecaller.md | 88 ++++ .../Bestiary/Monster Core/Minotaur Hunter.md | 92 ++++ .../Monster Core/Mirage Dragon (Adult).md | 112 +++++ .../Mirage Dragon (Adult, Spellcaster).md | 109 +++++ .../Monster Core/Mirage Dragon (Ancient).md | 112 +++++ .../Mirage Dragon (Ancient, Spellcaster).md | 109 +++++ .../Monster Core/Mirage Dragon (Young).md | 106 +++++ .../Mirage Dragon (Young, Spellcaster).md | 103 +++++ .../srd/Bestiary/Monster Core/Mitflit.md | 89 ++++ .../srd/Bestiary/Monster Core/Morrigna.md | 115 +++++ .../srd/Bestiary/Monster Core/Mountain Oni.md | 99 ++++ .../srd/Bestiary/Monster Core/Mukradi.md | 109 +++++ .../Bestiary/Monster Core/Mummy Guardian.md | 92 ++++ .../Bestiary/Monster Core/Mummy Pharaoh.md | 100 +++++ .../srd/Bestiary/Monster Core/Naiad Queen.md | 119 +++++ .../srd/Bestiary/Monster Core/Naiad.md | 98 ++++ .../srd/Bestiary/Monster Core/Nessari.md | 146 ++++++ .../srd/Bestiary/Monster Core/Nightmare.md | 86 ++++ .../srd/Bestiary/Monster Core/Nilith.md | 89 ++++ .../srd/Bestiary/Monster Core/Norn.md | 121 +++++ .../srd/Bestiary/Monster Core/Nosoi.md | 93 ++++ .../Bestiary/Monster Core/Noxious Needler.md | 91 ++++ .../srd/Bestiary/Monster Core/Nuckelavee.md | 107 +++++ .../srd/Bestiary/Monster Core/Ofalth.md | 89 ++++ .../srd/Bestiary/Monster Core/Ogre Boss.md | 91 ++++ .../srd/Bestiary/Monster Core/Ogre Glutton.md | 94 ++++ .../srd/Bestiary/Monster Core/Ogre Warrior.md | 82 ++++ .../Monster Core/Omen Dragon (Adult).md | 109 +++++ .../Omen Dragon (Adult, Spellcaster).md | 106 +++++ .../Monster Core/Omen Dragon (Ancient).md | 112 +++++ .../Omen Dragon (Ancient, Spellcaster).md | 109 +++++ .../Monster Core/Omen Dragon (Young).md | 106 +++++ .../Omen Dragon (Young, Spellcaster).md | 103 +++++ .../srd/Bestiary/Monster Core/Omox.md | 112 +++++ .../Bestiary/Monster Core/Orc Commander.md | 96 ++++ .../srd/Bestiary/Monster Core/Orc Scrapper.md | 90 ++++ .../srd/Bestiary/Monster Core/Orc Veteran.md | 96 ++++ .../srd/Bestiary/Monster Core/Orca.md | 89 ++++ .../srd/Bestiary/Monster Core/Ort.md | 90 ++++ .../Monster Core/Pachycephalosaurus.md | 86 ++++ .../srd/Bestiary/Monster Core/Paleohemoth.md | 84 ++++ .../srd/Bestiary/Monster Core/Pegasus.md | 90 ++++ .../srd/Bestiary/Monster Core/Phade.md | 85 ++++ .../Bestiary/Monster Core/Phantom Beast.md | 104 +++++ .../Bestiary/Monster Core/Phantom Knight.md | 96 ++++ .../srd/Bestiary/Monster Core/Phistophilus.md | 115 +++++ .../srd/Bestiary/Monster Core/Phoenix.md | 100 +++++ .../srd/Bestiary/Monster Core/Pipefox.md | 88 ++++ .../Bestiary/Monster Core/Pitborn Adept.md | 92 ++++ .../srd/Bestiary/Monster Core/Pixie.md | 86 ++++ .../Bestiary/Monster Core/Plague Zombie.md | 95 ++++ .../srd/Bestiary/Monster Core/Pleroma.md | 110 +++++ .../srd/Bestiary/Monster Core/Poltergeist.md | 100 +++++ .../srd/Bestiary/Monster Core/Poracha.md | 86 ++++ .../srd/Bestiary/Monster Core/Pridespawn.md | 90 ++++ .../srd/Bestiary/Monster Core/Pteranodon.md | 79 ++++ .../srd/Bestiary/Monster Core/Pugwampi.md | 86 ++++ .../srd/Bestiary/Monster Core/Pukwudgie.md | 97 ++++ .../srd/Bestiary/Monster Core/Pusk.md | 106 +++++ .../srd/Bestiary/Monster Core/Python.md | 86 ++++ .../srd/Bestiary/Monster Core/Qarna.md | 112 +++++ .../srd/Bestiary/Monster Core/Quai Dau To.md | 99 ++++ .../srd/Bestiary/Monster Core/Quatoid.md | 95 ++++ .../srd/Bestiary/Monster Core/Quelaunt.md | 102 +++++ .../srd/Bestiary/Monster Core/Quetz Coatl.md | 100 +++++ .../Bestiary/Monster Core/Quetzalcoatlus.md | 90 ++++ .../srd/Bestiary/Monster Core/Raja-Krodha.md | 113 +++++ .../srd/Bestiary/Monster Core/Raktavarna.md | 98 ++++ .../srd/Bestiary/Monster Core/Rat Swarm.md | 82 ++++ .../Monster Core/Ratfolk Grenadier.md | 102 +++++ .../srd/Bestiary/Monster Core/Redcap.md | 99 ++++ .../srd/Bestiary/Monster Core/Reefclaw.md | 90 ++++ .../srd/Bestiary/Monster Core/Rekhep.md | 112 +++++ .../srd/Bestiary/Monster Core/Revenant.md | 91 ++++ .../srd/Bestiary/Monster Core/Rhinoceros.md | 83 ++++ .../srd/Bestiary/Monster Core/Rhu-Chalik.md | 101 +++++ .../srd/Bestiary/Monster Core/Riding Dog.md | 80 ++++ .../srd/Bestiary/Monster Core/Riding Horse.md | 76 ++++ .../srd/Bestiary/Monster Core/Riding Pony.md | 76 ++++ .../srd/Bestiary/Monster Core/River Drake.md | 109 +++++ .../srd/Bestiary/Monster Core/Roc.md | 98 ++++ .../srd/Bestiary/Monster Core/Rune Giant.md | 113 +++++ .../Bestiary/Monster Core/Sargassum Heap.md | 84 ++++ .../srd/Bestiary/Monster Core/Sarglagon.md | 114 +++++ .../srd/Bestiary/Monster Core/Satyr.md | 95 ++++ .../srd/Bestiary/Monster Core/Scarecrow.md | 84 ++++ .../Bestiary/Monster Core/Scorpion Swarm.md | 79 ++++ .../srd/Bestiary/Monster Core/Sea Hag.md | 95 ++++ .../srd/Bestiary/Monster Core/Sea Serpent.md | 101 +++++ .../Monster Core/Sedacthy Marauder.md | 103 +++++ .../Bestiary/Monster Core/Sedacthy Scout.md | 100 +++++ .../Bestiary/Monster Core/Sedacthy Speaker.md | 112 +++++ .../srd/Bestiary/Monster Core/Seraptis.md | 116 +++++ .../srd/Bestiary/Monster Core/Sewer Ooze.md | 82 ++++ .../srd/Bestiary/Monster Core/Shadow Giant.md | 96 ++++ .../srd/Bestiary/Monster Core/Shadow Spawn.md | 83 ++++ .../srd/Bestiary/Monster Core/Shadow.md | 89 ++++ .../srd/Bestiary/Monster Core/Shemhazian.md | 124 +++++ .../Bestiary/Monster Core/Shining Child.md | 94 ++++ .../srd/Bestiary/Monster Core/Shuln.md | 89 ++++ .../Monster Core/Skeletal Champion.md | 94 ++++ .../Bestiary/Monster Core/Skeletal Giant.md | 93 ++++ .../Bestiary/Monster Core/Skeletal Horse.md | 89 ++++ .../Bestiary/Monster Core/Skeletal Hulk.md | 89 ++++ .../Bestiary/Monster Core/Skeleton Guard.md | 90 ++++ .../srd/Bestiary/Monster Core/Skulltaker.md | 105 +++++ .../srd/Bestiary/Monster Core/Slothspawn.md | 90 ++++ .../srd/Bestiary/Monster Core/Slurk.md | 83 ++++ .../srd/Bestiary/Monster Core/Smaranava.md | 93 ++++ .../srd/Bestiary/Monster Core/Smilodon.md | 89 ++++ .../Bestiary/Monster Core/Snapping Flytrap.md | 94 ++++ .../srd/Bestiary/Monster Core/Snow Oni.md | 119 +++++ .../srd/Bestiary/Monster Core/Sod Hound.md | 85 ++++ .../Monster Core/Soulbound Doll (Brave).md | 86 ++++ .../Monster Core/Soulbound Doll (Calm).md | 86 ++++ .../Monster Core/Soulbound Doll (Careful).md | 86 ++++ .../Monster Core/Soulbound Doll (Cruel).md | 86 ++++ .../Monster Core/Soulbound Doll (Gentle).md | 86 ++++ .../Monster Core/Soulbound Doll (Impish).md | 86 ++++ .../Monster Core/Soulbound Doll (Jolly).md | 86 ++++ .../Monster Core/Soulbound Doll (Kind).md | 86 ++++ .../Monster Core/Soulbound Doll (Rash).md | 86 ++++ .../Monster Core/Soulbound Doll (Sassy).md | 86 ++++ .../Monster Core/Soulbound Doll (Timid).md | 86 ++++ .../Monster Core/Soulbound Homunculus.md | 85 ++++ .../srd/Bestiary/Monster Core/Sphinx.md | 92 ++++ .../srd/Bestiary/Monster Core/Spider Swarm.md | 85 ++++ .../srd/Bestiary/Monster Core/Sprigjack.md | 86 ++++ .../srd/Bestiary/Monster Core/Sprite.md | 86 ++++ .../srd/Bestiary/Monster Core/Stegosaurus.md | 87 ++++ .../Bestiary/Monster Core/Stone Bulwark.md | 87 ++++ .../srd/Bestiary/Monster Core/Stone Giant.md | 96 ++++ .../srd/Bestiary/Monster Core/Stone Mauler.md | 97 ++++ .../srd/Bestiary/Monster Core/String Slime.md | 88 ++++ .../srd/Bestiary/Monster Core/Succubus.md | 112 +++++ .../srd/Bestiary/Monster Core/Sweet Hag.md | 103 +++++ .../srd/Bestiary/Monster Core/Tabellia.md | 101 +++++ .../srd/Bestiary/Monster Core/Tarn Linnorm.md | 120 +++++ .../srd/Bestiary/Monster Core/Tengu Sneak.md | 95 ++++ .../srd/Bestiary/Monster Core/Terotricus.md | 103 +++++ .../srd/Bestiary/Monster Core/Thulgant.md | 114 +++++ .../srd/Bestiary/Monster Core/Tiger.md | 89 ++++ .../srd/Bestiary/Monster Core/Tomb Jelly.md | 88 ++++ .../Monster Core/Tooth Fairy Swarm.md | 85 ++++ .../srd/Bestiary/Monster Core/Tooth Fairy.md | 84 ++++ .../srd/Bestiary/Monster Core/Tor Linnorm.md | 115 +++++ .../srd/Bestiary/Monster Core/Treerazer.md | 121 +++++ .../srd/Bestiary/Monster Core/Triceratops.md | 94 ++++ .../Bestiary/Monster Core/Troll Warleader.md | 114 +++++ .../srd/Bestiary/Monster Core/Twigjack.md | 89 ++++ .../Bestiary/Monster Core/Tyrannosaurus.md | 94 ++++ .../srd/Bestiary/Monster Core/Ugothol.md | 106 +++++ .../Monster Core/Umbral Gnome Rockwarden.md | 88 ++++ .../Monster Core/Umbral Gnome Scout.md | 88 ++++ .../Monster Core/Umbral Gnome Warrior.md | 91 ++++ .../srd/Bestiary/Monster Core/Unicorn.md | 91 ++++ .../Monster Core/Vampire Bat Swarm.md | 82 ++++ .../Bestiary/Monster Core/Vampire Count.md | 121 +++++ .../Monster Core/Vampire Mastermind.md | 127 ++++++ .../Bestiary/Monster Core/Vampire Servitor.md | 99 ++++ .../srd/Bestiary/Monster Core/Vanth.md | 105 +++++ .../srd/Bestiary/Monster Core/Velociraptor.md | 85 ++++ .../srd/Bestiary/Monster Core/Venedaemon.md | 103 +++++ .../Bestiary/Monster Core/Vescavor Queen.md | 106 +++++ .../Bestiary/Monster Core/Vescavor Swarm.md | 91 ++++ .../srd/Bestiary/Monster Core/Vicharamuni.md | 101 +++++ .../srd/Bestiary/Monster Core/Vidileth.md | 116 +++++ .../srd/Bestiary/Monster Core/Vilderavn.md | 100 +++++ .../srd/Bestiary/Monster Core/Viper.md | 80 ++++ .../srd/Bestiary/Monster Core/Voidworm.md | 104 +++++ .../srd/Bestiary/Monster Core/Vordine.md | 115 +++++ .../srd/Bestiary/Monster Core/Vrolikai.md | 115 +++++ .../srd/Bestiary/Monster Core/War Horse.md | 76 ++++ .../srd/Bestiary/Monster Core/War Pony.md | 76 ++++ .../srd/Bestiary/Monster Core/Warg.md | 86 ++++ .../srd/Bestiary/Monster Core/Warsworn.md | 102 +++++ .../srd/Bestiary/Monster Core/Wasp Swarm.md | 82 ++++ .../srd/Bestiary/Monster Core/Water Scamp.md | 92 ++++ .../srd/Bestiary/Monster Core/Werebear.md | 114 +++++ .../srd/Bestiary/Monster Core/Wererat.md | 108 +++++ .../srd/Bestiary/Monster Core/Weretiger.md | 110 +++++ .../srd/Bestiary/Monster Core/Werewolf.md | 110 +++++ .../srd/Bestiary/Monster Core/Wight.md | 100 +++++ .../srd/Bestiary/Monster Core/Will-o'-Wisp.md | 88 ++++ .../Monster Core/Winged Chupacabra.md | 92 ++++ .../srd/Bestiary/Monster Core/Witchwarg.md | 91 ++++ .../srd/Bestiary/Monster Core/Wolf.md | 82 ++++ .../Monster Core/Woolly Rhinoceros.md | 89 ++++ .../srd/Bestiary/Monster Core/Wraith.md | 98 ++++ .../srd/Bestiary/Monster Core/Wrathspawn.md | 90 ++++ .../srd/Bestiary/Monster Core/Wyvern.md | 116 +++++ .../srd/Bestiary/Monster Core/Xoarian.md | 102 +++++ .../Bestiary/Monster Core/Xulgath Leader.md | 96 ++++ .../Bestiary/Monster Core/Xulgath Skulker.md | 102 +++++ .../Bestiary/Monster Core/Xulgath Warrior.md | 96 ++++ .../srd/Bestiary/Monster Core/Yamaraj.md | 123 +++++ .../srd/Bestiary/Monster Core/Yeti.md | 90 ++++ .../srd/Bestiary/Monster Core/Zecui.md | 97 ++++ .../srd/Bestiary/Monster Core/Zephyr Hawk.md | 79 ++++ .../srd/Bestiary/Monster Core/Zoaem.md | 99 ++++ .../srd/Bestiary/Monster Core/Zombie Brute.md | 89 ++++ .../srd/Bestiary/Monster Core/Zombie Hulk.md | 95 ++++ .../Bestiary/Monster Core/Zombie Shambler.md | 92 ++++ .../Bestiary/Monster Core/Zyss Serpentfolk.md | 99 ++++ .../srd/Class Features/Ability Boosts.md | 15 + .../srd/Class Features/Adamantine Strikes.md | 13 + .../srd/Class Features/Advanced Alchemy.md | 19 + .../srd/Class Features/Advanced Deed.md | 13 + .../Class Features/Advanced Rangefinder.md | 17 + .../Aerodynamic Construction.md | 17 + .../srd/Class Features/Agile Mind.md | 15 + .../srd/Class Features/Alchemical Alacrity.md | 13 + .../Class Features/Alchemical Expertise.md | 13 + .../srd/Class Features/Alchemical Mastery.md | 13 + .../Alchemical Sciences Methodology.md | 17 + .../Alchemical Weapon Expertise.md | 13 + .../Alchemist Armor Expertise (Level 13).md | 13 + .../Alchemist Armor Mastery (Level 19).md | 13 + .../mechanics/srd/Class Features/Alchemy.md | 15 + .../mechanics/srd/Class Features/Alertness.md | 13 + .../mechanics/srd/Class Features/Amulet.md | 29 ++ .../srd/Class Features/Anathema (Cleric).md | 17 + .../srd/Class Features/Anathema (Druid).md | 17 + .../mechanics/srd/Class Features/Ancestors.md | 65 +++ .../srd/Class Features/Animal Instinct.md | 46 ++ .../srd/Class Features/Animal Order.md | 21 + .../srd/Class Features/Antimagic Plating.md | 13 + .../srd/Class Features/Antipaladin.md | 25 ++ .../srd/Class Features/Arcane Bond.md | 13 + .../srd/Class Features/Arcane Cascade.md | 15 + .../srd/Class Features/Arcane School.md | 15 + .../Arcane Spellcasting (Magus).md | 21 + .../srd/Class Features/Arcane Thesis.md | 13 + .../Class Features/Archwizard's Spellcraft.md | 13 + .../srd/Class Features/Armor Expertise.md | 13 + .../srd/Class Features/Armor Innovation.md | 23 + .../srd/Class Features/Armor Mastery.md | 13 + .../srd/Class Features/Armor of Fury.md | 13 + content/mechanics/srd/Class Features/Ash.md | 45 ++ .../Class Features/Bard Weapon Expertise.md | 13 + .../srd/Class Features/Battle Hardened.md | 13 + .../mechanics/srd/Class Features/Battle.md | 47 ++ .../srd/Class Features/Battledancer.md | 15 + .../Class Features/Battlefield Surveyor.md | 13 + content/mechanics/srd/Class Features/Bell.md | 29 ++ .../srd/Class Features/Blade Ally.md | 15 + .../srd/Class Features/Bloodline Paragon.md | 13 + .../srd/Class Features/Bloodline Spells.md | 29 ++ .../mechanics/srd/Class Features/Bloodline.md | 33 ++ .../srd/Class Features/Bloodline_ Aberrant.md | 25 ++ .../srd/Class Features/Bloodline_ Angelic.md | 25 ++ .../srd/Class Features/Bloodline_ Demonic.md | 25 ++ .../srd/Class Features/Bloodline_ Diabolic.md | 25 ++ .../srd/Class Features/Bloodline_ Draconic.md | 35 ++ .../Class Features/Bloodline_ Elemental.md | 31 ++ .../srd/Class Features/Bloodline_ Fey.md | 25 ++ .../srd/Class Features/Bloodline_ Genie.md | 33 ++ .../srd/Class Features/Bloodline_ Hag.md | 25 ++ .../srd/Class Features/Bloodline_ Harrow.md | 21 + .../srd/Class Features/Bloodline_ Imperial.md | 25 ++ .../srd/Class Features/Bloodline_ Nymph.md | 25 ++ .../srd/Class Features/Bloodline_ Phoenix.md | 23 + .../Class Features/Bloodline_ Psychopomp.md | 25 ++ .../srd/Class Features/Bloodline_ Shadow.md | 25 ++ .../srd/Class Features/Bloodline_ Undead.md | 23 + .../Class Features/Bloodline_ Wyrmblessed.md | 39 ++ .../srd/Class Features/Blunt Shot.md | 13 + .../mechanics/srd/Class Features/Bomber.md | 45 ++ content/mechanics/srd/Class Features/Bones.md | 51 +++ .../mechanics/srd/Class Features/Braggart.md | 15 + .../mechanics/srd/Class Features/Bravery.md | 13 + .../Class Features/Breakthrough Innovation.md | 43 ++ .../mechanics/srd/Class Features/Brutality.md | 13 + .../Class Features/Camouflage Pigmentation.md | 13 + .../Catharsis Emotion (Anger).md | 23 + .../Class Features/Catharsis Emotion (Awe).md | 23 + .../Catharsis Emotion (Dedication).md | 23 + .../Catharsis Emotion (Fear).md | 23 + .../Catharsis Emotion (Hatred).md | 23 + .../Class Features/Catharsis Emotion (Joy).md | 23 + .../Catharsis Emotion (Love).md | 23 + .../Catharsis Emotion (Misery).md | 23 + .../Catharsis Emotion (Pride).md | 23 + .../Catharsis Emotion (Remorse).md | 23 + .../mechanics/srd/Class Features/Chalice.md | 31 ++ .../srd/Class Features/Champion Expertise.md | 13 + .../srd/Class Features/Champion Mastery.md | 13 + .../srd/Class Features/Champion's Code.md | 15 + .../srd/Class Features/Champion's Reaction.md | 13 + .../srd/Class Features/Chirurgeon.md | 43 ++ .../srd/Class Features/Clarity of Focus.md | 13 + .../srd/Class Features/Cleric Spellcasting.md | 29 ++ .../srd/Class Features/Cloistered Cleric.md | 25 ++ .../srd/Class Features/Combat Flexibility.md | 13 + .../Complete Reconfiguration.md | 13 + .../srd/Class Features/Complex Simplicity.md | 13 + .../srd/Class Features/Composition Spells.md | 21 + .../srd/Class Features/Confident Finisher.md | 19 + .../srd/Class Features/Conflux Spells.md | 15 + .../srd/Class Features/Conscious Mind.md | 20 + .../Class Features/Construct Innovation.md | 25 ++ .../srd/Class Features/Continuous Flair.md | 15 + .../mechanics/srd/Class Features/Cosmos.md | 49 ++ .../srd/Class Features/Debilitating Strike.md | 13 + .../Class Features/Deductive Improvisation.md | 15 + .../srd/Class Features/Defensive Robes.md | 13 + .../srd/Class Features/Deific Weapon.md | 13 + .../srd/Class Features/Deity and Cause.md | 20 + content/mechanics/srd/Class Features/Deity.md | 27 ++ .../srd/Class Features/Dense Plating.md | 13 + .../srd/Class Features/Deny Advantage.md | 17 + .../srd/Class Features/Desecrator.md | 25 ++ .../srd/Class Features/Devastator.md | 13 + .../srd/Class Features/Devise a Stratagem.md | 15 + .../srd/Class Features/Devotion Spells.md | 15 + .../srd/Class Features/Divine Ally.md | 23 + .../srd/Class Features/Divine Defense.md | 13 + .../srd/Class Features/Divine Font.md | 17 + .../srd/Class Features/Divine Smite.md | 13 + .../Divine Spellcasting (Oracle).md | 17 + .../srd/Class Features/Divine Will.md | 13 + .../mechanics/srd/Class Features/Doctrine.md | 16 + .../srd/Class Features/Double Brew.md | 15 + .../srd/Class Features/Double Debilitation.md | 13 + .../srd/Class Features/Double Reflow.md | 13 + .../srd/Class Features/Double Spellstrike.md | 15 + .../Dragon Deviant Classification.md | 41 ++ .../srd/Class Features/Dragon Instinct.md | 44 ++ .../srd/Class Features/Druid Spellcasting.md | 27 ++ .../Class Features/Druid Weapon Expertise.md | 13 + .../srd/Class Features/Druidic Order.md | 41 ++ .../srd/Class Features/Dynamic Weighting.md | 13 + .../Eidolon Defensive Expertise.md | 13 + .../Eidolon Defensive Mastery.md | 13 + .../srd/Class Features/Eidolon Symbiosis.md | 13 + .../Class Features/Eidolon Transcendence.md | 13 + .../Eidolon Unarmed Expertise.md | 13 + .../Class Features/Eidolon Unarmed Mastery.md | 13 + .../Eidolon Weapon Specialization.md | 13 + .../mechanics/srd/Class Features/Eidolon.md | 39 ++ .../srd/Class Features/Eldritch Trickster.md | 17 + .../srd/Class Features/Elemental Instinct.md | 40 ++ .../srd/Class Features/Elemental Magic.md | 29 ++ .../Class Features/Emotional Acceptance.md | 17 + .../Class Features/Empiricism Methodology.md | 15 + .../Class Features/Encroaching Presence.md | 19 + .../srd/Class Features/Energetic Meltdown.md | 19 + .../srd/Class Features/Energy Barrier.md | 13 + .../srd/Class Features/Enhanced Resistance.md | 13 + .../mechanics/srd/Class Features/Enigma.md | 17 + .../srd/Class Features/Entangling Form.md | 13 + .../srd/Class Features/Esoteric Lore.md | 15 + .../srd/Class Features/Eternal Confidence.md | 17 + .../mechanics/srd/Class Features/Evasion.md | 13 + .../srd/Class Features/Evasive Reflexes.md | 13 + .../srd/Class Features/Evolution Feat.md | 13 + content/mechanics/srd/Class Features/Exalt.md | 13 + .../srd/Class Features/Exemplary Finisher.md | 19 + .../Experimental Spellshaping.md | 17 + .../srd/Class Features/Expert Overdrive.md | 13 + .../srd/Class Features/Expert Spellcaster.md | 45 ++ .../srd/Class Features/Expert Strikes.md | 13 + .../mechanics/srd/Class Features/Explode.md | 15 + .../Class Features/Exploit Vulnerability.md | 21 + .../srd/Class Features/Extract Element.md | 13 + .../Class Features/Extrasensory Perception.md | 13 + .../srd/Class Features/Extreme Curse.md | 21 + .../srd/Class Features/Faith's Flamekeeper.md | 21 + .../srd/Class Features/Familiar (Witch).md | 19 + .../mechanics/srd/Class Features/Fencer.md | 15 + .../Field Discovery (Bomber).md | 15 + .../Field Discovery (Chirurgeon).md | 15 + .../Field Discovery (Mutagenist).md | 15 + .../Field Discovery (Toxicologist).md | 15 + .../srd/Class Features/Field Discovery.md | 13 + .../Fifth Doctrine (Cloistered Cleric).md | 13 + .../Fifth Doctrine (Warpriest).md | 13 + .../srd/Class Features/Fifth Doctrine.md | 16 + .../srd/Class Features/Fighter Expertise.md | 13 + .../Class Features/Fighter Weapon Mastery.md | 13 + .../Final Doctrine (Cloistered Cleric).md | 13 + .../Final Doctrine (Warpriest).md | 13 + .../srd/Class Features/Final Doctrine.md | 16 + .../srd/Class Features/Final Gate.md | 13 + .../First Doctrine (Cloistered Cleric).md | 13 + .../First Doctrine (Warpriest).md | 13 + .../srd/Class Features/First Doctrine.md | 16 + .../First Implement and Esoterica.md | 36 ++ .../srd/Class Features/Flame Order.md | 13 + .../mechanics/srd/Class Features/Flames.md | 55 +++ .../Flexible Spell Preparation.md | 69 +++ .../srd/Class Features/Flurry of Blows.md | 17 + .../mechanics/srd/Class Features/Flurry.md | 13 + .../srd/Class Features/Focus Spells.md | 39 ++ .../Forensic Medicine Methodology.md | 15 + .../srd/Class Features/Formula Book.md | 13 + .../srd/Class Features/Fortitude Expertise.md | 19 + .../srd/Class Features/Fortress of Will.md | 13 + .../Fourth Doctrine (Cloistered Cleric).md | 13 + .../Fourth Doctrine (Warpriest).md | 13 + .../srd/Class Features/Fourth Doctrine.md | 16 + .../Class Features/Fourth Gate's Threshold.md | 16 + .../srd/Class Features/Fury Instinct.md | 25 ++ .../srd/Class Features/Gate Junction.md | 66 +++ .../srd/Class Features/Gate's Threshold.md | 16 + .../srd/Class Features/Gathered Lore.md | 19 + .../srd/Class Features/Giant Instinct.md | 33 ++ .../srd/Class Features/Graceful Legend.md | 13 + .../srd/Class Features/Graceful Mastery.md | 13 + .../Great Fortitude (Psychic).md | 13 + .../srd/Class Features/Greater Deed.md | 13 + .../Greater Eidolon Specialization.md | 13 + .../Greater Field Discovery (Bomber).md | 15 + .../Greater Field Discovery (Chirurgeon).md | 15 + .../Greater Field Discovery (Mutagenist).md | 19 + .../Greater Field Discovery (Toxicologist).md | 17 + .../Class Features/Greater Field Discovery.md | 13 + .../srd/Class Features/Greater Juggernaut.md | 13 + .../Greater Kinetic Durability.md | 13 + .../Greater Natural Reflexes.md | 13 + .../Greater Performer's Heart.md | 13 + .../srd/Class Features/Greater Resolve.md | 15 + .../Class Features/Greater Rogue Reflexes.md | 13 + ...eater Weapon Specialization (Barbarian).md | 15 + .../Greater Weapon Specialization.md | 13 + .../Class Features/Gunslinger Expertise.md | 13 + .../Gunslinger Weapon Mastery.md | 13 + .../srd/Class Features/Gunslinger's Way.md | 23 + .../srd/Class Features/Gunslinging Legend.md | 13 + .../mechanics/srd/Class Features/Gymnast.md | 15 + .../srd/Class Features/Hampering Spikes.md | 13 + .../srd/Class Features/Harmonic Oscillator.md | 13 + .../srd/Class Features/Heavy Construction.md | 15 + .../srd/Class Features/Hefty Composition.md | 13 + .../srd/Class Features/Heightened Senses.md | 13 + .../srd/Class Features/Hero's Defiance.md | 13 + .../srd/Class Features/Hex Spells.md | 25 ++ .../mechanics/srd/Class Features/Hunt Prey.md | 13 + .../srd/Class Features/Hunter's Edge.md | 17 + .../srd/Class Features/Hybrid Study.md | 19 + .../srd/Class Features/Hyper Boosters.md | 13 + .../srd/Class Features/Implement Adept.md | 13 + .../srd/Class Features/Implement Paragon.md | 13 + .../Class Features/Implement's Empowerment.md | 13 + .../srd/Class Features/Improved Evasion.md | 13 + .../Improved Familiar Attunement.md | 15 + .../Class Features/Improved Flexibility.md | 13 + .../mechanics/srd/Class Features/Impulses.md | 33 ++ .../Inconspicuous Appearance.md | 17 + .../srd/Class Features/Incredible Movement.md | 13 + .../srd/Class Features/Indomitable Will.md | 13 + .../srd/Class Features/Inexorable Iron.md | 17 + .../srd/Class Features/Infinite Invention.md | 15 + .../srd/Class Features/Infinite Mind.md | 13 + .../srd/Class Features/Infused Reagents.md | 15 + .../srd/Class Features/Innovation.md | 13 + .../Class Features/Instant Manifestation.md | 13 + .../mechanics/srd/Class Features/Instinct.md | 15 + .../srd/Class Features/Integrated Gauntlet.md | 17 + .../Class Features/Intensify Vulnerability.md | 13 + .../Interrogation Methodology.md | 15 + .../srd/Class Features/Inventive Expertise.md | 13 + .../srd/Class Features/Inventive Mastery.md | 13 + .../Inventor Weapon Expertise.md | 15 + .../Class Features/Inventor Weapon Mastery.md | 13 + .../Class Features/Investigator Expertise.md | 15 + .../mechanics/srd/Class Features/Iron Will.md | 15 + .../srd/Class Features/Juggernaut.md | 19 + .../srd/Class Features/Keen Flair.md | 13 + .../srd/Class Features/Keen Recollection.md | 13 + .../mechanics/srd/Class Features/Ki Spells.md | 19 + .../srd/Class Features/Kinetic Aura.md | 15 + .../srd/Class Features/Kinetic Durability.md | 13 + .../srd/Class Features/Kinetic Expertise.md | 13 + .../srd/Class Features/Kinetic Gate.md | 39 ++ .../srd/Class Features/Kinetic Legend.md | 13 + .../srd/Class Features/Kinetic Mastery.md | 13 + .../srd/Class Features/Kinetic Quickness.md | 13 + .../mechanics/srd/Class Features/Lantern.md | 31 ++ .../srd/Class Features/Laughing Shadow.md | 17 + .../srd/Class Features/Layered Mesh.md | 13 + .../srd/Class Features/Leaf Order.md | 21 + .../srd/Class Features/Legendary Armor.md | 13 + .../srd/Class Features/Legendary Overdrive.md | 13 + .../Class Features/Legendary Spellcaster.md | 37 ++ .../srd/Class Features/Lesson of Bargains.md | 13 + .../srd/Class Features/Lesson of Calamity.md | 13 + .../srd/Class Features/Lesson of Death.md | 13 + .../srd/Class Features/Lesson of Dreams.md | 13 + .../srd/Class Features/Lesson of Elements.md | 13 + .../srd/Class Features/Lesson of Favors.md | 13 + .../srd/Class Features/Lesson of Life.md | 13 + .../srd/Class Features/Lesson of Mischief.md | 13 + .../Class Features/Lesson of Protection.md | 13 + .../srd/Class Features/Lesson of Renewal.md | 13 + .../srd/Class Features/Lesson of Shadow.md | 13 + .../srd/Class Features/Lesson of Snow.md | 13 + .../srd/Class Features/Lesson of Vengeance.md | 13 + .../Lesson of the Frozen Queen.md | 13 + .../mechanics/srd/Class Features/Liberator.md | 25 ++ content/mechanics/srd/Class Features/Life.md | 53 +++ .../Class Features/Light Armor Expertise.md | 13 + .../srd/Class Features/Light Armor Mastery.md | 13 + .../srd/Class Features/Link Spells.md | 23 + content/mechanics/srd/Class Features/Lore.md | 51 +++ .../mechanics/srd/Class Features/Maestro.md | 19 + .../srd/Class Features/Magical Fortitude.md | 17 + .../srd/Class Features/Magnum Opus.md | 13 + .../srd/Class Features/Major Curse.md | 15 + .../srd/Class Features/Manifold Alloy.md | 13 + .../Class Features/Martial Weapon Mastery.md | 15 + .../srd/Class Features/Master Detective.md | 17 + .../srd/Class Features/Master Overdrive.md | 13 + .../srd/Class Features/Master Spellcaster.md | 45 ++ .../srd/Class Features/Master Strike.md | 13 + .../srd/Class Features/Master Strikes.md | 13 + .../srd/Class Features/Master Tricks.md | 13 + .../Masterful Hunter (Flurry).md | 17 + .../Masterful Hunter (Outwit).md | 21 + .../Masterful Hunter (Precision).md | 19 + .../srd/Class Features/Masterful Hunter.md | 21 + .../srd/Class Features/Mastermind.md | 17 + .../Medium Armor Expertise (Inventor).md | 15 + .../Class Features/Medium Armor Expertise.md | 13 + .../Class Features/Medium Armor Mastery.md | 15 + .../srd/Class Features/Metal Strikes.md | 13 + .../srd/Class Features/Metallic Reactance.md | 13 + .../srd/Class Features/Methodology.md | 18 + .../srd/Class Features/Mighty Rage.md | 15 + .../srd/Class Features/Miraculous Spell.md | 13 + .../mechanics/srd/Class Features/Mirror.md | 29 ++ .../srd/Class Features/Modular Head.md | 13 + .../srd/Class Features/Monk Expertise.md | 13 + .../Class Features/Muscular Exoskeleton.md | 13 + content/mechanics/srd/Class Features/Muses.md | 20 + .../srd/Class Features/Mutagenist.md | 57 +++ .../mechanics/srd/Class Features/Mystery.md | 42 ++ .../srd/Class Features/Mystic Strikes.md | 13 + .../srd/Class Features/Natural Reflexes.md | 13 + .../srd/Class Features/Nature's Edge.md | 13 + .../srd/Class Features/Occult Spellcasting.md | 19 + .../srd/Class Features/Offensive Boost.md | 27 ++ .../srd/Class Features/On the Case.md | 13 + .../srd/Class Features/Opportune Riposte.md | 13 + .../srd/Class Features/Oracular Clarity.md | 15 + .../srd/Class Features/Oracular Curse.md | 21 + .../srd/Class Features/Order of the Chain.md | 19 + .../srd/Class Features/Order of the Gate.md | 21 + .../Class Features/Order of the Godclaw.md | 21 + .../srd/Class Features/Order of the Nail.md | 21 + .../srd/Class Features/Order of the Pyre.md | 21 + .../srd/Class Features/Order of the Rack.md | 21 + .../Class Features/Order of the Scourge.md | 21 + .../Class Features/Otherworldly Protection.md | 13 + .../mechanics/srd/Class Features/Outwit.md | 13 + .../mechanics/srd/Class Features/Overdrive.md | 13 + .../srd/Class Features/Pacification Tools.md | 13 + .../mechanics/srd/Class Features/Paladin.md | 25 ++ .../mechanics/srd/Class Features/Panache.md | 19 + .../Path to Perfection (Fortitude).md | 15 + .../Path to Perfection (Reflex).md | 15 + .../Path to Perfection (Will).md | 15 + .../srd/Class Features/Path to Perfection.md | 13 + .../srd/Class Features/Patron Theme.md | 18 + .../srd/Class Features/Patron's Gift.md | 13 + .../mechanics/srd/Class Features/Patron.md | 17 + .../srd/Class Features/Peerless Inventor.md | 13 + .../Class Features/Perception Expertise.md | 15 + .../srd/Class Features/Perception Legend.md | 15 + .../srd/Class Features/Perception Mastery.md | 13 + .../srd/Class Features/Perfected Form.md | 13 + .../srd/Class Features/Performer's Heart.md | 13 + .../Perpetual Infusions (Bomber).md | 21 + .../Perpetual Infusions (Chirurgeon).md | 21 + .../Perpetual Infusions (Mutagenist).md | 21 + .../Perpetual Infusions (Toxicologist).md | 21 + .../srd/Class Features/Perpetual Infusions.md | 17 + .../Perpetual Perfection (Bomber).md | 15 + .../Perpetual Perfection (Chirurgeon).md | 15 + .../Perpetual Perfection (Mutagenist).md | 15 + .../Perpetual Perfection (Toxicologist).md | 15 + .../Class Features/Perpetual Perfection.md | 13 + .../Perpetual Potency (Bomber).md | 15 + .../Perpetual Potency (Chirurgeon).md | 15 + .../Perpetual Potency (Mutagenist).md | 15 + .../Perpetual Potency (Toxicologist).md | 15 + .../srd/Class Features/Perpetual Potency.md | 13 + .../srd/Class Features/Personal Barrier.md | 13 + .../Class Features/Phlogistonic Regulator.md | 13 + .../mechanics/srd/Class Features/Polymath.md | 19 + .../srd/Class Features/Powerful Alchemy.md | 13 + .../srd/Class Features/Powerful Fist.md | 13 + .../srd/Class Features/Precise Discipline.md | 19 + .../srd/Class Features/Precise Strike.md | 15 + .../mechanics/srd/Class Features/Precision.md | 13 + .../Class Features/Precognitive Reflexes.md | 13 + .../srd/Class Features/Primal Hierophant.md | 13 + .../srd/Class Features/Prodigious Will.md | 13 + .../Class Features/Psi Cantrips and Amps.md | 17 + .../Class Features/Psychic Spellcasting.md | 56 +++ .../Psychic Weapon Expertise.md | 13 + .../Psychic Weapon Specialization.md | 13 + .../srd/Class Features/Quick Alchemy.md | 13 + .../srd/Class Features/Quick Rage.md | 13 + content/mechanics/srd/Class Features/Rage.md | 13 + .../srd/Class Features/Raging Resistance.md | 15 + .../srd/Class Features/Ranger Expertise.md | 13 + .../Class Features/Ranger Weapon Expertise.md | 13 + .../srd/Class Features/Razor Prongs.md | 13 + .../srd/Class Features/Reactive Strike.md | 13 + .../srd/Class Features/Reconfigure.md | 15 + .../mechanics/srd/Class Features/Redeemer.md | 25 ++ .../srd/Class Features/Reflex Expertise.md | 15 + .../srd/Class Features/Reflow Elements.md | 13 + .../mechanics/srd/Class Features/Regalia.md | 35 ++ .../srd/Class Features/Research Field.md | 15 + .../srd/Class Features/Resolute Faith.md | 13 + .../mechanics/srd/Class Features/Resolve.md | 13 + .../srd/Class Features/Revelation Spells.md | 17 + .../Revolutionary Innovation.md | 42 ++ .../srd/Class Features/Rogue Expertise.md | 13 + .../srd/Class Features/Rogue Resilience.md | 13 + .../srd/Class Features/Rogue's Racket.md | 23 + .../mechanics/srd/Class Features/Rope Shot.md | 17 + .../mechanics/srd/Class Features/Ruffian.md | 17 + .../Class Features/Runelord Specialization.md | 70 +++ .../School of Ars Grammatica.md | 28 ++ .../Class Features/School of Battle Magic.md | 28 ++ .../School of Civic Wizardry.md | 28 ++ .../srd/Class Features/School of Mentalism.md | 28 ++ .../Class Features/School of Protean Form.md | 28 ++ .../School of Unified Magical Theory.md | 19 + .../Class Features/School of the Boundary.md | 28 ++ .../mechanics/srd/Class Features/Scoundrel.md | 17 + .../srd/Class Features/Second Adept.md | 13 + .../Second Doctrine (Cloistered Cleric).md | 13 + .../Second Doctrine (Warpriest).md | 13 + .../srd/Class Features/Second Doctrine.md | 16 + .../Class Features/Second Gate's Threshold.md | 16 + .../srd/Class Features/Second Implement.md | 15 + .../Second Path to Perfection (Fortitude).md | 15 + .../Second Path to Perfection (Reflex).md | 15 + .../Second Path to Perfection (Will).md | 15 + .../Second Path to Perfection.md | 13 + .../srd/Class Features/Second Skin.md | 13 + .../srd/Class Features/Segmented Frame.md | 13 + .../srd/Class Features/Shared Reflexes.md | 13 + .../srd/Class Features/Shared Resolve.md | 13 + .../srd/Class Features/Shared Vigilance.md | 13 + .../srd/Class Features/Shield Ally.md | 13 + .../srd/Class Features/Shield Block.md | 13 + .../srd/Class Features/Shootist's Edge.md | 13 + .../srd/Class Features/Signature Spells.md | 13 + .../srd/Class Features/Silence in Snow.md | 21 + .../srd/Class Features/Singular Expertise.md | 15 + .../srd/Class Features/Skillful Lessons.md | 13 + .../srd/Class Features/Sneak Attack.md | 15 + .../Class Features/Sorcerer Spellcasting.md | 53 +++ .../srd/Class Features/Sparkling Targe.md | 19 + .../srd/Class Features/Speed Boosters.md | 13 + .../srd/Class Features/Spell Blending.md | 15 + .../Class Features/Spell Repertoire (Bard).md | 21 + .../Spell Repertoire (Oracle).md | 21 + .../Spell Repertoire (Psychic).md | 21 + .../Spell Repertoire (Sorcerer).md | 21 + .../Spell Repertoire (Summoner).md | 23 + .../srd/Class Features/Spell Substitution.md | 15 + .../srd/Class Features/Spellstrike.md | 29 ++ .../srd/Class Features/Spinner of Threads.md | 21 + .../srd/Class Features/Spirit Instinct.md | 29 ++ .../srd/Class Features/Staff Nexus.md | 19 + .../srd/Class Features/Starless Shadow.md | 21 + .../srd/Class Features/Starlit Span.md | 17 + .../srd/Class Features/Steed Ally.md | 13 + .../srd/Class Features/Stone Order.md | 13 + .../srd/Class Features/Storm Order.md | 21 + .../srd/Class Features/Strained Metabolism.md | 19 + .../srd/Class Features/Strategic Strike.md | 15 + .../mechanics/srd/Class Features/Stubborn.md | 13 + .../srd/Class Features/Studious Spells.md | 23 + .../srd/Class Features/Stylish Tricks.md | 13 + .../srd/Class Features/Subconscious Mind.md | 18 + .../srd/Class Features/Subtle Dampeners.md | 13 + .../Class Features/Summoner Spellcasting.md | 27 ++ .../Class Features/Superstition Instinct.md | 31 ++ .../srd/Class Features/Surprise Attack.md | 13 + .../Class Features/Swashbuckler Expertise.md | 13 + .../Class Features/Swashbuckler's Style.md | 13 + .../srd/Class Features/Swift Prey.md | 13 + .../srd/Class Features/Tangle Line.md | 17 + .../srd/Class Features/Tempered Reflexes.md | 13 + .../mechanics/srd/Class Features/Tempest.md | 57 +++ .../srd/Class Features/Tensile Absorption.md | 13 + .../Thaumaturge Weapon Expertise.md | 13 + .../Class Features/Thaumaturgic Expertise.md | 15 + .../Class Features/Thaumaturgic Mastery.md | 15 + .../srd/Class Features/The Distant Grasp.md | 36 ++ .../srd/Class Features/The Infinite Eye.md | 36 ++ .../srd/Class Features/The Inscribed One.md | 21 + .../Class Features/The Oscillating Wave.md | 50 +++ .../srd/Class Features/The Resentment.md | 21 + .../srd/Class Features/The Silent Whisper.md | 36 ++ .../srd/Class Features/The Tangible Dream.md | 36 ++ .../srd/Class Features/The Tenets of Evil.md | 17 + .../srd/Class Features/The Tenets of Good.md | 17 + .../srd/Class Features/The Unbound Step.md | 36 ++ content/mechanics/srd/Class Features/Thief.md | 17 + .../Third Doctrine (Cloistered Cleric).md | 13 + .../Third Doctrine (Warpriest).md | 13 + .../srd/Class Features/Third Doctrine.md | 16 + .../Class Features/Third Gate's Threshold.md | 16 + .../srd/Class Features/Third Implement.md | 13 + .../Third Path to Perfection (Fortitude).md | 15 + .../Third Path to Perfection (Reflex).md | 15 + .../Third Path to Perfection (Will).md | 15 + .../Third Path to Perfection.md | 13 + content/mechanics/srd/Class Features/Time.md | 45 ++ content/mechanics/srd/Class Features/Tome.md | 35 ++ .../srd/Class Features/Toxicologist.md | 47 ++ .../srd/Class Features/Trackless Journey.md | 15 + .../Troll Deviant Classification.md | 39 ++ .../srd/Class Features/Twin Juggernauts.md | 13 + .../srd/Class Features/Twisting Tree.md | 17 + .../mechanics/srd/Class Features/Tyrant.md | 27 ++ .../srd/Class Features/Unimpeded Journey.md | 15 + .../srd/Class Features/Unleash Psyche.md | 13 + .../srd/Class Features/Unlimited Esoterica.md | 13 + .../Unlimited Signature Spells.md | 13 + .../srd/Class Features/Untamed Order.md | 23 + .../srd/Class Features/Versatile Legend.md | 13 + .../srd/Class Features/Vivacious Speed.md | 13 + .../srd/Class Features/Voice of Nature.md | 15 + .../srd/Class Features/Walls of Will.md | 13 + content/mechanics/srd/Class Features/Wand.md | 33 ++ .../srd/Class Features/Wandering Reverie.md | 19 + .../srd/Class Features/Warden Spells.md | 17 + .../srd/Class Features/Warden's Endurance.md | 13 + .../mechanics/srd/Class Features/Warpriest.md | 25 ++ .../mechanics/srd/Class Features/Warrior.md | 19 + .../srd/Class Features/Wave Order.md | 13 + .../srd/Class Features/Way of the Drifter.md | 19 + .../Class Features/Way of the Pistolero.md | 19 + .../srd/Class Features/Way of the Sniper.md | 19 + .../Class Features/Way of the Spellshot.md | 23 + .../Class Features/Way of the Triggerbrand.md | 19 + .../srd/Class Features/Way of the Vanguard.md | 19 + .../Weapon Expertise (Swashbuckler).md | 17 + .../srd/Class Features/Weapon Expertise.md | 24 + .../srd/Class Features/Weapon Fury.md | 13 + .../srd/Class Features/Weapon Innovation.md | 24 + .../srd/Class Features/Weapon Legend.md | 15 + .../Class Features/Weapon Specialization.md | 13 + .../srd/Class Features/Weapon Tricks.md | 13 + .../mechanics/srd/Class Features/Weapon.md | 31 ++ .../srd/Class Features/Wellspring Magic.md | 45 ++ .../srd/Class Features/Wild Willpower.md | 13 + .../srd/Class Features/Wilding Steward.md | 21 + .../mechanics/srd/Class Features/Wildsong.md | 15 + .../srd/Class Features/Will Expertise.md | 16 + .../srd/Class Features/Will of the Pupil.md | 13 + content/mechanics/srd/Class Features/Wit.md | 15 + .../srd/Class Features/Witch Lessons.md | 49 ++ .../srd/Class Features/Witch Spellcasting.md | 25 ++ .../srd/Class Features/Wizard Spellcasting.md | 37 ++ .../Class Features/Wizard Weapon Expertise.md | 13 + .../Wraith Deviant Classification.md | 39 ++ .../mechanics/srd/Class Features/desktop.ini | Bin 0 -> 246 bytes .../Class Features/zz_asset-files/desktop.ini | Bin 0 -> 246 bytes ...-commodities-biological-eye-blue-gold.webp | Bin 0 -> 8550 bytes ...odities-biological-hand-gnarled-green.webp | Bin 0 -> 6942 bytes ...ommodities-biological-organ-heart-red.webp | Bin 0 -> 6480 bytes ...mmodities-biological-wing-insect-blue.webp | Bin 0 -> 9306 bytes ...es-biological-wing-lizard-pink-purple.webp | Bin 0 -> 8250 bytes .../icons-commodities-flowers-lotus-pink.webp | Bin 0 -> 5830 bytes ...cons-commodities-leather-scales-white.webp | Bin 0 -> 8068 bytes ...ies-materials-powder-red-green-yellow.webp | Bin 0 -> 4572 bytes ...mmodities-metal-ingot-hammered-silver.webp | Bin 0 -> 10662 bytes ...odities-stone-stone-white-quartz-ball.webp | Bin 0 -> 4916 bytes ...ies-treasure-crown-gold-laurel-wreath.webp | Bin 0 -> 7838 bytes ...reasure-statuette-gargoyle-green-gold.webp | Bin 0 -> 7782 bytes ...mmodities-treasure-trinket-wing-white.webp | Bin 0 -> 6196 bytes ...-consumables-mushrooms-umbontae-green.webp | Bin 0 -> 5220 bytes ...les-plants-leaf-hastate-glowing-green.webp | Bin 0 -> 14526 bytes ...n-jug-corked-skull-poison-brown-green.webp | Bin 0 -> 5432 bytes ...ons-potion-round-stopped-yellow-green.webp | Bin 0 -> 6916 bytes ...sumables-vegetable-root-carrot-orange.webp | Bin 0 -> 4646 bytes ...-abilities-bear-roar-bite-brown-green.webp | Bin 0 -> 14698 bytes ...s-abilities-cougar-pounce-stalk-black.webp | Bin 0 -> 13002 bytes ...s-abilities-dragon-fire-breath-orange.webp | Bin 0 -> 14300 bytes ...atures-amphibians-treefrog-leaf-green.webp | Bin 0 -> 13616 bytes ...reatures-birds-songbird-yellow-flying.webp | Bin 0 -> 19008 bytes ...reatures-claws-claw-talons-yellow-red.webp | Bin 0 -> 13456 bytes ...atures-eyes-humanoid-single-red-brown.webp | Bin 0 -> 5746 bytes ...atures-invertebrates-spider-web-black.webp | Bin 0 -> 11242 bytes ...eatures-magical-humanoid-horned-rider.webp | Bin 0 -> 4388 bytes ...ical-humanoid-silhouette-glowing-pink.webp | Bin 0 -> 6344 bytes ...tures-magical-spirit-fear-energy-pink.webp | Bin 0 -> 3514 bytes ...es-magical-spirit-undead-ghost-purple.webp | Bin 0 -> 5860 bytes ...res-magical-spirit-undead-horned-blue.webp | Bin 0 -> 5146 bytes ...ttlement-watchtower-silhouette-yellow.webp | Bin 0 -> 5746 bytes ...ons-environment-wilderness-arch-stone.webp | Bin 0 -> 4180 bytes ...ment-chest-breastplate-collared-steel.webp | Bin 0 -> 7890 bytes ...ipment-chest-breastplate-helmet-metal.webp | Bin 0 -> 13386 bytes ...pment-chest-breastplate-quilted-brown.webp | Bin 0 -> 8424 bytes ...uipment-chest-breastplate-rivited-red.webp | Bin 0 -> 8400 bytes ...pment-chest-breastplate-sculpted-grey.webp | Bin 0 -> 6696 bytes ...uipment-head-hat-pointed-leather-pink.webp | Bin 0 -> 4866 bytes ...ent-head-helm-barbute-horned-gold-red.webp | Bin 0 -> 14754 bytes ...pment-head-helm-barbute-rounded-steel.webp | Bin 0 -> 6080 bytes ...-equipment-shield-heater-crystal-blue.webp | Bin 0 -> 12916 bytes ...oulder-pauldron-segmented-steel-white.webp | Bin 0 -> 7742 bytes ...houlder-pauldron-segmented-steel-worn.webp | Bin 0 -> 4556 bytes ...icons-magic-control-fear-fright-white.webp | Bin 0 -> 5550 bytes ...agic-control-hypnosis-mesmerism-watch.webp | Bin 0 -> 7052 bytes ...c-control-silhouette-hold-change-blue.webp | Bin 0 -> 4366 bytes ...-defensive-armor-shield-barrier-steel.webp | Bin 0 -> 8402 bytes ...defensive-shield-barrier-deflect-teal.webp | Bin 0 -> 6058 bytes ...magic-earth-barrier-lava-stone-orange.webp | Bin 0 -> 6046 bytes ...ire-explosion-embers-evade-silhouette.webp | Bin 0 -> 7362 bytes ...icons-magic-fire-explosion-flame-blue.webp | Bin 0 -> 9908 bytes ...ons-magic-fire-flame-burning-building.webp | Bin 0 -> 7440 bytes ...ic-fire-flame-burning-campfire-orange.webp | Bin 0 -> 6254 bytes .../icons-magic-fire-flame-burning-eye.webp | Bin 0 -> 9196 bytes ...fire-flame-burning-skeleton-explosion.webp | Bin 0 -> 9438 bytes ...-fire-projectile-feathers-embers-gold.webp | Bin 0 -> 5840 bytes ...icons-magic-holy-chalice-glowing-gold.webp | Bin 0 -> 10622 bytes ...agic-life-cross-explosion-burst-green.webp | Bin 0 -> 4774 bytes .../icons-magic-life-heart-pink.webp | Bin 0 -> 11580 bytes .../icons-magic-life-heart-red-blue.webp | Bin 0 -> 9978 bytes .../icons-magic-life-heart-shadow-red.webp | Bin 0 -> 8752 bytes ...-magic-light-beam-impact-deflect-teal.webp | Bin 0 -> 5948 bytes ...agic-light-explosion-star-glow-orange.webp | Bin 0 -> 4686 bytes ...magic-light-orb-hands-humanoid-yellow.webp | Bin 0 -> 12212 bytes ...gic-lightning-bolt-strike-clouds-blue.webp | Bin 0 -> 11246 bytes ...s-magic-nature-beam-hand-leaves-green.webp | Bin 0 -> 6824 bytes ...ic-nature-leaf-elm-sparkle-glow-green.webp | Bin 0 -> 14136 bytes ...-nature-stealth-hide-beast-eyes-green.webp | Bin 0 -> 11502 bytes .../icons-magic-nature-symbol-sun-yellow.webp | Bin 0 -> 18912 bytes ...ns-magic-nature-tree-bare-glow-yellow.webp | Bin 0 -> 9362 bytes ...tion-eye-ringed-glow-angry-small-teal.webp | Bin 0 -> 5826 bytes ...icons-magic-symbols-cross-circle-blue.webp | Bin 0 -> 12876 bytes ...symbols-elements-air-earth-fire-water.webp | Bin 0 -> 11414 bytes ...s-magic-symbols-question-stone-yellow.webp | Bin 0 -> 7676 bytes ...ymbols-rune-sigil-horned-white-purple.webp | Bin 0 -> 14146 bytes ...s-magic-symbols-rune-sigil-red-orange.webp | Bin 0 -> 5448 bytes .../icons-magic-unholy-hand-light-green.webp | Bin 0 -> 6030 bytes .../icons-magic-unholy-hand-marked-pink.webp | Bin 0 -> 7060 bytes ...agic-unholy-orb-glowing-yellow-purple.webp | Bin 0 -> 8768 bytes .../icons-magic-unholy-orb-swirling-teal.webp | Bin 0 -> 11032 bytes ...c-unholy-silhouette-evil-horned-giant.webp | Bin 0 -> 4154 bytes ...gic-unholy-silhouette-robe-evil-power.webp | Bin 0 -> 5582 bytes ...holy-strike-body-explode-disintegrate.webp | Bin 0 -> 11002 bytes ...s-magic-water-bubbles-air-water-light.webp | Bin 0 -> 5748 bytes .../icons-magic-water-heart-ice-freeze.webp | Bin 0 -> 11192 bytes ...cons-magic-water-pseudopod-swirl-blue.webp | Bin 0 -> 4940 bytes ...-magic-water-snowflake-ice-blue-white.webp | Bin 0 -> 6388 bytes .../icons-magic-water-wave-water-blue.webp | Bin 0 -> 12018 bytes ...ons-skills-melee-hand-grip-staff-blue.webp | Bin 0 -> 7874 bytes ...ons-skills-melee-hand-grip-staff-teal.webp | Bin 0 -> 9810 bytes ...ls-melee-hand-grip-staff-yellow-brown.webp | Bin 0 -> 7768 bytes ...s-skills-melee-hand-grip-sword-orange.webp | Bin 0 -> 7058 bytes ...cons-skills-melee-hand-grip-sword-red.webp | Bin 0 -> 6646 bytes ...ls-melee-maneuver-sword-katana-yellow.webp | Bin 0 -> 5452 bytes ...lls-melee-strike-polearm-light-orange.webp | Bin 0 -> 6060 bytes ...s-skills-melee-strike-sword-blood-red.webp | Bin 0 -> 5784 bytes ...kills-melee-strikes-sword-triple-gray.webp | Bin 0 -> 5346 bytes ...skills-melee-sword-winged-holy-orange.webp | Bin 0 -> 15578 bytes ...s-melee-weapons-crossed-swords-purple.webp | Bin 0 -> 14978 bytes ...ee-weapons-crossed-swords-yellow-teal.webp | Bin 0 -> 7944 bytes ...kills-ranged-arrow-flying-ornate-gold.webp | Bin 0 -> 12076 bytes ...ranged-arrows-flying-salvo-blue-light.webp | Bin 0 -> 9550 bytes ...ls-ranged-cannon-barrel-firing-orange.webp | Bin 0 -> 6770 bytes ...-ranged-target-bullseye-archer-orange.webp | Bin 0 -> 6052 bytes ...kills-targeting-crosshair-bars-yellow.webp | Bin 0 -> 7356 bytes ...argeting-crosshair-scope-sniper-green.webp | Bin 0 -> 5540 bytes ...kills-targeting-target-glowing-yellow.webp | Bin 0 -> 5712 bytes ...ls-trades-academics-book-study-purple.webp | Bin 0 -> 13948 bytes ...-wounds-blood-cells-vessel-red-orange.webp | Bin 0 -> 5648 bytes ...ills-wounds-injury-face-impact-orange.webp | Bin 0 -> 7704 bytes ...ills-wounds-injury-triple-slash-bleed.webp | Bin 0 -> 6128 bytes ...-books-book-embossed-jewel-gold-green.webp | Bin 0 -> 8106 bytes ...books-book-embossed-jewel-gold-purple.webp | Bin 0 -> 10616 bytes ...ooks-book-embossed-jewel-silver-green.webp | Bin 0 -> 6202 bytes ...dries-books-book-embossed-steel-brown.webp | Bin 0 -> 8070 bytes .../icons-sundries-books-book-eye-pink.webp | Bin 0 -> 7466 bytes .../icons-sundries-books-book-eye-purple.webp | Bin 0 -> 7298 bytes .../icons-sundries-books-book-face-black.webp | Bin 0 -> 6500 bytes ...cons-sundries-books-book-purple-glyph.webp | Bin 0 -> 8164 bytes ...s-sundries-books-book-red-exclamation.webp | Bin 0 -> 8968 bytes ...cons-sundries-books-book-rounded-teal.webp | Bin 0 -> 7406 bytes ...-books-book-symbol-spiral-silver-blue.webp | Bin 0 -> 9096 bytes ...undries-books-book-tooled-blue-yellow.webp | Bin 0 -> 10930 bytes ...uments-document-sealed-signatures-red.webp | Bin 0 -> 15416 bytes ...s-documents-document-sealed-white-red.webp | Bin 0 -> 7006 bytes ...undries-documents-document-tree-brown.webp | Bin 0 -> 7820 bytes ...dries-scrolls-scroll-symbol-eye-brown.webp | Bin 0 -> 8748 bytes ...dries-scrolls-scroll-symbol-sun-brown.webp | Bin 0 -> 7806 bytes ...icons-tools-instruments-pipe-flue-tan.webp | Bin 0 -> 4766 bytes ...cons-tools-laboratory-vials-blue-pink.webp | Bin 0 -> 9328 bytes ...ons-fist-fist-katar-triple-gold-black.webp | Bin 0 -> 7200 bytes ...pons-staves-staff-ornate-jeweled-blue.webp | Bin 0 -> 6056 bytes ...cons-weapons-staves-staff-simple-gold.webp | Bin 0 -> 4490 bytes ...icons-weapons-wands-wand-skull-horned.webp | Bin 0 -> 4874 bytes .../systems-pf2e-icons-default-icons-feat.svg | 7 + ...f2e-icons-equipment-weapons-gun-sword.webp | Bin 0 -> 1360 bytes ...ms-pf2e-icons-features-classes-Mirror.webp | Bin 0 -> 2282 bytes ...icons-features-classes-ability-boosts.webp | Bin 0 -> 1424 bytes ...s-features-classes-adamantine-strikes.webp | Bin 0 -> 940 bytes ...ons-features-classes-advanced-alchemy.webp | Bin 0 -> 1214 bytes ...-icons-features-classes-advanced-deed.webp | Bin 0 -> 2204 bytes ...s-features-classes-alchemical-alarity.webp | Bin 0 -> 2192 bytes ...features-classes-alchemical-expertise.webp | Bin 0 -> 898 bytes ...s-features-classes-alchemical-mastery.webp | Bin 0 -> 2182 bytes ...asses-alchemical-sciences-methodology.webp | Bin 0 -> 990 bytes ...s-pf2e-icons-features-classes-alchemy.webp | Bin 0 -> 1794 bytes ...pf2e-icons-features-classes-alertness.webp | Bin 0 -> 1102 bytes ...ms-pf2e-icons-features-classes-amulet.webp | Bin 0 -> 2374 bytes ...2e-icons-features-classes-arcane-bond.webp | Bin 0 -> 920 bytes ...-icons-features-classes-arcane-thesis.webp | Bin 0 -> 1292 bytes ...cons-features-classes-armor-expertise.webp | Bin 0 -> 1180 bytes ...ons-features-classes-armor-innovation.webp | Bin 0 -> 1218 bytes ...-icons-features-classes-armor-of-fury.webp | Bin 0 -> 972 bytes ...eatures-classes-attack-of-opportunity.webp | Bin 0 -> 956 bytes ...icons-features-classes-battle-mystery.webp | Bin 0 -> 980 bytes ...s-features-classes-battledancer-style.webp | Bin 0 -> 1084 bytes ...features-classes-battlefield-surveyor.webp | Bin 0 -> 768 bytes ...tems-pf2e-icons-features-classes-bell.webp | Bin 0 -> 1254 bytes ...f2e-icons-features-classes-blade-ally.webp | Bin 0 -> 2478 bytes ...ns-features-classes-bloodline-paragon.webp | Bin 0 -> 1198 bytes ...ons-features-classes-bloodline-spells.webp | Bin 0 -> 1258 bytes ...f2e-icons-features-classes-blunt-shot.webp | Bin 0 -> 1046 bytes ...ms-pf2e-icons-features-classes-bomber.webp | Bin 0 -> 826 bytes ...-icons-features-classes-bones-mystery.webp | Bin 0 -> 1178 bytes ...icons-features-classes-braggart-style.webp | Bin 0 -> 1424 bytes ...s-pf2e-icons-features-classes-bravery.webp | Bin 0 -> 940 bytes ...tures-classes-breakthrough-innovation.webp | Bin 0 -> 1916 bytes ...pf2e-icons-features-classes-brutality.webp | Bin 0 -> 1122 bytes ...s-pf2e-icons-features-classes-chalice.webp | Bin 0 -> 1978 bytes ...s-features-classes-champion-expertise.webp | Bin 0 -> 1572 bytes ...f2e-icons-features-classes-chirurgeon.webp | Bin 0 -> 968 bytes ...ons-features-classes-clarity-of-focus.webp | Bin 0 -> 1392 bytes ...s-features-classes-combat-flexibility.webp | Bin 0 -> 806 bytes ...ures-classes-complete-reconfiguration.webp | Bin 0 -> 2570 bytes ...s-features-classes-complex-simplicity.webp | Bin 0 -> 1520 bytes ...s-features-classes-confident-finisher.webp | Bin 0 -> 756 bytes ...icons-features-classes-conflux-spells.webp | Bin 0 -> 1018 bytes ...features-classes-construct-innovation.webp | Bin 0 -> 1758 bytes ...ons-features-classes-continuous-flair.webp | Bin 0 -> 1008 bytes ...icons-features-classes-cosmos-mystery.webp | Bin 0 -> 850 bytes ...tures-classes-deductive-improvisation.webp | Bin 0 -> 950 bytes ...cons-features-classes-defensive-robes.webp | Bin 0 -> 1294 bytes ...ems-pf2e-icons-features-classes-deity.webp | Bin 0 -> 1940 bytes ...f2e-icons-features-classes-devastator.webp | Bin 0 -> 1108 bytes ...s-features-classes-devise-a-stratagem.webp | Bin 0 -> 2094 bytes ...2e-icons-features-classes-divine-ally.webp | Bin 0 -> 982 bytes ...icons-features-classes-divine-defense.webp | Bin 0 -> 1758 bytes ...2e-icons-features-classes-divine-font.webp | Bin 0 -> 1228 bytes ...-features-classes-divine-spellcasting.webp | Bin 0 -> 1312 bytes ...2e-icons-features-classes-divine-will.webp | Bin 0 -> 1732 bytes ...2e-icons-features-classes-double-brew.webp | Bin 0 -> 954 bytes ...s-features-classes-double-spellstrike.webp | Bin 0 -> 842 bytes ...ons-features-classes-druidic-language.webp | Bin 0 -> 1468 bytes ...ns-features-classes-dynamic-weighting.webp | Bin 0 -> 1592 bytes ...s-classes-eidolon-defensive-expertise.webp | Bin 0 -> 948 bytes ...res-classes-eidolon-defensive-mastery.webp | Bin 0 -> 2022 bytes ...ns-features-classes-eidolon-symbiosis.webp | Bin 0 -> 952 bytes ...eatures-classes-eidolon-transcendence.webp | Bin 0 -> 1654 bytes ...res-classes-eidolon-unarmed-expertise.webp | Bin 0 -> 742 bytes ...tures-classes-eidolon-unarmed-mastery.webp | Bin 0 -> 1774 bytes ...classes-eidolon-weapon-specialization.webp | Bin 0 -> 1746 bytes ...s-pf2e-icons-features-classes-eidolon.webp | Bin 0 -> 712 bytes ...s-features-classes-eldritch-trickster.webp | Bin 0 -> 1270 bytes ...cons-features-classes-elemental-magic.webp | Bin 0 -> 1704 bytes ...pf2e-icons-features-classes-elemental.webp | Bin 0 -> 992 bytes ...features-classes-emotional-acceptance.webp | Bin 0 -> 1926 bytes ...atures-classes-empiricism-methodology.webp | Bin 0 -> 1216 bytes ...-features-classes-enhanced-resistance.webp | Bin 0 -> 2434 bytes ...cons-features-classes-entangling-form.webp | Bin 0 -> 2024 bytes ...s-features-classes-eternal-confidence.webp | Bin 0 -> 1240 bytes ...icons-features-classes-evolution-feat.webp | Bin 0 -> 1432 bytes ...s-features-classes-exemplary-finisher.webp | Bin 0 -> 824 bytes ...ons-features-classes-expert-overdrive.webp | Bin 0 -> 2044 bytes ...s-features-classes-expert-spellcaster.webp | Bin 0 -> 864 bytes ...icons-features-classes-expert-strikes.webp | Bin 0 -> 906 bytes ...s-pf2e-icons-features-classes-explode.webp | Bin 0 -> 1282 bytes ...eatures-classes-exploit-vulnerability.webp | Bin 0 -> 1414 bytes ...-icons-features-classes-extreme-curse.webp | Bin 0 -> 1360 bytes ...-pf2e-icons-features-classes-familiar.webp | Bin 0 -> 1342 bytes ...e-icons-features-classes-fencer-style.webp | Bin 0 -> 848 bytes ...atures-classes-field-discovery-bomber.webp | Bin 0 -> 1702 bytes ...es-classes-field-discovery-chirurgeon.webp | Bin 0 -> 824 bytes ...classes-first-implement-and-esoterica.webp | Bin 0 -> 2274 bytes ...cons-features-classes-flurry-of-blows.webp | Bin 0 -> 1210 bytes ...classes-forensic-medicine-methodology.webp | Bin 0 -> 1110 bytes ...e-icons-features-classes-formula-book.webp | Bin 0 -> 1216 bytes ...ons-features-classes-fortress-of-will.webp | Bin 0 -> 2158 bytes ...-icons-features-classes-gathered-lore.webp | Bin 0 -> 1966 bytes ...ems-pf2e-icons-features-classes-genie.webp | Bin 0 -> 780 bytes ...cons-features-classes-graceful-legend.webp | Bin 0 -> 1094 bytes ...ons-features-classes-graceful-mastery.webp | Bin 0 -> 1046 bytes ...e-icons-features-classes-greater-deed.webp | Bin 0 -> 2450 bytes ...lasses-greater-field-discovery-bomber.webp | Bin 0 -> 704 bytes ...es-greater-field-discovery-chirurgeon.webp | Bin 0 -> 998 bytes ...es-greater-field-discovery-mutagenist.webp | Bin 0 -> 956 bytes ...s-features-classes-greater-juggernaut.webp | Bin 0 -> 1874 bytes ...cons-features-classes-greater-resolve.webp | Bin 0 -> 1590 bytes ...classes-greater-weapon-specialization.webp | Bin 0 -> 998 bytes ...features-classes-gunslinger-expertise.webp | Bin 0 -> 934 bytes ...res-classes-gunslinger-weapon-mastery.webp | Bin 0 -> 720 bytes ...s-features-classes-gunslinging-legend.webp | Bin 0 -> 1966 bytes ...-icons-features-classes-gymnast-style.webp | Bin 0 -> 782 bytes ...ons-features-classes-hampering-spikes.webp | Bin 0 -> 1772 bytes ...-features-classes-harmonic-oscillator.webp | Bin 0 -> 1202 bytes ...ns-features-classes-hefty-composition.webp | Bin 0 -> 2040 bytes ...ns-features-classes-heightened-senses.webp | Bin 0 -> 612 bytes ...icons-features-classes-heros-defiance.webp | Bin 0 -> 1210 bytes ...ems-pf2e-icons-features-classes-hexes.webp | Bin 0 -> 1000 bytes ...cons-features-classes-implement-adept.webp | Bin 0 -> 2052 bytes ...ns-features-classes-implement-paragon.webp | Bin 0 -> 2200 bytes ...atures-classes-implements-empowerment.webp | Bin 0 -> 1648 bytes ...ons-features-classes-improved-evasion.webp | Bin 0 -> 1440 bytes ...-classes-improved-familiar-attunement.webp | Bin 0 -> 1338 bytes ...features-classes-improved-flexibility.webp | Bin 0 -> 806 bytes ...-features-classes-incredible-movement.webp | Bin 0 -> 694 bytes ...ons-features-classes-incredible-sense.webp | Bin 0 -> 1174 bytes ...ons-features-classes-indomitable-will.webp | Bin 0 -> 944 bytes ...s-features-classes-infinite-invention.webp | Bin 0 -> 2856 bytes ...-icons-features-classes-infinite-mind.webp | Bin 0 -> 2008 bytes ...ons-features-classes-infused-reagents.webp | Bin 0 -> 762 bytes ...f2e-icons-features-classes-innovation.webp | Bin 0 -> 792 bytes ...eatures-classes-instant-manifestation.webp | Bin 0 -> 2324 bytes ...tures-classes-intensify-vulnerability.webp | Bin 0 -> 1780 bytes ...res-classes-interrogation-methodology.webp | Bin 0 -> 1244 bytes ...-features-classes-inventive-expertise.webp | Bin 0 -> 2042 bytes ...ns-features-classes-inventive-mastery.webp | Bin 0 -> 2256 bytes ...atures-classes-investigator-expertise.webp | Bin 0 -> 924 bytes ...pf2e-icons-features-classes-iron-will.webp | Bin 0 -> 1194 bytes ...2e-icons-features-classes-juggerenaut.webp | Bin 0 -> 2112 bytes ...f2e-icons-features-classes-keen-flair.webp | Bin 0 -> 728 bytes ...ns-features-classes-keen-recollection.webp | Bin 0 -> 1206 bytes ...s-pf2e-icons-features-classes-lantern.webp | Bin 0 -> 2494 bytes ...e-icons-features-classes-layered-mesh.webp | Bin 0 -> 2136 bytes ...cons-features-classes-legendary-armor.webp | Bin 0 -> 958 bytes ...-features-classes-legendary-overdrive.webp | Bin 0 -> 2180 bytes ...eatures-classes-legendary-spellcaster.webp | Bin 0 -> 1468 bytes ...ons-features-classes-lesson-of-favors.webp | Bin 0 -> 2568 bytes ...eatures-classes-light-armor-expertise.webp | Bin 0 -> 942 bytes ...s-features-classes-lightning-reflexes.webp | Bin 0 -> 614 bytes ...2e-icons-features-classes-link-spells.webp | Bin 0 -> 1104 bytes ...s-pf2e-icons-features-classes-maestro.webp | Bin 0 -> 860 bytes ...ns-features-classes-magical-fortitude.webp | Bin 0 -> 1602 bytes ...2e-icons-features-classes-magnum-opus.webp | Bin 0 -> 1576 bytes ...2e-icons-features-classes-major-curse.webp | Bin 0 -> 1424 bytes ...ons-features-classes-master-detective.webp | Bin 0 -> 894 bytes ...ons-features-classes-master-overdrive.webp | Bin 0 -> 2186 bytes ...icons-features-classes-master-strikes.webp | Bin 0 -> 1062 bytes ...-icons-features-classes-master-tricks.webp | Bin 0 -> 1116 bytes ...ons-features-classes-masterful-hunter.webp | Bin 0 -> 1408 bytes ...f2e-icons-features-classes-mastermind.webp | Bin 0 -> 1204 bytes ...-icons-features-classes-metal-strikes.webp | Bin 0 -> 1124 bytes ...s-features-classes-metallic-reactance.webp | Bin 0 -> 2288 bytes ...res-classes-metamagic-experimentation.webp | Bin 0 -> 1536 bytes ...2e-icons-features-classes-mighty-rage.webp | Bin 0 -> 1104 bytes ...ons-features-classes-miraculous-spell.webp | Bin 0 -> 1430 bytes ...e-icons-features-classes-modular-head.webp | Bin 0 -> 1890 bytes ...features-classes-muscular-exoskeleton.webp | Bin 0 -> 1508 bytes ...f2e-icons-features-classes-mutagenist.webp | Bin 0 -> 1172 bytes ...icons-features-classes-mystic-strikes.webp | Bin 0 -> 554 bytes ...ems-pf2e-icons-features-classes-nymph.webp | Bin 0 -> 1074 bytes ...-features-classes-occult-spellcasting.webp | Bin 0 -> 1054 bytes ...cons-features-classes-offensive-boost.webp | Bin 0 -> 2142 bytes ...2e-icons-features-classes-on-the-case.webp | Bin 0 -> 1284 bytes ...ns-features-classes-opportune-riposte.webp | Bin 0 -> 1036 bytes ...e-icons-features-classes-oracle-curse.webp | Bin 0 -> 1344 bytes ...ons-features-classes-oracular-clarity.webp | Bin 0 -> 972 bytes ...tures-classes-otherworldly-protection.webp | Bin 0 -> 2266 bytes ...pf2e-icons-features-classes-overdrive.webp | Bin 0 -> 2260 bytes ...s-features-classes-pacification-tools.webp | Bin 0 -> 1286 bytes ...s-features-classes-path-to-perfection.webp | Bin 0 -> 1356 bytes ...-icons-features-classes-patreon-theme.webp | Bin 0 -> 1066 bytes ...e-icons-features-classes-patrons-gift.webp | Bin 0 -> 1036 bytes ...ns-features-classes-peerless-inventor.webp | Bin 0 -> 1148 bytes ...icons-features-classes-perfected-form.webp | Bin 0 -> 928 bytes ...lasses-perpetual-infusions-chirurgeon.webp | Bin 0 -> 742 bytes ...s-classes-perpetual-perfection-bomber.webp | Bin 0 -> 1084 bytes ...asses-perpetual-perfection-chirurgeon.webp | Bin 0 -> 918 bytes ...ures-classes-perpetual-potency-bomber.webp | Bin 0 -> 1236 bytes ...-classes-perpetual-potency-chirurgeon.webp | Bin 0 -> 794 bytes ...-classes-perpetual-potency-mutagenist.webp | Bin 0 -> 1402 bytes ...ons-features-classes-personal-barrier.webp | Bin 0 -> 1356 bytes ...s-pf2e-icons-features-classes-phoenix.webp | Bin 0 -> 1482 bytes ...-pf2e-icons-features-classes-polymath.webp | Bin 0 -> 1080 bytes ...ons-features-classes-powerful-alchemy.webp | Bin 0 -> 1764 bytes ...-icons-features-classes-powerful-fist.webp | Bin 0 -> 1982 bytes ...s-features-classes-precise-discipline.webp | Bin 0 -> 2160 bytes ...icons-features-classes-precise-strike.webp | Bin 0 -> 982 bytes ...ns-features-classes-primal-hierophant.webp | Bin 0 -> 1502 bytes ...eatures-classes-psy-cantrips-and-amps.webp | Bin 0 -> 1848 bytes ...features-classes-psychic-spellcasting.webp | Bin 0 -> 1626 bytes ...f2e-icons-features-classes-psychopomp.webp | Bin 0 -> 962 bytes ...f2e-icons-features-classes-quick-rage.webp | Bin 0 -> 802 bytes ...ns-features-classes-raging-resistance.webp | Bin 0 -> 712 bytes ...ons-features-classes-ranger-expertise.webp | Bin 0 -> 1160 bytes ...e-icons-features-classes-razor-prongs.webp | Bin 0 -> 1844 bytes ...2e-icons-features-classes-reconfigure.webp | Bin 0 -> 2144 bytes ...s-pf2e-icons-features-classes-regalia.webp | Bin 0 -> 1822 bytes ...s-pf2e-icons-features-classes-resolve.webp | Bin 0 -> 1652 bytes ...ns-features-classes-revelation-spells.webp | Bin 0 -> 892 bytes ...ures-classes-revolutionary-innovation.webp | Bin 0 -> 2262 bytes ...cons-features-classes-rogue-expertise.webp | Bin 0 -> 938 bytes ...pf2e-icons-features-classes-rope-shot.webp | Bin 0 -> 2056 bytes ...s-pf2e-icons-features-classes-ruffian.webp | Bin 0 -> 908 bytes ...pf2e-icons-features-classes-scoundrel.webp | Bin 0 -> 1038 bytes ...e-icons-features-classes-second-adept.webp | Bin 0 -> 2146 bytes ...ons-features-classes-second-implement.webp | Bin 0 -> 2308 bytes ...res-classes-second-path-to-perfection.webp | Bin 0 -> 1526 bytes ...2e-icons-features-classes-second-skin.webp | Bin 0 -> 1044 bytes ...cons-features-classes-segmented-frame.webp | Bin 0 -> 1684 bytes ...ms-pf2e-icons-features-classes-shadow.webp | Bin 0 -> 862 bytes ...ons-features-classes-shared-vigilance.webp | Bin 0 -> 1136 bytes ...2e-icons-features-classes-shield-ally.webp | Bin 0 -> 2464 bytes ...e-icons-features-classes-shield-block.webp | Bin 0 -> 1180 bytes ...icons-features-classes-shootists-edge.webp | Bin 0 -> 2066 bytes ...res-classes-signature-spells-sorcerer.webp | Bin 0 -> 622 bytes ...ons-features-classes-skillful-lessons.webp | Bin 0 -> 1178 bytes ...-icons-features-classes-slippery-mind.webp | Bin 0 -> 1468 bytes ...e-icons-features-classes-sneak-attack.webp | Bin 0 -> 922 bytes ...icons-features-classes-speed-boosters.webp | Bin 0 -> 1964 bytes ...icons-features-classes-spell-blending.webp | Bin 0 -> 1286 bytes ...s-features-classes-spell-substitution.webp | Bin 0 -> 1006 bytes ...2e-icons-features-classes-spellstrike.webp | Bin 0 -> 2570 bytes ...f2e-icons-features-classes-steed-ally.webp | Bin 0 -> 950 bytes ...ons-features-classes-strategic-strike.webp | Bin 0 -> 1014 bytes ...cons-features-classes-studious-spells.webp | Bin 0 -> 1300 bytes ...icons-features-classes-stylish-tricks.webp | Bin 0 -> 1040 bytes ...ons-features-classes-subtle-dampeners.webp | Bin 0 -> 2234 bytes ...eatures-classes-summoner-spellcasting.webp | Bin 0 -> 958 bytes ...cons-features-classes-surprice-attack.webp | Bin 0 -> 902 bytes ...atures-classes-swashbuckler-expertise.webp | Bin 0 -> 812 bytes ...f2e-icons-features-classes-swift-prey.webp | Bin 0 -> 1456 bytes ...2e-icons-features-classes-tangle-line.webp | Bin 0 -> 1908 bytes ...atures-classes-thaumaturgic-expertise.webp | Bin 0 -> 1820 bytes ...features-classes-thaumaturgic-mastery.webp | Bin 0 -> 1756 bytes ...ns-features-classes-the-distant-grasp.webp | Bin 0 -> 1610 bytes ...ons-features-classes-the-infinite-eye.webp | Bin 0 -> 1600 bytes ...features-classes-the-oscillating-wave.webp | Bin 0 -> 1890 bytes ...s-features-classes-the-silent-whisper.webp | Bin 0 -> 1640 bytes ...s-features-classes-the-tangible-dream.webp | Bin 0 -> 1964 bytes ...ons-features-classes-the-unbound-step.webp | Bin 0 -> 1678 bytes ...ems-pf2e-icons-features-classes-thief.webp | Bin 0 -> 1514 bytes ...cons-features-classes-third-implement.webp | Bin 0 -> 2148 bytes ...ures-classes-third-path-to-perfection.webp | Bin 0 -> 1320 bytes ...tems-pf2e-icons-features-classes-tome.webp | Bin 0 -> 1436 bytes ...e-icons-features-classes-toxicologist.webp | Bin 0 -> 1558 bytes ...icons-features-classes-trackless-step.webp | Bin 0 -> 1134 bytes ...ms-pf2e-icons-features-classes-undead.webp | Bin 0 -> 1212 bytes ...icons-features-classes-unleash-psyche.webp | Bin 0 -> 2308 bytes ...-features-classes-unlimited-esoterica.webp | Bin 0 -> 1954 bytes ...es-classes-unlimited-signature-spells.webp | Bin 0 -> 1724 bytes ...ons-features-classes-versatile-legend.webp | Bin 0 -> 1122 bytes ...cons-features-classes-vigilant-senses.webp | Bin 0 -> 818 bytes ...cons-features-classes-vivacious-speed.webp | Bin 0 -> 976 bytes ...-icons-features-classes-walls-of-will.webp | Bin 0 -> 1828 bytes ...tems-pf2e-icons-features-classes-wand.webp | Bin 0 -> 630 bytes ...ns-features-classes-wandering-reverie.webp | Bin 0 -> 950 bytes ...pf2e-icons-features-classes-warpriest.webp | Bin 0 -> 1320 bytes ...s-pf2e-icons-features-classes-warrior.webp | Bin 0 -> 1054 bytes ...s-features-classes-way-of-the-drifter.webp | Bin 0 -> 2498 bytes ...features-classes-way-of-the-pistolero.webp | Bin 0 -> 840 bytes ...ns-features-classes-way-of-the-sniper.webp | Bin 0 -> 1380 bytes ...features-classes-way-of-the-spellshot.webp | Bin 0 -> 2346 bytes ...-features-classes-way-of-the-vanguard.webp | Bin 0 -> 834 bytes ...ons-features-classes-weapon-expertise.webp | Bin 0 -> 660 bytes ...2e-icons-features-classes-weapon-fury.webp | Bin 0 -> 986 bytes ...ns-features-classes-weapon-innovation.webp | Bin 0 -> 2056 bytes ...-icons-features-classes-weapon-legend.webp | Bin 0 -> 1220 bytes ...icons-features-classes-weapon-mastery.webp | Bin 0 -> 676 bytes ...eatures-classes-weapon-specialization.webp | Bin 0 -> 744 bytes ...-icons-features-classes-weapon-tricks.webp | Bin 0 -> 856 bytes ...ms-pf2e-icons-features-classes-weapon.webp | Bin 0 -> 1940 bytes ...ons-features-classes-wellspring-magic.webp | Bin 0 -> 2114 bytes ...2e-icons-features-classes-wild-stride.webp | Bin 0 -> 1006 bytes ...pf2e-icons-features-classes-wit-style.webp | Bin 0 -> 1346 bytes ...s-features-classes-witch-spellcasting.webp | Bin 0 -> 750 bytes ...stems-pf2e-icons-spells-abundant-step.webp | Bin 0 -> 1026 bytes .../systems-pf2e-icons-spells-air-walk.webp | Bin 0 -> 788 bytes ...stems-pf2e-icons-spells-awaken-portal.webp | Bin 0 -> 1480 bytes ...stems-pf2e-icons-spells-bestial-curse.webp | Bin 0 -> 1170 bytes ...2e-icons-spells-captivating-adoration.webp | Bin 0 -> 540 bytes ...s-pf2e-icons-spells-daydreamers-curse.webp | Bin 0 -> 1212 bytes ...ems-pf2e-icons-spells-deceivers-cloak.webp | Bin 0 -> 1244 bytes ...ystems-pf2e-icons-spells-disapperance.webp | Bin 0 -> 1058 bytes ...stems-pf2e-icons-spells-dragon-breath.webp | Bin 0 -> 1346 bytes ...2e-icons-spells-ectoplasmic-expulsion.webp | Bin 0 -> 1350 bytes ...ns-spells-elemental-annihilation-wave.webp | Bin 0 -> 2702 bytes ...ms-pf2e-icons-spells-empower-ley-line.webp | Bin 0 -> 1558 bytes .../systems-pf2e-icons-spells-fear.webp | Bin 0 -> 1158 bytes .../systems-pf2e-icons-spells-feeblemind.webp | Bin 0 -> 1158 bytes .../systems-pf2e-icons-spells-haste.webp | Bin 0 -> 1868 bytes ...s-pf2e-icons-spells-illusory-disguise.webp | Bin 0 -> 1012 bytes .../systems-pf2e-icons-spells-ki-strike.webp | Bin 0 -> 1536 bytes .../systems-pf2e-icons-spells-life-boost.webp | Bin 0 -> 930 bytes ...ms-pf2e-icons-spells-malicious-shadow.webp | Bin 0 -> 746 bytes ...ms-pf2e-icons-spells-monstrosity-form.webp | Bin 0 -> 1696 bytes ...pf2e-icons-spells-needle-of-vengeance.webp | Bin 0 -> 816 bytes ...stems-pf2e-icons-spells-phantom-crowd.webp | Bin 0 -> 1162 bytes ...e-icons-spells-putrefy-food-and-drink.webp | Bin 0 -> 1194 bytes ...-pf2e-icons-spells-restorative-moment.webp | Bin 0 -> 1136 bytes ...tems-pf2e-icons-spells-veil-of-dreams.webp | Bin 0 -> 642 bytes content/mechanics/srd/Classes/Alchemist.md | 278 ++++++++++++ content/mechanics/srd/Classes/Barbarian.md | 254 +++++++++++ content/mechanics/srd/Classes/Bard.md | 282 ++++++++++++ content/mechanics/srd/Classes/Champion.md | 291 ++++++++++++ content/mechanics/srd/Classes/Classes.md | 36 ++ content/mechanics/srd/Classes/Cleric.md | 248 ++++++++++ content/mechanics/srd/Classes/Druid.md | 276 ++++++++++++ content/mechanics/srd/Classes/Fighter.md | 224 +++++++++ content/mechanics/srd/Classes/Gunslinger.md | 232 ++++++++++ content/mechanics/srd/Classes/Inventor.md | 379 ++++++++++++++++ content/mechanics/srd/Classes/Investigator.md | 250 +++++++++++ content/mechanics/srd/Classes/Kineticist.md | 301 +++++++++++++ content/mechanics/srd/Classes/Magus.md | 337 ++++++++++++++ content/mechanics/srd/Classes/Monk.md | 232 ++++++++++ content/mechanics/srd/Classes/Oracle.md | 313 +++++++++++++ content/mechanics/srd/Classes/Psychic.md | 307 +++++++++++++ content/mechanics/srd/Classes/Ranger.md | 250 +++++++++++ content/mechanics/srd/Classes/Rogue.md | 272 +++++++++++ content/mechanics/srd/Classes/Sorcerer.md | 291 ++++++++++++ content/mechanics/srd/Classes/Summoner.md | 325 ++++++++++++++ content/mechanics/srd/Classes/Swashbuckler.md | 266 +++++++++++ content/mechanics/srd/Classes/Thaumaturge.md | 260 +++++++++++ content/mechanics/srd/Classes/Witch.md | 333 ++++++++++++++ content/mechanics/srd/Classes/Wizard.md | 306 +++++++++++++ content/mechanics/srd/Classes/desktop.ini | Bin 0 -> 246 bytes content/mechanics/srd/Conditions/Blinded.md | 23 + content/mechanics/srd/Conditions/Broken.md | 25 ++ content/mechanics/srd/Conditions/Clumsy.md | 23 + content/mechanics/srd/Conditions/Concealed.md | 23 + content/mechanics/srd/Conditions/Confused.md | 27 ++ .../mechanics/srd/Conditions/Controlled.md | 23 + .../mechanics/srd/Conditions/Cursebound.md | 23 + content/mechanics/srd/Conditions/Dazzled.md | 23 + content/mechanics/srd/Conditions/Deafened.md | 23 + content/mechanics/srd/Conditions/Doomed.md | 25 ++ content/mechanics/srd/Conditions/Drained.md | 25 ++ content/mechanics/srd/Conditions/Dying.md | 25 ++ .../mechanics/srd/Conditions/Encumbered.md | 23 + content/mechanics/srd/Conditions/Enfeebled.md | 23 + .../mechanics/srd/Conditions/Fascinated.md | 23 + content/mechanics/srd/Conditions/Fatigued.md | 25 ++ content/mechanics/srd/Conditions/Fleeing.md | 23 + content/mechanics/srd/Conditions/Friendly.md | 23 + .../mechanics/srd/Conditions/Frightened.md | 23 + content/mechanics/srd/Conditions/Grabbed.md | 23 + content/mechanics/srd/Conditions/Helpful.md | 23 + content/mechanics/srd/Conditions/Hidden.md | 25 ++ content/mechanics/srd/Conditions/Hostile.md | 23 + .../mechanics/srd/Conditions/Immobilized.md | 23 + .../mechanics/srd/Conditions/Indifferent.md | 23 + content/mechanics/srd/Conditions/Invisible.md | 23 + content/mechanics/srd/Conditions/Observed.md | 23 + content/mechanics/srd/Conditions/Off-Guard.md | 23 + content/mechanics/srd/Conditions/Paralyzed.md | 23 + .../srd/Conditions/Persistent Damage.md | 23 + content/mechanics/srd/Conditions/Petrified.md | 23 + content/mechanics/srd/Conditions/Prone.md | 25 ++ content/mechanics/srd/Conditions/Quickened.md | 23 + .../mechanics/srd/Conditions/Restrained.md | 23 + content/mechanics/srd/Conditions/Sickened.md | 25 ++ content/mechanics/srd/Conditions/Slowed.md | 23 + content/mechanics/srd/Conditions/Stunned.md | 25 ++ content/mechanics/srd/Conditions/Stupefied.md | 23 + .../mechanics/srd/Conditions/Unconscious.md | 35 ++ .../mechanics/srd/Conditions/Undetected.md | 25 ++ .../mechanics/srd/Conditions/Unfriendly.md | 23 + content/mechanics/srd/Conditions/Unnoticed.md | 23 + content/mechanics/srd/Conditions/Wounded.md | 25 ++ .../Challenging Relationships.md | 83 ++++ .../srd/Deep Backgrounds/Deep Backgrounds.md | 21 + .../srd/Deep Backgrounds/Family Background.md | 19 + .../srd/Deep Backgrounds/Homeland.md | 87 ++++ .../Deep Backgrounds/Influential Associate.md | 131 ++++++ .../Inspiring Relationships.md | 83 ++++ .../Deep Backgrounds/Major Childhood Event.md | 127 ++++++ .../srd/Deep Backgrounds/Relationships.md | 15 + .../Using Deep Backgrounds.md | 26 ++ .../srd/Deep Backgrounds/desktop.ini | Bin 0 -> 246 bytes .../Cayden Cailean - Major Boon.md | 25 ++ .../Cayden Cailean - Major Curse.md | 25 ++ .../Cayden Cailean - Minor Boon.md | 25 ++ .../Cayden Cailean - Minor Curse.md | 23 + .../Cayden Cailean - Moderate Boon.md | 25 ++ .../Cayden Cailean - Moderate Curse.md | 23 + .../Desna - Major Boon.md | 23 + .../Desna - Major Curse.md | 23 + .../Desna - Minor Boon.md | 25 ++ .../Desna - Minor Curse.md | 25 ++ .../Desna - Moderate Boon.md | 25 ++ .../Desna - Moderate Curse.md | 29 ++ .../Iomedae - Major Boon.md | 27 ++ .../Iomedae - Major Curse.md | 25 ++ .../Iomedae - Minor Boon.md | 25 ++ .../Iomedae - Minor Curse.md | 23 + .../Iomedae - Moderate Boon.md | 25 ++ .../Iomedae - Moderate Curse.md | 23 + .../Norgorber - Major Boon.md | 25 ++ .../Norgorber - Major Curse.md | 33 ++ .../Norgorber - Minor Boon.md | 27 ++ .../Norgorber - Minor Curse.md | 25 ++ .../Norgorber - Moderate Boon.md | 25 ++ .../Norgorber - Moderate Curse.md | 23 + .../Sarenrae - Major Boon.md | 27 ++ .../Sarenrae - Major Curse.md | 29 ++ .../Sarenrae - Minor Boon.md | 27 ++ .../Sarenrae - Minor Curse.md | 23 + .../Sarenrae - Moderate Boon.md | 23 + .../Sarenrae - Moderate Curse.md | 25 ++ .../Shelyn - Major Boon.md | 29 ++ .../Shelyn - Major Curse.md | 27 ++ .../Shelyn - Minor Boon.md | 25 ++ .../Shelyn - Minor Curse.md | 25 ++ .../Shelyn - Moderate Boon.md | 23 + .../Shelyn - Moderate Curse.md | 25 ++ .../Torag - Major Boon.md | 31 ++ .../Torag - Major Curse.md | 23 + .../Torag - Minor Boon.md | 31 ++ .../Torag - Minor Curse.md | 23 + .../Torag - Moderate Boon.md | 25 ++ .../Torag - Moderate Curse.md | 25 ++ .../Domains/Abomination Domain.md | 0 .../{setting => srd}/Domains/Air Domain.md | 0 .../Domains/Ambition Domain.md | 0 .../{setting => srd}/Domains/Change Domain.md | 0 .../{setting => srd}/Domains/Cities Domain.md | 0 .../{setting => srd}/Domains/Cold Domain.md | 0 .../Domains/Confidence Domain.md | 0 .../Domains/Creation Domain.md | 0 .../Domains/Darkness Domain.md | 0 .../{setting => srd}/Domains/Death Domain.md | 0 .../{setting => srd}/Domains/Decay Domain.md | 0 .../Domains/Delirium Domain.md | 0 .../Domains/Destruction Domain.md | 0 .../{setting => srd}/Domains/Domains.md | 0 .../{setting => srd}/Domains/Dreams Domain.md | 0 .../{setting => srd}/Domains/Dust Domain.md | 0 .../{setting => srd}/Domains/Duty Domain.md | 0 .../{setting => srd}/Domains/Earth Domain.md | 0 .../{setting => srd}/Domains/Family Domain.md | 0 .../{setting => srd}/Domains/Fate Domain.md | 0 .../{setting => srd}/Domains/Fire Domain.md | 0 .../Domains/Freedom Domain.md | 0 .../{setting => srd}/Domains/Glyph Domain.md | 0 .../Domains/Healing Domain.md | 0 .../Domains/Indulgence Domain.md | 0 .../Domains/Introspection Domain.md | 0 .../Domains/Knowledge Domain.md | 0 .../Domains/Lightning Domain.md | 0 .../{setting => srd}/Domains/Luck Domain.md | 0 .../{setting => srd}/Domains/Magic Domain.md | 0 .../{setting => srd}/Domains/Might Domain.md | 0 .../{setting => srd}/Domains/Moon Domain.md | 0 .../{setting => srd}/Domains/Naga Domain.md | 0 .../{setting => srd}/Domains/Nature Domain.md | 0 .../Domains/Nightmares Domain.md | 0 .../{setting => srd}/Domains/Pain Domain.md | 0 .../Domains/Passion Domain.md | 0 .../Domains/Perfection Domain.md | 0 .../{setting => srd}/Domains/Plague Domain.md | 0 .../Domains/Protection Domain.md | 0 .../{setting => srd}/Domains/Repose Domain.md | 0 .../Domains/Secrecy Domain.md | 0 .../{setting => srd}/Domains/Sorrow Domain.md | 0 .../{setting => srd}/Domains/Soul Domain.md | 0 .../{setting => srd}/Domains/Star Domain.md | 0 .../{setting => srd}/Domains/Sun Domain.md | 0 .../{setting => srd}/Domains/Swarm Domain.md | 0 .../{setting => srd}/Domains/Time Domain.md | 0 .../{setting => srd}/Domains/Toil Domain.md | 0 .../{setting => srd}/Domains/Travel Domain.md | 0 .../Domains/Trickery Domain.md | 0 .../{setting => srd}/Domains/Truth Domain.md | 0 .../Domains/Tyranny Domain.md | 0 .../Domains/Undeath Domain.md | 0 .../{setting => srd}/Domains/Vigil Domain.md | 0 .../{setting => srd}/Domains/Void Domain.md | 0 .../{setting => srd}/Domains/Water Domain.md | 0 .../{setting => srd}/Domains/Wealth Domain.md | 0 .../Domains/Wyrmkin Domain.md | 0 .../{setting => srd}/Domains/Zeal Domain.md | 0 content/mechanics/srd/Domains/desktop.ini | Bin 0 -> 246 bytes .../srd/Effects/Conditions/Blinded.md | 13 + .../srd/Effects/Conditions/Broken.md | 17 + .../srd/Effects/Conditions/Clumsy 1.md | 13 + .../srd/Effects/Conditions/Concealed.md | 13 + .../srd/Effects/Conditions/Confused.md | 17 + .../srd/Effects/Conditions/Controlled.md | 13 + .../srd/Effects/Conditions/Dazzled.md | 13 + .../srd/Effects/Conditions/Deafened.md | 13 + .../srd/Effects/Conditions/Doomed.md | 17 + .../srd/Effects/Conditions/Drained 1.md | 15 + .../mechanics/srd/Effects/Conditions/Dying.md | 18 + .../srd/Effects/Conditions/Encumbered.md | 13 + .../srd/Effects/Conditions/Enfeebled 1.md | 13 + .../srd/Effects/Conditions/Fascinated.md | 13 + .../srd/Effects/Conditions/Fatigued.md | 15 + .../srd/Effects/Conditions/Fleeing.md | 13 + .../srd/Effects/Conditions/Friendly.md | 13 + .../srd/Effects/Conditions/Frightened.md | 17 + .../srd/Effects/Conditions/Grabbed.md | 13 + .../srd/Effects/Conditions/Helpful.md | 13 + .../srd/Effects/Conditions/Hidden.md | 15 + .../srd/Effects/Conditions/Hostile.md | 13 + .../srd/Effects/Conditions/Immobilized.md | 13 + .../srd/Effects/Conditions/Indifferent.md | 13 + .../srd/Effects/Conditions/Invisible.md | 13 + .../srd/Effects/Conditions/Observed.md | 13 + .../srd/Effects/Conditions/Off-Guard.md | 13 + .../srd/Effects/Conditions/Paralyzed.md | 15 + .../Effects/Conditions/Persistent Damage.md | 13 + .../srd/Effects/Conditions/Petrified.md | 13 + .../mechanics/srd/Effects/Conditions/Prone.md | 15 + .../srd/Effects/Conditions/Quickened.md | 15 + .../srd/Effects/Conditions/Restrained.md | 13 + .../srd/Effects/Conditions/Sickened 1.md | 15 + .../srd/Effects/Conditions/Slowed.md | 17 + .../srd/Effects/Conditions/Stunned 1.md | 15 + .../srd/Effects/Conditions/Stupefied.md | 17 + .../srd/Effects/Conditions/Unconscious.md | 25 ++ .../srd/Effects/Conditions/Undetected.md | 17 + .../srd/Effects/Conditions/Unfriendly.md | 13 + .../srd/Effects/Conditions/Unnoticed.md | 13 + .../srd/Effects/Conditions/Wounded.md | 16 + .../Conditions/zz_asset-files/desktop.ini | Bin 0 -> 246 bytes ...systems-pf2e-icons-conditions-blinded.webp | Bin 0 -> 1450 bytes .../systems-pf2e-icons-conditions-broken.webp | Bin 0 -> 8216 bytes .../systems-pf2e-icons-conditions-clumsy.webp | Bin 0 -> 2682 bytes ...stems-pf2e-icons-conditions-concealed.webp | Bin 0 -> 1958 bytes ...ystems-pf2e-icons-conditions-confused.webp | Bin 0 -> 4058 bytes ...tems-pf2e-icons-conditions-controlled.webp | Bin 0 -> 6572 bytes ...systems-pf2e-icons-conditions-dazzled.webp | Bin 0 -> 1982 bytes ...ystems-pf2e-icons-conditions-deafened.webp | Bin 0 -> 6404 bytes .../systems-pf2e-icons-conditions-doomed.webp | Bin 0 -> 3012 bytes ...systems-pf2e-icons-conditions-drained.webp | Bin 0 -> 2728 bytes .../systems-pf2e-icons-conditions-dying.webp | Bin 0 -> 6508 bytes ...tems-pf2e-icons-conditions-encumbered.webp | Bin 0 -> 5148 bytes ...stems-pf2e-icons-conditions-enfeebled.webp | Bin 0 -> 5944 bytes ...tems-pf2e-icons-conditions-fascinated.webp | Bin 0 -> 5436 bytes ...ystems-pf2e-icons-conditions-fatigued.webp | Bin 0 -> 5208 bytes ...systems-pf2e-icons-conditions-fleeing.webp | Bin 0 -> 3142 bytes ...ystems-pf2e-icons-conditions-friendly.webp | Bin 0 -> 2252 bytes ...tems-pf2e-icons-conditions-frightened.webp | Bin 0 -> 3296 bytes ...systems-pf2e-icons-conditions-grabbed.webp | Bin 0 -> 4460 bytes ...systems-pf2e-icons-conditions-helpful.webp | Bin 0 -> 2276 bytes .../systems-pf2e-icons-conditions-hidden.webp | Bin 0 -> 1234 bytes ...systems-pf2e-icons-conditions-hostile.webp | Bin 0 -> 2204 bytes ...ems-pf2e-icons-conditions-immobilized.webp | Bin 0 -> 8184 bytes ...ems-pf2e-icons-conditions-indifferent.webp | Bin 0 -> 1880 bytes ...stems-pf2e-icons-conditions-invisible.webp | Bin 0 -> 1794 bytes ...ystems-pf2e-icons-conditions-observed.webp | Bin 0 -> 1946 bytes ...stems-pf2e-icons-conditions-off-guard.webp | Bin 0 -> 2196 bytes ...stems-pf2e-icons-conditions-paralyzed.webp | Bin 0 -> 1846 bytes ...2e-icons-conditions-persistent-damage.webp | Bin 0 -> 1824 bytes ...stems-pf2e-icons-conditions-petrified.webp | Bin 0 -> 2708 bytes .../systems-pf2e-icons-conditions-prone.webp | Bin 0 -> 3824 bytes ...stems-pf2e-icons-conditions-quickened.webp | Bin 0 -> 2990 bytes ...tems-pf2e-icons-conditions-restrained.webp | Bin 0 -> 7820 bytes ...ystems-pf2e-icons-conditions-sickened.webp | Bin 0 -> 1634 bytes .../systems-pf2e-icons-conditions-slowed.webp | Bin 0 -> 1868 bytes ...systems-pf2e-icons-conditions-stunned.webp | Bin 0 -> 2886 bytes ...stems-pf2e-icons-conditions-stupefied.webp | Bin 0 -> 6712 bytes ...ems-pf2e-icons-conditions-unconscious.webp | Bin 0 -> 1490 bytes ...tems-pf2e-icons-conditions-undetected.webp | Bin 0 -> 6824 bytes ...tems-pf2e-icons-conditions-unfriendly.webp | Bin 0 -> 2024 bytes ...stems-pf2e-icons-conditions-unnoticed.webp | Bin 0 -> 4492 bytes ...systems-pf2e-icons-conditions-wounded.webp | Bin 0 -> 2198 bytes .../mechanics/srd/Heritages/Adaptive Anadi.md | 13 + content/mechanics/srd/Heritages/Aiuvarin.md | 13 + .../mechanics/srd/Heritages/Ancient Ash.md | 13 + .../mechanics/srd/Heritages/Ancient Elf.md | 13 + .../srd/Heritages/Ancient Scale Azarketi.md | 15 + .../srd/Heritages/Ancient-Blooded Dwarf.md | 13 + content/mechanics/srd/Heritages/Ant Gnoll.md | 17 + .../mechanics/srd/Heritages/Anvil Dwarf.md | 13 + content/mechanics/srd/Heritages/Aphorite.md | 13 + content/mechanics/srd/Heritages/Arctic Elf.md | 13 + content/mechanics/srd/Heritages/Ardande.md | 15 + .../srd/Heritages/Artisan Android.md | 13 + content/mechanics/srd/Heritages/Athamasi.md | 13 + .../mechanics/srd/Heritages/Badlands Orc.md | 13 + .../srd/Heritages/Bandaagee Vanara.md | 13 + .../srd/Heritages/Battle-Ready Orc.md | 13 + .../Heritages/Battle-Trained Human (BB).md | 17 + content/mechanics/srd/Heritages/Beastkin.md | 15 + .../srd/Heritages/Benthic Azarketi.md | 13 + .../srd/Heritages/Bloodhound Shoony.md | 17 + .../srd/Heritages/Bright Fetchling.md | 13 + .../mechanics/srd/Heritages/Cactus Leshy.md | 13 + .../srd/Heritages/Cataphract Fleshwarp.md | 15 + .../srd/Heritages/Caveclimber Kobold.md | 13 + content/mechanics/srd/Heritages/Cavern Elf.md | 13 + .../mechanics/srd/Heritages/Cavern Kobold.md | 17 + .../srd/Heritages/Celestial Envoy Kitsune.md | 13 + .../srd/Heritages/Chameleon Gnome.md | 13 + content/mechanics/srd/Heritages/Changeling.md | 13 + .../srd/Heritages/Charhide Goblin.md | 13 + .../mechanics/srd/Heritages/Clawed Catfolk.md | 13 + .../srd/Heritages/Cliffscale Lizardfolk.md | 17 + .../srd/Heritages/Cloudleaper Lizardfolk.md | 13 + .../srd/Heritages/Compact Skeleton.md | 13 + .../srd/Heritages/Created Fleshwarp.md | 13 + .../srd/Heritages/Dark Fields Kitsune.md | 13 + .../srd/Heritages/Death Warden Dwarf.md | 13 + .../mechanics/srd/Heritages/Deep Fetchling.md | 13 + content/mechanics/srd/Heritages/Deep Orc.md | 13 + content/mechanics/srd/Heritages/Deep Rat.md | 13 + content/mechanics/srd/Heritages/Desert Elf.md | 13 + content/mechanics/srd/Heritages/Desert Rat.md | 13 + content/mechanics/srd/Heritages/Dhampir.md | 13 + .../srd/Heritages/Discarded Fleshwarp.md | 13 + .../mechanics/srd/Heritages/Dogtooth Tengu.md | 13 + .../srd/Heritages/Dragonscaled Kobold.md | 13 + content/mechanics/srd/Heritages/Draxie.md | 13 + content/mechanics/srd/Heritages/Dromaar.md | 13 + content/mechanics/srd/Heritages/Duskwalker.md | 13 + .../srd/Heritages/Earthly Wilds Kitsune.md | 13 + .../srd/Heritages/Elemental Heart Dwarf.md | 13 + .../srd/Heritages/Elfbane Hobgoblin.md | 13 + .../srd/Heritages/Elusive Vishkanya.md | 13 + .../srd/Heritages/Empty Sky Kitsune.md | 13 + .../srd/Heritages/Enchanting Lily.md | 13 + .../srd/Heritages/Farsight Goloma.md | 13 + .../srd/Heritages/Fey-Touched Gnome.md | 13 + .../srd/Heritages/Fishseeker Shoony.md | 13 + .../srd/Heritages/Flexible Catfolk.md | 13 + .../srd/Heritages/Fodder Skeleton.md | 13 + .../mechanics/srd/Heritages/Forge Dwarf.md | 13 + .../srd/Heritages/Forge-Blessed Dwarf.md | 13 + .../srd/Heritages/Frightful Goloma.md | 17 + .../srd/Heritages/Frilled Lizardfolk.md | 13 + .../srd/Heritages/Frozen Wind Kitsune.md | 13 + .../mechanics/srd/Heritages/Fruit Leshy.md | 13 + .../mechanics/srd/Heritages/Fungus Leshy.md | 13 + content/mechanics/srd/Heritages/Ganzi.md | 13 + .../mechanics/srd/Heritages/Ghost Poppet.md | 13 + .../mechanics/srd/Heritages/Gourd Leshy.md | 13 + content/mechanics/srd/Heritages/Grave Orc.md | 13 + .../mechanics/srd/Heritages/Great Gnoll.md | 13 + content/mechanics/srd/Heritages/Grig.md | 13 + .../mechanics/srd/Heritages/Gutsy Halfling.md | 13 + .../srd/Heritages/Hillock Halfling.md | 13 + .../srd/Heritages/Hold-Scarred Orc.md | 13 + .../mechanics/srd/Heritages/Hooded Nagaji.md | 13 + .../srd/Heritages/Hunter Automaton.md | 13 + .../srd/Heritages/Hunting Catfolk.md | 17 + content/mechanics/srd/Heritages/Ifrit.md | 13 + .../srd/Heritages/Impersonator Android.md | 17 + .../srd/Heritages/Insightful Goloma.md | 13 + .../srd/Heritages/Inured Azarketi.md | 13 + .../mechanics/srd/Heritages/Irongut Goblin.md | 15 + .../srd/Heritages/Jinxed Halfling.md | 13 + .../mechanics/srd/Heritages/Jinxed Tengu.md | 15 + .../mechanics/srd/Heritages/Jungle Catfolk.md | 13 + .../srd/Heritages/Keen-Venom Vishkanya.md | 13 + .../srd/Heritages/Laborer Android.md | 13 + .../srd/Heritages/Lahkgyan Vanara.md | 13 + content/mechanics/srd/Heritages/Leaf Leshy.md | 13 + content/mechanics/srd/Heritages/Lethoci.md | 13 + .../srd/Heritages/Liminal Catfolk.md | 15 + .../srd/Heritages/Liminal Fetchling.md | 13 + .../mechanics/srd/Heritages/Longsnout Rat.md | 15 + .../srd/Heritages/Lorekeeper Shisk.md | 13 + .../mechanics/srd/Heritages/Lotus Leshy.md | 13 + .../srd/Heritages/Luminous Sprite.md | 13 + .../mechanics/srd/Heritages/Mage Automaton.md | 13 + content/mechanics/srd/Heritages/Melixie.md | 13 + .../srd/Heritages/Mistbreath Azarketi.md | 13 + .../srd/Heritages/Monstrous Skeleton.md | 13 + .../srd/Heritages/Mountainkeeper Tengu.md | 15 + .../srd/Heritages/Murkeyed Azarketi.md | 13 + .../srd/Heritages/Mutated Fleshwarp.md | 13 + content/mechanics/srd/Heritages/Nascent.md | 13 + content/mechanics/srd/Heritages/Nephilim.md | 13 + .../srd/Heritages/Nightglider Strix.md | 13 + .../srd/Heritages/Nine Lives Catfolk.md | 15 + .../srd/Heritages/Nomadic Halfling.md | 13 + content/mechanics/srd/Heritages/Nyktera.md | 13 + .../srd/Heritages/Oathkeeper Dwarf.md | 17 + .../srd/Heritages/Observant Halfling.md | 13 + .../srd/Heritages/Old-Blood Vishkanya.md | 13 + content/mechanics/srd/Heritages/Oread.md | 13 + .../mechanics/srd/Heritages/Paddler Shoony.md | 13 + content/mechanics/srd/Heritages/Pine Leshy.md | 13 + content/mechanics/srd/Heritages/Pixie.md | 13 + .../srd/Heritages/Poisonhide Grippli.md | 13 + .../srd/Heritages/Polychromatic Anadi.md | 17 + .../srd/Heritages/Polyglot Android.md | 13 + .../mechanics/srd/Heritages/Predator Strix.md | 13 + .../srd/Heritages/Prismatic Vishkanya.md | 13 + .../srd/Heritages/Quillcoat Shisk.md | 13 + .../mechanics/srd/Heritages/Ragdyan Vanara.md | 13 + .../mechanics/srd/Heritages/Rainfall Orc.md | 13 + .../srd/Heritages/Razortooth Goblin.md | 13 + content/mechanics/srd/Heritages/Reflection.md | 13 + .../srd/Heritages/Resolute Fetchling.md | 13 + .../srd/Heritages/Rite of Invocation.md | 13 + .../srd/Heritages/Rite of Knowing.md | 13 + .../mechanics/srd/Heritages/Rite of Light.md | 13 + .../srd/Heritages/Rite of Passage.md | 13 + .../srd/Heritages/Rite of Reinforcement.md | 15 + .../mechanics/srd/Heritages/River Azarketi.md | 15 + content/mechanics/srd/Heritages/Rock Dwarf.md | 15 + content/mechanics/srd/Heritages/Root Leshy.md | 13 + .../srd/Heritages/Runtboss Hobgoblin.md | 13 + .../mechanics/srd/Heritages/Sacred Nagaji.md | 13 + .../srd/Heritages/Sandstrider Lizardfolk.md | 13 + .../srd/Heritages/Scalekeeper Vishkanya.md | 13 + .../srd/Heritages/Scavenger Strix.md | 13 + .../mechanics/srd/Heritages/Seaweed Leshy.md | 13 + content/mechanics/srd/Heritages/Seer Elf.md | 15 + .../mechanics/srd/Heritages/Sensate Gnome.md | 15 + content/mechanics/srd/Heritages/Sewer Rat.md | 13 + content/mechanics/srd/Heritages/Shadow Rat.md | 15 + .../srd/Heritages/Shapewrought Fleshwarp.md | 13 + .../srd/Heritages/Sharp-Eared Catfolk.md | 15 + .../srd/Heritages/Sharpshooter Automaton.md | 13 + .../srd/Heritages/Shoreline Strix.md | 13 + .../srd/Heritages/Shortshanks Hobgoblin.md | 13 + .../srd/Heritages/Skilled Heritage.md | 13 + .../mechanics/srd/Heritages/Skyborn Tengu.md | 13 + .../srd/Heritages/Smokeworker Hobgoblin.md | 13 + .../srd/Heritages/Snaptongue Grippli.md | 13 + .../mechanics/srd/Heritages/Snaring Anadi.md | 13 + .../mechanics/srd/Heritages/Snow Goblin.md | 13 + content/mechanics/srd/Heritages/Snow Rat.md | 13 + .../mechanics/srd/Heritages/Songbird Strix.md | 13 + .../srd/Heritages/Spellkeeper Shisk.md | 13 + .../srd/Heritages/Spellscale Kobold.md | 13 + .../mechanics/srd/Heritages/Spindly Anadi.md | 13 + .../srd/Heritages/Spined Azarketi.md | 13 + .../srd/Heritages/Steelskin Hobgoblin.md | 13 + .../srd/Heritages/Stickytoe Grippli.md | 13 + .../srd/Heritages/Stonestep Shisk.md | 13 + .../srd/Heritages/Stormtossed Tengu.md | 15 + content/mechanics/srd/Heritages/Strong Oak.md | 13 + .../srd/Heritages/Strong-Blooded Dwarf.md | 13 + .../srd/Heritages/Stronggut Shisk.md | 13 + .../srd/Heritages/Strongjaw Kobold.md | 13 + .../mechanics/srd/Heritages/Stuffed Poppet.md | 13 + .../srd/Heritages/Sturdy Skeleton.md | 13 + content/mechanics/srd/Heritages/Suli.md | 13 + .../srd/Heritages/Surgewise Fleshwarp.md | 13 + .../srd/Heritages/Sweetbreath Gnoll.md | 17 + content/mechanics/srd/Heritages/Sylph.md | 13 + .../srd/Heritages/Tactile Azarketi.md | 13 + .../mechanics/srd/Heritages/Tailed Goblin.md | 13 + .../mechanics/srd/Heritages/Taloned Tengu.md | 13 + content/mechanics/srd/Heritages/Talos.md | 15 + .../srd/Heritages/Technological Fleshwarp.md | 13 + .../srd/Heritages/Thalassic Azarketi.md | 13 + .../srd/Heritages/Thickcoat Shoony.md | 13 + .../mechanics/srd/Heritages/Thorned Rose.md | 13 + .../mechanics/srd/Heritages/Titan Nagaji.md | 13 + content/mechanics/srd/Heritages/Toy Poppet.md | 13 + .../srd/Heritages/Treedweller Goblin.md | 13 + content/mechanics/srd/Heritages/Trogloshi.md | 13 + content/mechanics/srd/Heritages/Tunnel Rat.md | 13 + .../srd/Heritages/Tunnelflood Kobold.md | 13 + .../srd/Heritages/Twilight Halfling.md | 13 + .../mechanics/srd/Heritages/Umbral Gnome.md | 13 + .../srd/Heritages/Unbreakable Goblin.md | 13 + content/mechanics/srd/Heritages/Undine.md | 13 + .../srd/Heritages/Unseen Lizardfolk.md | 15 + .../Heritages/Venom-Resistant Vishkanya.md | 13 + .../mechanics/srd/Heritages/Venomous Anadi.md | 13 + .../srd/Heritages/Venomshield Nagaji.md | 13 + .../srd/Heritages/Venomtail Kobold.md | 15 + .../srd/Heritages/Versatile Heritage.md | 13 + .../mechanics/srd/Heritages/Vicious Goloma.md | 13 + .../srd/Heritages/Vigilant Goloma.md | 13 + content/mechanics/srd/Heritages/Vine Leshy.md | 13 + .../srd/Heritages/Vivacious Gnome.md | 13 + .../srd/Heritages/Wajaghand Vanara.md | 13 + .../srd/Heritages/Warden Human (BB).md | 19 + .../srd/Heritages/Warmarch Hobgoblin.md | 13 + .../srd/Heritages/Warrenbred Hobgoblin.md | 13 + .../srd/Heritages/Warrior Android.md | 13 + .../srd/Heritages/Warrior Automaton.md | 13 + .../srd/Heritages/Wavediver Tengu.md | 13 + .../srd/Heritages/Wellspring Gnome.md | 15 + .../srd/Heritages/Wetlander Lizardfolk.md | 13 + .../srd/Heritages/Whipfang Nagaji.md | 13 + .../mechanics/srd/Heritages/Whisper Elf.md | 13 + .../srd/Heritages/Wildwood Halfling.md | 13 + .../mechanics/srd/Heritages/Windup Poppet.md | 13 + .../srd/Heritages/Windweb Grippli.md | 13 + .../mechanics/srd/Heritages/Winter Catfolk.md | 13 + content/mechanics/srd/Heritages/Winter Orc.md | 13 + .../srd/Heritages/Wintertouched Human.md | 13 + .../srd/Heritages/Wishborn Poppet.md | 13 + .../mechanics/srd/Heritages/Wisp Fetchling.md | 13 + .../mechanics/srd/Heritages/Witch Gnoll.md | 13 + .../mechanics/srd/Heritages/Woodland Elf.md | 15 + .../srd/Heritages/Woodstalker Lizardfolk.md | 13 + content/mechanics/srd/Heritages/Xyloshi.md | 13 + content/mechanics/srd/Heritages/desktop.ini | Bin 0 -> 246 bytes .../srd/Heritages/zz_asset-files/desktop.ini | Bin 0 -> 246 bytes ...atures-abilities-mouth-teeth-long-red.webp | Bin 0 -> 7992 bytes .../icons-tools-navigation-map-chart-tan.webp | Bin 0 -> 10600 bytes ...ls-smithing-furnace-fire-metal-orange.webp | Bin 0 -> 8802 bytes ...tems-pf2e-icons-default-icons-heritage.svg | 7 + ...s-features-ancestry--nomadic-halfling.webp | Bin 0 -> 1206 bytes ...-pf2e-icons-features-ancestry-aasimar.webp | Bin 0 -> 1160 bytes ...atures-ancestry-ancient-blooded-dwarf.webp | Bin 0 -> 1380 bytes ...e-icons-features-ancestry-ancient-elf.webp | Bin 0 -> 1398 bytes ...e-icons-features-ancestry-anvil-dwarf.webp | Bin 0 -> 1346 bytes ...f2e-icons-features-ancestry-artic-elf.webp | Bin 0 -> 1508 bytes ...-icons-features-ancestry-badlands-orc.webp | Bin 0 -> 1536 bytes ...pf2e-icons-features-ancestry-beastkin.webp | Bin 0 -> 2384 bytes ...s-features-ancestry-bloodhound-shoony.webp | Bin 0 -> 1284 bytes ...e-icons-features-ancestry-caveren-elf.webp | Bin 0 -> 1424 bytes ...icons-features-ancestry-cavern-kobold.webp | Bin 0 -> 1154 bytes ...ons-features-ancestry-chameleon-gnome.webp | Bin 0 -> 1442 bytes ...2e-icons-features-ancestry-changeling.webp | Bin 0 -> 878 bytes ...ons-features-ancestry-charhide-goblin.webp | Bin 0 -> 1176 bytes ...cons-features-ancestry-clawed-catfolk.webp | Bin 0 -> 960 bytes ...atures-ancestry-cliifscale-lizardfolk.webp | Bin 0 -> 1340 bytes ...-features-ancestry-death-warden-dwarf.webp | Bin 0 -> 1318 bytes ...pf2e-icons-features-ancestry-deep-orc.webp | Bin 0 -> 1586 bytes ...pf2e-icons-features-ancestry-deep-rat.webp | Bin 0 -> 1530 bytes ...2e-icons-features-ancestry-desert-elf.webp | Bin 0 -> 1424 bytes ...2e-icons-features-ancestry-desert-rat.webp | Bin 0 -> 1548 bytes ...-pf2e-icons-features-ancestry-dhampir.webp | Bin 0 -> 1128 bytes ...features-ancestry-dragonscaled-kobold.webp | Bin 0 -> 922 bytes ...2e-icons-features-ancestry-duskwalker.webp | Bin 0 -> 1442 bytes ...eatures-ancestry-elemental-heat-dwarf.webp | Bin 0 -> 1346 bytes ...s-features-ancestry-fey-touched-gnome.webp | Bin 0 -> 1034 bytes ...s-features-ancestry-fishseeker-shoony.webp | Bin 0 -> 1274 bytes ...e-icons-features-ancestry-forge-dwarf.webp | Bin 0 -> 1386 bytes ...-features-ancestry-frilled-lizardfolk.webp | Bin 0 -> 1248 bytes ...-icons-features-ancestry-fungus-leshy.webp | Bin 0 -> 1342 bytes ...e-icons-features-ancestry-goudy-leshy.webp | Bin 0 -> 1492 bytes ...cons-features-ancestry-gutsy-halfling.webp | Bin 0 -> 1546 bytes ...pf2e-icons-features-ancestry-half-elf.webp | Bin 0 -> 1066 bytes ...pf2e-icons-features-ancestry-half-orc.webp | Bin 0 -> 994 bytes ...ns-features-ancestry-hillock-halfling.webp | Bin 0 -> 1318 bytes ...ns-features-ancestry-hold-scarred-orc.webp | Bin 0 -> 1380 bytes ...ons-features-ancestry-hunting-catfolk.webp | Bin 0 -> 1026 bytes ...cons-features-ancestry-irongut-goblin.webp | Bin 0 -> 1232 bytes ...ons-features-ancestry-jinxed-halfling.webp | Bin 0 -> 1092 bytes ...-icons-features-ancestry-jinxed-tengu.webp | Bin 0 -> 1260 bytes ...cons-features-ancestry-jungle-catfolk.webp | Bin 0 -> 1014 bytes ...e-icons-features-ancestry-leafy-leshy.webp | Bin 0 -> 1364 bytes ...icons-features-ancestry-longsnout-rat.webp | Bin 0 -> 1732 bytes ...eatures-ancestry-mountainkeeper-tengu.webp | Bin 0 -> 1208 bytes ...-features-ancestry-nine-lives-catfolk.webp | Bin 0 -> 1018 bytes ...ns-features-ancestry-oathkeeper-dwarf.webp | Bin 0 -> 1368 bytes ...-features-ancestry-observant-halfling.webp | Bin 0 -> 1042 bytes ...cons-features-ancestry-paddler-shoony.webp | Bin 0 -> 1324 bytes ...-icons-features-ancestry-rainfall-orc.webp | Bin 0 -> 1540 bytes ...s-features-ancestry-razortooth-goblin.webp | Bin 0 -> 1574 bytes ...2e-icons-features-ancestry-rock-dwarf.webp | Bin 0 -> 1180 bytes ...-features-ancestry-runtboss-hobgoblin.webp | Bin 0 -> 1218 bytes ...tures-ancestry-sandstrider-lizardfolk.webp | Bin 0 -> 1576 bytes ...pf2e-icons-features-ancestry-seer-elf.webp | Bin 0 -> 1574 bytes ...icons-features-ancestry-sensate-gnome.webp | Bin 0 -> 1462 bytes ...f2e-icons-features-ancestry-sewer-rat.webp | Bin 0 -> 1564 bytes ...2e-icons-features-ancestry-shadow-rat.webp | Bin 0 -> 1528 bytes ...icons-features-ancestry-skyborn-tengu.webp | Bin 0 -> 1246 bytes ...atures-ancestry-smokeworker-hobgoblin.webp | Bin 0 -> 1740 bytes ...e-icons-features-ancestry-snow-goblin.webp | Bin 0 -> 1236 bytes ...s-features-ancestry-spellscale-kobold.webp | Bin 0 -> 1000 bytes ...-features-ancestry-stickeytoe-tripkee.webp | Bin 0 -> 2320 bytes ...s-features-ancestry-stormtossed-tengu.webp | Bin 0 -> 1220 bytes ...eatures-ancestry-strong-blooded-dwarf.webp | Bin 0 -> 976 bytes ...ns-features-ancestry-strongjaw-kobold.webp | Bin 0 -> 1052 bytes ...icons-features-ancestry-tailed-goblin.webp | Bin 0 -> 1420 bytes ...icons-features-ancestry-taloned-tengu.webp | Bin 0 -> 1330 bytes ...ns-features-ancestry-thickcoat-shoony.webp | Bin 0 -> 1396 bytes ...-features-ancestry-treedweller-goblin.webp | Bin 0 -> 1212 bytes ...s-features-ancestry-twilight-halfling.webp | Bin 0 -> 1400 bytes ...-icons-features-ancestry-umbral-gnome.webp | Bin 0 -> 1612 bytes ...-features-ancestry-unbreakable-goblin.webp | Bin 0 -> 1100 bytes ...s-features-ancestry-unseen-lizardfolk.webp | Bin 0 -> 884 bytes ...ns-features-ancestry-venomtail-kobold.webp | Bin 0 -> 994 bytes ...-features-ancestry-versatile-heritage.webp | Bin 0 -> 1218 bytes ...2e-icons-features-ancestry-vine-leshy.webp | Bin 0 -> 2152 bytes ...ons-features-ancestry-vivacious-gnome.webp | Bin 0 -> 2084 bytes ...-features-ancestry-warmarch-hobgoblin.webp | Bin 0 -> 1256 bytes ...eatures-ancestry-warrenbred-hobgoblin.webp | Bin 0 -> 1662 bytes ...ns-features-ancestry-wellspring-gnome.webp | Bin 0 -> 2094 bytes ...eatures-ancestry-wetlander-lizardfolk.webp | Bin 0 -> 1562 bytes ...e-icons-features-ancestry-whisper-elf.webp | Bin 0 -> 1566 bytes ...s-features-ancestry-wildwood-halfling.webp | Bin 0 -> 1154 bytes ...cons-features-ancestry-winter-catfolk.webp | Bin 0 -> 1036 bytes ...features-ancestry-wintertouched-human.webp | Bin 0 -> 1086 bytes ...-icons-features-ancestry-woodland-elf.webp | Bin 0 -> 1506 bytes content/mechanics/srd/Rule References/Acid.md | 28 ++ .../mechanics/srd/Rule References/Agile.md | 12 + content/mechanics/srd/Rule References/Air.md | 36 ++ .../srd/Rule References/All-Around Vision.md | 4 + .../mechanics/srd/Rule References/Arcane.md | 28 ++ content/mechanics/srd/Rule References/Aura.md | 8 + .../mechanics/srd/Rule References/Clumsy.md | 13 + content/mechanics/srd/Rule References/Cold.md | 32 ++ .../srd/Rule References/Concentrate.md | 32 ++ .../srd/Rule References/Constrict.md | 8 + .../mechanics/srd/Rule References/Curse.md | 38 ++ .../mechanics/srd/Rule References/Deadly.md | 12 + .../Death Effects and Instant Death.md | 4 + .../mechanics/srd/Rule References/Death.md | 4 + .../srd/Rule References/Deception.md | 73 +++ .../srd/Rule References/Difficult Terrain.md | 12 + .../mechanics/srd/Rule References/Divine.md | 36 ++ .../srd/Rule References/Downtime Mode.md | 71 +++ .../mechanics/srd/Rule References/Drained.md | 15 + .../srd/Rule References/Electricity.md | 28 ++ .../mechanics/srd/Rule References/Emotion.md | 36 ++ .../srd/Rule References/Enchantment.md | 40 ++ .../srd/Rule References/Enfeebled.md | 11 + .../srd/Rule References/Evocation.md | 4 + .../Fast Healing and Regeneration.md | 4 + .../mechanics/srd/Rule References/Finesse.md | 12 + content/mechanics/srd/Rule References/Fire.md | 44 ++ .../mechanics/srd/Rule References/Flanking.md | 32 ++ .../srd/Rule References/Flat Check.md | 5 + .../srd/Rule References/Flat-Footed.md | 4 + .../srd/Rule References/Force Open.md | 19 + .../Rule References/Fortune and Misfortune.md | 17 + content/mechanics/srd/Rule References/Grab.md | 5 + .../mechanics/srd/Rule References/Hidden.md | 7 + .../srd/Rule References/Incapacitation.md | 32 ++ .../Rule References/Items and Hit Points.md | 4 + .../srd/Rule References/Knockdown.md | 3 + .../srd/Rule References/Light Blindness.md | 2 + .../mechanics/srd/Rule References/Magical.md | 34 ++ .../srd/Rule References/Manipulate.md | 28 ++ .../srd/Rule References/Massive Damage.md | 4 + .../mechanics/srd/Rule References/Mental.md | 44 ++ .../srd/Rule References/Necomancy.md | 44 ++ .../srd/Rule References/Necromancy.md | 44 ++ .../mechanics/srd/Rule References/Occult.md | 24 + .../srd/Rule References/Persistent Damage.md | 29 ++ .../mechanics/srd/Rule References/Poison.md | 32 ++ content/mechanics/srd/Rule References/Push.md | 3 + .../mechanics/srd/Rule References/Range.md | 10 + .../mechanics/srd/Rule References/Reach.md | 13 + .../srd/Rule References/Recovery Check.md | 11 + .../mechanics/srd/Rule References/Reload.md | 8 + .../srd/Rule References/Secret Checks.md | 5 + .../mechanics/srd/Rule References/Sickened.md | 13 + .../mechanics/srd/Rule References/Stunned.md | 18 + .../Rule References/Temporary Hit Points.md | 4 + .../mechanics/srd/Rule References/Thievery.md | 71 +++ .../srd/Rule References/Transmutation.md | 44 ++ .../srd/Rule References/Undetected.md | 8 + .../srd/Rule References/Versatile.md | 12 + .../mechanics/srd/Rule References/Water.md | 40 ++ .../srd/Rule References/Wrathful Weapon.md | 22 + .../mechanics/srd/Rule References/auditory.md | 44 ++ .../mechanics/srd/Rule References/desktop.ini | Bin 0 -> 246 bytes .../srd/Vehicles/Adaptable Paddleboat.md | 60 +++ content/mechanics/srd/Vehicles/Airship.md | 60 +++ .../srd/Vehicles/Ambling Surveyor.md | 60 +++ .../srd/Vehicles/Apparatus of the Octopus.md | 60 +++ .../srd/Vehicles/Armored Carriage.md | 60 +++ .../mechanics/srd/Vehicles/Automated Cycle.md | 60 +++ content/mechanics/srd/Vehicles/Bathysphere.md | 60 +++ .../mechanics/srd/Vehicles/Battery Tower.md | 60 +++ content/mechanics/srd/Vehicles/Bone Ship.md | 60 +++ content/mechanics/srd/Vehicles/Bunta.md | 70 +++ content/mechanics/srd/Vehicles/Carriage.md | 60 +++ content/mechanics/srd/Vehicles/Cart.md | 60 +++ .../srd/Vehicles/Cauldron of Flying.md | 62 +++ .../mechanics/srd/Vehicles/Chariot (Heavy).md | 60 +++ .../mechanics/srd/Vehicles/Chariot (Light).md | 60 +++ .../mechanics/srd/Vehicles/Cliff Crawler.md | 60 +++ .../mechanics/srd/Vehicles/Clockwork Borer.md | 60 +++ .../srd/Vehicles/Clockwork Bumblebee.md | 62 +++ .../srd/Vehicles/Clockwork Castle.md | 60 +++ .../srd/Vehicles/Clockwork Hopper.md | 60 +++ .../mechanics/srd/Vehicles/Clockwork Wagon.md | 60 +++ .../mechanics/srd/Vehicles/Clunkerjunker.md | 60 +++ content/mechanics/srd/Vehicles/Cutter.md | 60 +++ content/mechanics/srd/Vehicles/Firefly.md | 60 +++ .../mechanics/srd/Vehicles/Firework Pogo.md | 60 +++ content/mechanics/srd/Vehicles/Galley.md | 60 +++ content/mechanics/srd/Vehicles/Glider.md | 60 +++ content/mechanics/srd/Vehicles/Helepolis.md | 60 +++ .../srd/Vehicles/Hillcross Glider.md | 60 +++ .../mechanics/srd/Vehicles/Hot Air Balloon.md | 60 +++ content/mechanics/srd/Vehicles/Longship.md | 60 +++ content/mechanics/srd/Vehicles/Mobile Inn.md | 60 +++ content/mechanics/srd/Vehicles/Raft.md | 60 +++ content/mechanics/srd/Vehicles/Rowboat.md | 60 +++ .../mechanics/srd/Vehicles/Sailing Ship.md | 60 +++ content/mechanics/srd/Vehicles/Sand Barge.md | 60 +++ content/mechanics/srd/Vehicles/Sand Diver.md | 60 +++ content/mechanics/srd/Vehicles/Sand Racer.md | 62 +++ content/mechanics/srd/Vehicles/Sandsailer.md | 60 +++ content/mechanics/srd/Vehicles/Second Kiss.md | 60 +++ content/mechanics/srd/Vehicles/Shark Diver.md | 60 +++ content/mechanics/srd/Vehicles/Siege Tower.md | 60 +++ .../srd/Vehicles/Sky Chariot (Heavy).md | 60 +++ .../srd/Vehicles/Sky Chariot (Light).md | 60 +++ .../srd/Vehicles/Sky Chariot (Medium).md | 60 +++ content/mechanics/srd/Vehicles/Sleigh.md | 60 +++ content/mechanics/srd/Vehicles/Snail Coach.md | 60 +++ content/mechanics/srd/Vehicles/Speedster.md | 60 +++ content/mechanics/srd/Vehicles/Steam Cart.md | 60 +++ content/mechanics/srd/Vehicles/Steam Giant.md | 60 +++ .../mechanics/srd/Vehicles/Steam Trolley.md | 60 +++ content/mechanics/srd/Vehicles/Strider.md | 60 +++ .../mechanics/srd/Vehicles/Titanic Stomper.md | 60 +++ content/mechanics/srd/Vehicles/Velocipede.md | 60 +++ .../srd/Vehicles/Vonthos's Golden Bridge.md | 60 +++ content/mechanics/srd/Vehicles/Wagon.md | 60 +++ content/mechanics/srd/Vehicles/desktop.ini | Bin 0 -> 246 bytes .../srd/Vehicles/zz_asset-files/desktop.ini | Bin 0 -> 246 bytes ...stems-pf2e-icons-default-icons-vehicle.svg | 7 + docs/advanced/creating components.md | 248 ---------- docs/advanced/making plugins.md | 318 ------------- docs/advanced/paths.md | 51 --- docs/authoring content.md | 47 -- docs/build.md | 27 -- docs/configuration.md | 136 ------ docs/features/Citations.md | 31 -- docs/features/Docker Support.md | 11 - docs/features/RSS Feed.md | 10 - docs/features/Roam Research compatibility.md | 28 -- docs/features/backlinks.md | 15 - docs/features/breadcrumbs.md | 35 -- docs/features/comments.md | 133 ------ docs/features/explorer.md | 223 --------- docs/features/folder and tag listings.md | 33 -- docs/features/graph view.md | 65 --- docs/features/popover previews.md | 17 - docs/features/private pages.md | 33 -- docs/features/reader mode.md | 44 -- docs/features/recent notes.md | 17 - docs/features/social images.md | 19 - docs/features/syntax highlighting.md | 143 ------ docs/features/upcoming features.md | 12 - docs/hosting.md | 288 ------------ .../custom-social-image-preview-dark.png | Bin 131924 -> 0 bytes .../custom-social-image-preview-light.png | Bin 134759 -> 0 bytes docs/images/giscus-discussion.png | Bin 90571 -> 0 bytes docs/images/giscus-example.png | Bin 585609 -> 0 bytes docs/images/giscus-repo.png | Bin 110124 -> 0 bytes docs/images/giscus-results.png | Bin 175533 -> 0 bytes docs/images/quartz-layout-desktop.png | Bin 37098 -> 0 bytes docs/images/quartz-layout-mobile.png | Bin 36853 -> 0 bytes docs/images/quartz-layout-tablet.png | Bin 35554 -> 0 bytes docs/images/social-image-preview-dark.png | Bin 142236 -> 0 bytes docs/images/social-image-preview-light.png | Bin 137192 -> 0 bytes docs/index.md | 46 -- docs/layout-components.md | 102 ----- docs/layout.md | 66 --- docs/plugins/Citations.md | 24 - docs/plugins/ContentIndex.md | 27 -- docs/plugins/CreatedModifiedDate.md | 27 -- docs/plugins/CustomOgImages.md | 360 --------------- docs/plugins/Favicon.md | 19 - docs/plugins/FolderPage.md | 24 - docs/plugins/Frontmatter.md | 72 --- docs/plugins/Latex.md | 21 - docs/plugins/ObsidianFlavoredMarkdown.md | 35 -- docs/plugins/RoamFlavoredMarkdown.md | 26 -- docs/plugins/TagPage.md | 22 - docs/setting up your GitHub repository.md | 55 --- docs/showcase.md | 23 - .../plugins/transformers/frontmatterrefs.ts | 58 ++- 3838 files changed, 188486 insertions(+), 3463 deletions(-) delete mode 100644 .github/ISSUE_TEMPLATE/bug_report.md delete mode 100644 .github/ISSUE_TEMPLATE/feature_request.md delete mode 100644 .github/pull_request_template.md rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Cheliax/Biblioteket.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Cheliax/Hela visiten till Cheliax.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Cheliax/Palace Break.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Cheliax/Prison break.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Cheliax/Rädda Fanny.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Cheliax/The pellet with the poison's in the flagon with the dragon.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Cheliax/Turneringen.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/De-Thrune the Queen.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Drog-Iljus äventyr.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Elizars familjebestyr.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Isger/Försvunna personer.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Isger/Lamonds ruiner.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Isger/Tidsloopen hos Baron Geddon.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Kill Vilree.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Mount Doom.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Samla Allierade mot Cheliax.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Spearfishing.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Tellus/Get the Hell out of here.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Tellus/Oh cousin, where art thou.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Tellus/Plan för att få tag på staven.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Tellus/Plan för att krossa fortet.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/{1. Completed => 1. Avslutade}/Who's got the power.md (100%) rename content/Worlds/1. Red Eclipse/4. Uppdrag/2. Pågående/{I wanna be the star.md => I wanna be the Star.md} (99%) delete mode 100644 content/mechanics/setting/domains.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Aid.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Arrest a Fall.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Avert Gaze.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Burrow.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Crawl.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Delay.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Dismiss.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Drop Prone.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Escape.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Fly.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Grab an Edge.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Interact.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Leap.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Mount.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Point Out.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Raise a Shield.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Ready.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Release.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Seek.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Sense Motive.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Stand.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Step.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Stride.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Strike.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Sustain.md create mode 100755 content/mechanics/srd/Actions/Basic Actions/Take Cover.md create mode 100755 content/mechanics/srd/Actions/Cast a Spell.md create mode 100755 content/mechanics/srd/Actions/Detect Magic.md create mode 100755 content/mechanics/srd/Actions/Eldritch Shot.md create mode 100755 content/mechanics/srd/Actions/Flash of Grandeur.md create mode 100755 content/mechanics/srd/Actions/Follow the Expert.md create mode 100755 content/mechanics/srd/Actions/Glimpse of Redemption.md create mode 100755 content/mechanics/srd/Actions/Invest an Item.md create mode 100755 content/mechanics/srd/Actions/Investigate.md create mode 100755 content/mechanics/srd/Actions/Quick Alchemy.md create mode 100755 content/mechanics/srd/Actions/Quick Tincture.md create mode 100755 content/mechanics/srd/Actions/Rage.md create mode 100755 content/mechanics/srd/Actions/Refocus.md create mode 100755 content/mechanics/srd/Actions/Retraining.md create mode 100755 content/mechanics/srd/Actions/Scout.md create mode 100755 content/mechanics/srd/Actions/Search.md create mode 100755 content/mechanics/srd/Actions/Sustain an Effect.md create mode 100755 content/mechanics/srd/Actions/Take Control.md create mode 100755 content/mechanics/srd/Ancestries/Anadi.md create mode 100755 content/mechanics/srd/Ancestries/Ancestries.md create mode 100755 content/mechanics/srd/Ancestries/Android.md create mode 100755 content/mechanics/srd/Ancestries/Automaton.md create mode 100755 content/mechanics/srd/Ancestries/Azarketi.md create mode 100755 content/mechanics/srd/Ancestries/Catfolk.md create mode 100755 content/mechanics/srd/Ancestries/Conrasu.md create mode 100755 content/mechanics/srd/Ancestries/Dwarf.md create mode 100755 content/mechanics/srd/Ancestries/Elf.md create mode 100755 content/mechanics/srd/Ancestries/Fetchling.md create mode 100755 content/mechanics/srd/Ancestries/Fleshwarp.md create mode 100755 content/mechanics/srd/Ancestries/Ghoran.md create mode 100755 content/mechanics/srd/Ancestries/Gnoll.md create mode 100755 content/mechanics/srd/Ancestries/Gnome.md create mode 100755 content/mechanics/srd/Ancestries/Goblin.md create mode 100755 content/mechanics/srd/Ancestries/Goloma.md create mode 100755 content/mechanics/srd/Ancestries/Grippli.md create mode 100755 content/mechanics/srd/Ancestries/Halfling.md create mode 100755 content/mechanics/srd/Ancestries/Hobgoblin.md create mode 100755 content/mechanics/srd/Ancestries/Human.md create mode 100755 content/mechanics/srd/Ancestries/Kashrishi.md create mode 100755 content/mechanics/srd/Ancestries/Kitsune.md create mode 100755 content/mechanics/srd/Ancestries/Kobold.md create mode 100755 content/mechanics/srd/Ancestries/Leshy.md create mode 100755 content/mechanics/srd/Ancestries/Lizardfolk.md create mode 100755 content/mechanics/srd/Ancestries/Nagaji.md create mode 100755 content/mechanics/srd/Ancestries/Orc.md create mode 100755 content/mechanics/srd/Ancestries/Poppet.md create mode 100755 content/mechanics/srd/Ancestries/Ratfolk.md create mode 100755 content/mechanics/srd/Ancestries/Shisk.md create mode 100755 content/mechanics/srd/Ancestries/Shoony.md create mode 100755 content/mechanics/srd/Ancestries/Skeleton.md create mode 100755 content/mechanics/srd/Ancestries/Sprite.md create mode 100755 content/mechanics/srd/Ancestries/Strix.md create mode 100755 content/mechanics/srd/Ancestries/Tengu.md create mode 100755 content/mechanics/srd/Ancestries/Vanara.md create mode 100755 content/mechanics/srd/Ancestries/Versatile Heritages.md create mode 100755 content/mechanics/srd/Ancestries/Vishkanya.md rename content/mechanics/{setting/Domains => srd/Ancestries}/desktop.ini (100%) mode change 100644 => 100755 create mode 100755 content/mechanics/srd/Ancestry Features/Advanced Undead Benefits.md create mode 100755 content/mechanics/srd/Ancestry Features/Animal Attack.md create mode 100755 content/mechanics/srd/Ancestry Features/Aquatic Adaptation.md create mode 100755 content/mechanics/srd/Ancestry Features/Aquatic Grace.md create mode 100755 content/mechanics/srd/Ancestry Features/Automaton Core.md create mode 100755 content/mechanics/srd/Ancestry Features/Awakened Form.md create mode 100755 content/mechanics/srd/Ancestry Features/Awakened Mind.md create mode 100755 content/mechanics/srd/Ancestry Features/Basic Undead Benefits.md create mode 100755 content/mechanics/srd/Ancestry Features/Bite.md create mode 100755 content/mechanics/srd/Ancestry Features/Blunt Snout.md create mode 100755 content/mechanics/srd/Ancestry Features/Change Shape.md create mode 100755 content/mechanics/srd/Ancestry Features/Clan Dagger.md create mode 100755 content/mechanics/srd/Ancestry Features/Claws.md create mode 100755 content/mechanics/srd/Ancestry Features/Constructed (Poppet).md create mode 100755 content/mechanics/srd/Ancestry Features/Constructed Body.md create mode 100755 content/mechanics/srd/Ancestry Features/Constructed.md create mode 100755 content/mechanics/srd/Ancestry Features/Cryptomnesia.md create mode 100755 content/mechanics/srd/Ancestry Features/Draconic Exemplar.md create mode 100755 content/mechanics/srd/Ancestry Features/Emotionally Unaware.md create mode 100755 content/mechanics/srd/Ancestry Features/Empathic Sense.md create mode 100755 content/mechanics/srd/Ancestry Features/Eyes in Back.md create mode 100755 content/mechanics/srd/Ancestry Features/Fangs (Nagaji).md create mode 100755 content/mechanics/srd/Ancestry Features/Fangs.md create mode 100755 content/mechanics/srd/Ancestry Features/Flammable.md create mode 100755 content/mechanics/srd/Ancestry Features/Glowing Horn.md create mode 100755 content/mechanics/srd/Ancestry Features/Greater Darkvision.md create mode 100755 content/mechanics/srd/Ancestry Features/Head Gem.md create mode 100755 content/mechanics/srd/Ancestry Features/Horns (Minotaur).md create mode 100755 content/mechanics/srd/Ancestry Features/Horns (Sarangay).md create mode 100755 content/mechanics/srd/Ancestry Features/Hydration (Merfolk).md create mode 100755 content/mechanics/srd/Ancestry Features/Hydration.md create mode 100755 content/mechanics/srd/Ancestry Features/Innate Venom.md create mode 100755 content/mechanics/srd/Ancestry Features/Keen Eyes.md create mode 100755 content/mechanics/srd/Ancestry Features/Land on Your Feet.md create mode 100755 content/mechanics/srd/Ancestry Features/Magical Strikes.md create mode 100755 content/mechanics/srd/Ancestry Features/Magiphage.md create mode 100755 content/mechanics/srd/Ancestry Features/Mount.md create mode 100755 content/mechanics/srd/Ancestry Features/Natural Climber.md create mode 100755 content/mechanics/srd/Ancestry Features/Photosynthesis.md create mode 100755 content/mechanics/srd/Ancestry Features/Plant Nourishment.md create mode 100755 content/mechanics/srd/Ancestry Features/Prehensile Tail.md create mode 100755 content/mechanics/srd/Ancestry Features/Revulsion.md create mode 100755 content/mechanics/srd/Ancestry Features/Robust.md create mode 100755 content/mechanics/srd/Ancestry Features/Sharp Beak.md create mode 100755 content/mechanics/srd/Ancestry Features/Sharp Teeth.md create mode 100755 content/mechanics/srd/Ancestry Features/Sunlight Healing.md create mode 100755 content/mechanics/srd/Ancestry Features/Sunlight.md create mode 100755 content/mechanics/srd/Ancestry Features/Swim.md create mode 100755 content/mechanics/srd/Ancestry Features/Unusual Anatomy.md create mode 100755 content/mechanics/srd/Ancestry Features/Wanderer's Soul.md create mode 100755 content/mechanics/srd/Ancestry Features/Wings.md create mode 100755 content/mechanics/srd/Archetypes/Acrobat.md create mode 100755 content/mechanics/srd/Archetypes/Alchemist.md create mode 100755 content/mechanics/srd/Archetypes/Aldori Duelist.md create mode 100755 content/mechanics/srd/Archetypes/Alkenstar Agent.md create mode 100755 content/mechanics/srd/Archetypes/Alter Ego.md create mode 100755 content/mechanics/srd/Archetypes/Animal Trainer.md create mode 100755 content/mechanics/srd/Archetypes/Archaeologist.md create mode 100755 content/mechanics/srd/Archetypes/Archer.md create mode 100755 content/mechanics/srd/Archetypes/Archetypes.md create mode 100755 content/mechanics/srd/Archetypes/Artillerist.md create mode 100755 content/mechanics/srd/Archetypes/Assassin.md create mode 100755 content/mechanics/srd/Archetypes/Barbarian.md create mode 100755 content/mechanics/srd/Archetypes/Bard.md create mode 100755 content/mechanics/srd/Archetypes/Bastion.md create mode 100755 content/mechanics/srd/Archetypes/Beast Gunner.md create mode 100755 content/mechanics/srd/Archetypes/Beastmaster.md create mode 100755 content/mechanics/srd/Archetypes/Bellflower Tiller.md create mode 100755 content/mechanics/srd/Archetypes/Blessed One.md create mode 100755 content/mechanics/srd/Archetypes/Bounded Spellcasting Archetypes.md create mode 100755 content/mechanics/srd/Archetypes/Bounty Hunter.md create mode 100755 content/mechanics/srd/Archetypes/Bright Lion.md create mode 100755 content/mechanics/srd/Archetypes/Bullet Dancer.md create mode 100755 content/mechanics/srd/Archetypes/Butterfly Blade.md create mode 100755 content/mechanics/srd/Archetypes/Captivator.md create mode 100755 content/mechanics/srd/Archetypes/Cathartic Mage.md create mode 100755 content/mechanics/srd/Archetypes/Cavalier.md create mode 100755 content/mechanics/srd/Archetypes/Celebrity.md create mode 100755 content/mechanics/srd/Archetypes/Champion.md create mode 100755 content/mechanics/srd/Archetypes/Chronoskimmer.md create mode 100755 content/mechanics/srd/Archetypes/Cleric.md create mode 100755 content/mechanics/srd/Archetypes/Clockwork Reanimator.md create mode 100755 content/mechanics/srd/Archetypes/Corpse Tender.md create mode 100755 content/mechanics/srd/Archetypes/Crystal Keeper.md create mode 100755 content/mechanics/srd/Archetypes/Curse Maelstrom.md create mode 100755 content/mechanics/srd/Archetypes/Dandy.md create mode 100755 content/mechanics/srd/Archetypes/Demolitionist.md create mode 100755 content/mechanics/srd/Archetypes/Dragon Disciple.md create mode 100755 content/mechanics/srd/Archetypes/Drow Shootist.md create mode 100755 content/mechanics/srd/Archetypes/Druid.md create mode 100755 content/mechanics/srd/Archetypes/Dual-Weapon Warrior.md create mode 100755 content/mechanics/srd/Archetypes/Duelist.md create mode 100755 content/mechanics/srd/Archetypes/Edgewatch Detective.md create mode 100755 content/mechanics/srd/Archetypes/Eldritch Archer.md create mode 100755 content/mechanics/srd/Archetypes/Eldritch Researcher.md create mode 100755 content/mechanics/srd/Archetypes/Elementalist (Class Archetype).md create mode 100755 content/mechanics/srd/Archetypes/Exorcist.md create mode 100755 content/mechanics/srd/Archetypes/Familiar Master.md create mode 100755 content/mechanics/srd/Archetypes/Fighter.md create mode 100755 content/mechanics/srd/Archetypes/Firebrand Braggart.md create mode 100755 content/mechanics/srd/Archetypes/Firework Technician.md create mode 100755 content/mechanics/srd/Archetypes/Flexible Spellcaster (Class Archetype).md create mode 100755 content/mechanics/srd/Archetypes/Folklorist.md create mode 100755 content/mechanics/srd/Archetypes/Game Hunter.md create mode 100755 content/mechanics/srd/Archetypes/Geomancer.md create mode 100755 content/mechanics/srd/Archetypes/Ghost Eater.md create mode 100755 content/mechanics/srd/Archetypes/Ghost Hunter.md create mode 100755 content/mechanics/srd/Archetypes/Ghost.md create mode 100755 content/mechanics/srd/Archetypes/Ghoul.md create mode 100755 content/mechanics/srd/Archetypes/Gladiator.md create mode 100755 content/mechanics/srd/Archetypes/Golden League Xun.md create mode 100755 content/mechanics/srd/Archetypes/Golem Grafter.md create mode 100755 content/mechanics/srd/Archetypes/Gray Gardener.md create mode 100755 content/mechanics/srd/Archetypes/Gunslinger.md create mode 100755 content/mechanics/srd/Archetypes/Halcyon Speaker.md create mode 100755 content/mechanics/srd/Archetypes/Hallowed Necromancer.md create mode 100755 content/mechanics/srd/Archetypes/Harrower.md create mode 100755 content/mechanics/srd/Archetypes/Hellknight Armiger.md create mode 100755 content/mechanics/srd/Archetypes/Hellknight Signifer.md create mode 100755 content/mechanics/srd/Archetypes/Hellknight.md create mode 100755 content/mechanics/srd/Archetypes/Herbalist.md create mode 100755 content/mechanics/srd/Archetypes/Horizon Walker.md create mode 100755 content/mechanics/srd/Archetypes/Inventor.md create mode 100755 content/mechanics/srd/Archetypes/Investigator.md create mode 100755 content/mechanics/srd/Archetypes/Jalmeri Heavenseeker.md create mode 100755 content/mechanics/srd/Archetypes/Juggler.md create mode 100755 content/mechanics/srd/Archetypes/Kineticist.md create mode 100755 content/mechanics/srd/Archetypes/Knight Reclaimant.md create mode 100755 content/mechanics/srd/Archetypes/Knight Vigilant.md create mode 100755 content/mechanics/srd/Archetypes/Lastwall Sentry.md create mode 100755 content/mechanics/srd/Archetypes/Lich.md create mode 100755 content/mechanics/srd/Archetypes/Linguist.md create mode 100755 content/mechanics/srd/Archetypes/Lion Blade.md create mode 100755 content/mechanics/srd/Archetypes/Living Monolith.md create mode 100755 content/mechanics/srd/Archetypes/Living Vessel.md create mode 100755 content/mechanics/srd/Archetypes/Loremaster.md create mode 100755 content/mechanics/srd/Archetypes/Magaambyan Attendant.md create mode 100755 content/mechanics/srd/Archetypes/Magic Warrior.md create mode 100755 content/mechanics/srd/Archetypes/Magus.md create mode 100755 content/mechanics/srd/Archetypes/Mammoth Lord.md create mode 100755 content/mechanics/srd/Archetypes/Marshal.md create mode 100755 content/mechanics/srd/Archetypes/Martial Artist.md create mode 100755 content/mechanics/srd/Archetypes/Mauler.md create mode 100755 content/mechanics/srd/Archetypes/Medic.md create mode 100755 content/mechanics/srd/Archetypes/Mind Smith.md create mode 100755 content/mechanics/srd/Archetypes/Monk.md create mode 100755 content/mechanics/srd/Archetypes/Mummy.md create mode 100755 content/mechanics/srd/Archetypes/Nantambu Chime-Ringer.md create mode 100755 content/mechanics/srd/Archetypes/Oatia Skysage.md create mode 100755 content/mechanics/srd/Archetypes/Oozemorph.md create mode 100755 content/mechanics/srd/Archetypes/Oracle.md create mode 100755 content/mechanics/srd/Archetypes/Overwatch.md create mode 100755 content/mechanics/srd/Archetypes/Pactbinder.md create mode 100755 content/mechanics/srd/Archetypes/Pactbound Initiate.md create mode 100755 content/mechanics/srd/Archetypes/Pathfinder Agent.md create mode 100755 content/mechanics/srd/Archetypes/Pirate.md create mode 100755 content/mechanics/srd/Archetypes/Pistol Phenom.md create mode 100755 content/mechanics/srd/Archetypes/Poisoner.md create mode 100755 content/mechanics/srd/Archetypes/Provocator.md create mode 100755 content/mechanics/srd/Archetypes/Psychic Duelist.md create mode 100755 content/mechanics/srd/Archetypes/Psychic.md create mode 100755 content/mechanics/srd/Archetypes/Ranger.md create mode 100755 content/mechanics/srd/Archetypes/Reanimator.md create mode 100755 content/mechanics/srd/Archetypes/Red Mantis Assassin.md create mode 100755 content/mechanics/srd/Archetypes/Ritualist.md create mode 100755 content/mechanics/srd/Archetypes/Rogue.md create mode 100755 content/mechanics/srd/Archetypes/Runelord.md create mode 100755 content/mechanics/srd/Archetypes/Runescarred.md create mode 100755 content/mechanics/srd/Archetypes/Scions of Domora.md create mode 100755 content/mechanics/srd/Archetypes/Scout.md create mode 100755 content/mechanics/srd/Archetypes/Scroll Trickster.md create mode 100755 content/mechanics/srd/Archetypes/Scrollmaster.md create mode 100755 content/mechanics/srd/Archetypes/Scrounger.md create mode 100755 content/mechanics/srd/Archetypes/Sentinel.md create mode 100755 content/mechanics/srd/Archetypes/Shadowcaster.md create mode 100755 content/mechanics/srd/Archetypes/Shadowdancer.md create mode 100755 content/mechanics/srd/Archetypes/Sixth Pillar.md create mode 100755 content/mechanics/srd/Archetypes/Sleepwalker.md create mode 100755 content/mechanics/srd/Archetypes/Snarecrafter.md create mode 100755 content/mechanics/srd/Archetypes/Sniping Duo.md create mode 100755 content/mechanics/srd/Archetypes/Sorcerer.md create mode 100755 content/mechanics/srd/Archetypes/Soul Warden.md create mode 100755 content/mechanics/srd/Archetypes/Soulforger.md create mode 100755 content/mechanics/srd/Archetypes/Spell Trickster.md create mode 100755 content/mechanics/srd/Archetypes/Spellcasting Archetypes.md create mode 100755 content/mechanics/srd/Archetypes/Spellmaster.md create mode 100755 content/mechanics/srd/Archetypes/Spellshot (Class Archetype).md create mode 100755 content/mechanics/srd/Archetypes/Staff Acrobat.md create mode 100755 content/mechanics/srd/Archetypes/Stalwart Defender.md create mode 100755 content/mechanics/srd/Archetypes/Sterling Dynamo.md create mode 100755 content/mechanics/srd/Archetypes/Student of Perfection.md create mode 100755 content/mechanics/srd/Archetypes/Summoner.md create mode 100755 content/mechanics/srd/Archetypes/Swashbuckler.md create mode 100755 content/mechanics/srd/Archetypes/Swordmaster.md create mode 100755 content/mechanics/srd/Archetypes/Talisman Dabbler.md create mode 100755 content/mechanics/srd/Archetypes/Thaumaturge.md create mode 100755 content/mechanics/srd/Archetypes/Time Mage.md create mode 100755 content/mechanics/srd/Archetypes/Trapsmith.md create mode 100755 content/mechanics/srd/Archetypes/Trick Driver.md create mode 100755 content/mechanics/srd/Archetypes/Turpin Rowe Lumberjack.md create mode 100755 content/mechanics/srd/Archetypes/Twilight Speaker.md create mode 100755 content/mechanics/srd/Archetypes/Undead Master.md create mode 100755 content/mechanics/srd/Archetypes/Undead Slayer.md create mode 100755 content/mechanics/srd/Archetypes/Unexpected Sharpshooter.md create mode 100755 content/mechanics/srd/Archetypes/Vampire.md create mode 100755 content/mechanics/srd/Archetypes/Vehicle Mechanic.md create mode 100755 content/mechanics/srd/Archetypes/Vigilante.md create mode 100755 content/mechanics/srd/Archetypes/Viking.md create mode 100755 content/mechanics/srd/Archetypes/Weapon Improviser.md create mode 100755 content/mechanics/srd/Archetypes/Wellspring Mage (Class Archetype).md create mode 100755 content/mechanics/srd/Archetypes/Witch.md create mode 100755 content/mechanics/srd/Archetypes/Wizard.md create mode 100755 content/mechanics/srd/Archetypes/Worm Caller.md create mode 100755 content/mechanics/srd/Archetypes/Wrestler.md create mode 100755 content/mechanics/srd/Archetypes/Zephyr Guard.md create mode 100755 content/mechanics/srd/Archetypes/Zombie.md create mode 100755 content/mechanics/srd/Archetypes/desktop.ini create mode 100755 content/mechanics/srd/Backgrounds/Abadar's Avenger.md create mode 100755 content/mechanics/srd/Backgrounds/Able Carter.md create mode 100755 content/mechanics/srd/Backgrounds/Academy Dropout.md create mode 100755 content/mechanics/srd/Backgrounds/Acolyte.md create mode 100755 content/mechanics/srd/Backgrounds/Acrobat.md create mode 100755 content/mechanics/srd/Backgrounds/Aerialist.md create mode 100755 content/mechanics/srd/Backgrounds/Aiudara Seeker.md create mode 100755 content/mechanics/srd/Backgrounds/Alkenstar Outlaw.md create mode 100755 content/mechanics/srd/Backgrounds/Alkenstar Sojourner.md create mode 100755 content/mechanics/srd/Backgrounds/Alkenstar Tinker.md create mode 100755 content/mechanics/srd/Backgrounds/Alloysmith.md create mode 100755 content/mechanics/srd/Backgrounds/Almas Clerk.md create mode 100755 content/mechanics/srd/Backgrounds/Amnesiac.md create mode 100755 content/mechanics/srd/Backgrounds/Animal Whisperer.md create mode 100755 content/mechanics/srd/Backgrounds/Animal Wrangler.md create mode 100755 content/mechanics/srd/Backgrounds/Anti-Magical.md create mode 100755 content/mechanics/srd/Backgrounds/Anti-Tech Activist.md create mode 100755 content/mechanics/srd/Backgrounds/Archaeologist.md create mode 100755 content/mechanics/srd/Backgrounds/Artisan.md create mode 100755 content/mechanics/srd/Backgrounds/Artist.md create mode 100755 content/mechanics/srd/Backgrounds/Aspiring Free-Captain.md create mode 100755 content/mechanics/srd/Backgrounds/Aspiring River Monarch.md create mode 100755 content/mechanics/srd/Backgrounds/Astrologer.md create mode 100755 content/mechanics/srd/Backgrounds/Astrological Augur.md create mode 100755 content/mechanics/srd/Backgrounds/Attention Addict.md create mode 100755 content/mechanics/srd/Backgrounds/Atteran Rancher.md create mode 100755 content/mechanics/srd/Backgrounds/Awful Scab.md create mode 100755 content/mechanics/srd/Backgrounds/Back-Alley Doctor.md create mode 100755 content/mechanics/srd/Backgrounds/Bandit.md create mode 100755 content/mechanics/srd/Backgrounds/Banished Brighite.md create mode 100755 content/mechanics/srd/Backgrounds/Barber.md create mode 100755 content/mechanics/srd/Backgrounds/Barkeep.md create mode 100755 content/mechanics/srd/Backgrounds/Barker.md create mode 100755 content/mechanics/srd/Backgrounds/Barrister.md create mode 100755 content/mechanics/srd/Backgrounds/Beast Blessed.md create mode 100755 content/mechanics/srd/Backgrounds/Bekyar Restorer.md create mode 100755 content/mechanics/srd/Backgrounds/Belkzen Slayer.md create mode 100755 content/mechanics/srd/Backgrounds/Bellflower Agent.md create mode 100755 content/mechanics/srd/Backgrounds/Bibliophile.md create mode 100755 content/mechanics/srd/Backgrounds/Black Market Smuggler.md create mode 100755 content/mechanics/srd/Backgrounds/Blessed.md create mode 100755 content/mechanics/srd/Backgrounds/Blow-In.md create mode 100755 content/mechanics/srd/Backgrounds/Bonuwat Wavetouched.md create mode 100755 content/mechanics/srd/Backgrounds/Bookish Providence.md create mode 100755 content/mechanics/srd/Backgrounds/Bookkeeper.md create mode 100755 content/mechanics/srd/Backgrounds/Borderlands Pioneer.md create mode 100755 content/mechanics/srd/Backgrounds/Bounty Hunter.md create mode 100755 content/mechanics/srd/Backgrounds/Brevic Noble.md create mode 100755 content/mechanics/srd/Backgrounds/Brevic Outcast.md create mode 100755 content/mechanics/srd/Backgrounds/Bright Lion.md create mode 100755 content/mechanics/srd/Backgrounds/Broken Tusk Recruiter.md create mode 100755 content/mechanics/srd/Backgrounds/Butcher.md create mode 100755 content/mechanics/srd/Backgrounds/Cannoneer.md create mode 100755 content/mechanics/srd/Backgrounds/Charlatan.md create mode 100755 content/mechanics/srd/Backgrounds/Chelish Rebel.md create mode 100755 content/mechanics/srd/Backgrounds/Child Of Notoriety.md create mode 100755 content/mechanics/srd/Backgrounds/Child of Westcrown.md create mode 100755 content/mechanics/srd/Backgrounds/Child of the Puddles.md create mode 100755 content/mechanics/srd/Backgrounds/Child of the Twin Village.md create mode 100755 content/mechanics/srd/Backgrounds/Chosen One.md create mode 100755 content/mechanics/srd/Backgrounds/Circuit Judge.md create mode 100755 content/mechanics/srd/Backgrounds/Circus Born.md create mode 100755 content/mechanics/srd/Backgrounds/Clan Associate.md create mode 100755 content/mechanics/srd/Backgrounds/Clockfighter.md create mode 100755 content/mechanics/srd/Backgrounds/Clockwork Researcher.md create mode 100755 content/mechanics/srd/Backgrounds/Close Ties.md create mode 100755 content/mechanics/srd/Backgrounds/Clown.md create mode 100755 content/mechanics/srd/Backgrounds/Codebreaker.md create mode 100755 content/mechanics/srd/Backgrounds/Concordance Researcher.md create mode 100755 content/mechanics/srd/Backgrounds/Concordance Scout.md create mode 100755 content/mechanics/srd/Backgrounds/Conservator.md create mode 100755 content/mechanics/srd/Backgrounds/Construction Occultist.md create mode 100755 content/mechanics/srd/Backgrounds/Cook.md create mode 100755 content/mechanics/srd/Backgrounds/Corpse Stitcher.md create mode 100755 content/mechanics/srd/Backgrounds/Courier.md create mode 100755 content/mechanics/srd/Backgrounds/Criminal.md create mode 100755 content/mechanics/srd/Backgrounds/Crown of Chaos.md create mode 100755 content/mechanics/srd/Backgrounds/Crystal Healer.md create mode 100755 content/mechanics/srd/Backgrounds/Cultist.md create mode 100755 content/mechanics/srd/Backgrounds/Curandero.md create mode 100755 content/mechanics/srd/Backgrounds/Cursed Family.md create mode 100755 content/mechanics/srd/Backgrounds/Cursed.md create mode 100755 content/mechanics/srd/Backgrounds/Dauntless.md create mode 100755 content/mechanics/srd/Backgrounds/Deckhand.md create mode 100755 content/mechanics/srd/Backgrounds/Dedicated Delver.md create mode 100755 content/mechanics/srd/Backgrounds/Deep-Sea Diver.md create mode 100755 content/mechanics/srd/Backgrounds/Demon Slayer.md create mode 100755 content/mechanics/srd/Backgrounds/Dendrologist.md create mode 100755 content/mechanics/srd/Backgrounds/Deputy.md create mode 100755 content/mechanics/srd/Backgrounds/Desert Tracker.md create mode 100755 content/mechanics/srd/Backgrounds/Detective.md create mode 100755 content/mechanics/srd/Backgrounds/Diobel Pearl Diver.md create mode 100755 content/mechanics/srd/Backgrounds/Discarded Duplicate.md create mode 100755 content/mechanics/srd/Backgrounds/Disciple of the Gear.md create mode 100755 content/mechanics/srd/Backgrounds/Doomcaller.md create mode 100755 content/mechanics/srd/Backgrounds/Dragon Scholar.md create mode 100755 content/mechanics/srd/Backgrounds/Dreamer of the Verdant Moon.md create mode 100755 content/mechanics/srd/Backgrounds/Dreams of Vengeance.md create mode 100755 content/mechanics/srd/Backgrounds/Driver.md create mode 100755 content/mechanics/srd/Backgrounds/Droskari Disciple.md create mode 100755 content/mechanics/srd/Backgrounds/Early Explorer.md create mode 100755 content/mechanics/srd/Backgrounds/Eclectic Scholar.md create mode 100755 content/mechanics/srd/Backgrounds/Eclipseborn.md create mode 100755 content/mechanics/srd/Backgrounds/Eidolon Contact.md create mode 100755 content/mechanics/srd/Backgrounds/Eldritch Anatomist.md create mode 100755 content/mechanics/srd/Backgrounds/Elementally Infused.md create mode 100755 content/mechanics/srd/Backgrounds/Emancipated.md create mode 100755 content/mechanics/srd/Backgrounds/Emissary.md create mode 100755 content/mechanics/srd/Backgrounds/Empty Whispers.md create mode 100755 content/mechanics/srd/Backgrounds/Energy Scarred.md create mode 100755 content/mechanics/srd/Backgrounds/Entertainer.md create mode 100755 content/mechanics/srd/Backgrounds/Ex-Con Token Guard.md create mode 100755 content/mechanics/srd/Backgrounds/Ex-Mendevian Crusader.md create mode 100755 content/mechanics/srd/Backgrounds/Faction Opportunist.md create mode 100755 content/mechanics/srd/Backgrounds/False Medium.md create mode 100755 content/mechanics/srd/Backgrounds/Farmhand.md create mode 100755 content/mechanics/srd/Backgrounds/Farmsteader.md create mode 100755 content/mechanics/srd/Backgrounds/Feral Child.md create mode 100755 content/mechanics/srd/Backgrounds/Feybound.md create mode 100755 content/mechanics/srd/Backgrounds/Field Medic.md create mode 100755 content/mechanics/srd/Backgrounds/Fightbreaker.md create mode 100755 content/mechanics/srd/Backgrounds/Finadar Leshy.md create mode 100755 content/mechanics/srd/Backgrounds/Final Blade Survivor.md create mode 100755 content/mechanics/srd/Backgrounds/Fire Warden.md create mode 100755 content/mechanics/srd/Backgrounds/Firebrand Follower.md create mode 100755 content/mechanics/srd/Backgrounds/Fireworks Performer.md create mode 100755 content/mechanics/srd/Backgrounds/Fogfen Tale-Teller.md create mode 100755 content/mechanics/srd/Backgrounds/Folklore Enthusiast.md create mode 100755 content/mechanics/srd/Backgrounds/Food Trader.md create mode 100755 content/mechanics/srd/Backgrounds/Former Aspis Agent.md create mode 100755 content/mechanics/srd/Backgrounds/Fortune Teller.md create mode 100755 content/mechanics/srd/Backgrounds/Framed in Ferrous Quarter.md create mode 100755 content/mechanics/srd/Backgrounds/Free Spirit.md create mode 100755 content/mechanics/srd/Backgrounds/Freed Slave of Absalom.md create mode 100755 content/mechanics/srd/Backgrounds/Friend of Greensteeples.md create mode 100755 content/mechanics/srd/Backgrounds/Friendly Darkmoon Kobold.md create mode 100755 content/mechanics/srd/Backgrounds/Gambler.md create mode 100755 content/mechanics/srd/Backgrounds/Geb Crusader.md create mode 100755 content/mechanics/srd/Backgrounds/Genie-Blessed.md create mode 100755 content/mechanics/srd/Backgrounds/Gladiator.md create mode 100755 content/mechanics/srd/Backgrounds/Gloriana's Fixer.md create mode 100755 content/mechanics/srd/Backgrounds/Goblinblood Orphan.md create mode 100755 content/mechanics/srd/Backgrounds/Godless Graycloak.md create mode 100755 content/mechanics/srd/Backgrounds/Gold Falls Regular.md create mode 100755 content/mechanics/srd/Backgrounds/Goldhand Arms Dealer.md create mode 100755 content/mechanics/srd/Backgrounds/Grand Council Bureaucrat.md create mode 100755 content/mechanics/srd/Backgrounds/Grave Robber.md create mode 100755 content/mechanics/srd/Backgrounds/Grizzled Muckrucker.md create mode 100755 content/mechanics/srd/Backgrounds/Guard.md create mode 100755 content/mechanics/srd/Backgrounds/Guest of Sedeq Lodge.md create mode 100755 content/mechanics/srd/Backgrounds/Gunsmith.md create mode 100755 content/mechanics/srd/Backgrounds/Hammered by Fate.md create mode 100755 content/mechanics/srd/Backgrounds/Harbor Guard Moonlighter.md create mode 100755 content/mechanics/srd/Backgrounds/Harrow-Chosen.md create mode 100755 content/mechanics/srd/Backgrounds/Harrow-Led.md create mode 100755 content/mechanics/srd/Backgrounds/Haunted Citizen.md create mode 100755 content/mechanics/srd/Backgrounds/Haunted.md create mode 100755 content/mechanics/srd/Backgrounds/Haunting Vision.md create mode 100755 content/mechanics/srd/Backgrounds/Hellknight Historian.md create mode 100755 content/mechanics/srd/Backgrounds/Herbalist.md create mode 100755 content/mechanics/srd/Backgrounds/Hermean Expatriate.md create mode 100755 content/mechanics/srd/Backgrounds/Hermean Heritor.md create mode 100755 content/mechanics/srd/Backgrounds/Hermit.md create mode 100755 content/mechanics/srd/Backgrounds/Highborn Snoop.md create mode 100755 content/mechanics/srd/Backgrounds/Hired Killer.md create mode 100755 content/mechanics/srd/Backgrounds/Historical Reenactor.md create mode 100755 content/mechanics/srd/Backgrounds/Hookclaw Digger.md create mode 100755 content/mechanics/srd/Backgrounds/Hounded Thief.md create mode 100755 content/mechanics/srd/Backgrounds/Hunter.md create mode 100755 content/mechanics/srd/Backgrounds/Inexplicably Expelled.md create mode 100755 content/mechanics/srd/Backgrounds/Inlander.md create mode 100755 content/mechanics/srd/Backgrounds/Insurgent.md create mode 100755 content/mechanics/srd/Backgrounds/Iolite Trainee Hobgoblin.md create mode 100755 content/mechanics/srd/Backgrounds/Issian Partisan.md create mode 100755 content/mechanics/srd/Backgrounds/Issian Patriot.md create mode 100755 content/mechanics/srd/Backgrounds/Junk Collector.md create mode 100755 content/mechanics/srd/Backgrounds/Junker.md create mode 100755 content/mechanics/srd/Backgrounds/Kalistrade Follower.md create mode 100755 content/mechanics/srd/Backgrounds/Keys to Destiny.md create mode 100755 content/mechanics/srd/Backgrounds/Kyonin Emissary.md create mode 100755 content/mechanics/srd/Backgrounds/Laborer.md create mode 100755 content/mechanics/srd/Backgrounds/Lastwall Survivor.md create mode 100755 content/mechanics/srd/Backgrounds/Learned Guard Prodigy.md create mode 100755 content/mechanics/srd/Backgrounds/Legacy of the Hammer.md create mode 100755 content/mechanics/srd/Backgrounds/Legendary Parents.md create mode 100755 content/mechanics/srd/Backgrounds/Lesser Scion.md create mode 100755 content/mechanics/srd/Backgrounds/Local Brigand.md create mode 100755 content/mechanics/srd/Backgrounds/Local Scion.md create mode 100755 content/mechanics/srd/Backgrounds/Lost Loved One.md create mode 100755 content/mechanics/srd/Backgrounds/Lost and Alone.md create mode 100755 content/mechanics/srd/Backgrounds/Lumber Consortium Laborer.md create mode 100755 content/mechanics/srd/Backgrounds/Magaambya Academic.md create mode 100755 content/mechanics/srd/Backgrounds/Magical Experiment.md create mode 100755 content/mechanics/srd/Backgrounds/Magical Merchant.md create mode 100755 content/mechanics/srd/Backgrounds/Magical Misfit.md create mode 100755 content/mechanics/srd/Backgrounds/Mammoth Herder.md create mode 100755 content/mechanics/srd/Backgrounds/Mammoth Speaker.md create mode 100755 content/mechanics/srd/Backgrounds/Mana Wastes Refugee.md create mode 100755 content/mechanics/srd/Backgrounds/Mantis Scion.md create mode 100755 content/mechanics/srd/Backgrounds/Market Runner.md create mode 100755 content/mechanics/srd/Backgrounds/Martial Disciple.md create mode 100755 content/mechanics/srd/Backgrounds/Mechanic.md create mode 100755 content/mechanics/srd/Backgrounds/Mechanical Symbiosis.md create mode 100755 content/mechanics/srd/Backgrounds/Medicinal Clocksmith.md create mode 100755 content/mechanics/srd/Backgrounds/Megafauna Hunter.md create mode 100755 content/mechanics/srd/Backgrounds/Menagerie Dung Sweeper.md create mode 100755 content/mechanics/srd/Backgrounds/Merabite Prodigy.md create mode 100755 content/mechanics/srd/Backgrounds/Merchant.md create mode 100755 content/mechanics/srd/Backgrounds/Miner.md create mode 100755 content/mechanics/srd/Backgrounds/Missionary.md create mode 100755 content/mechanics/srd/Backgrounds/Molthuni Mercenary.md create mode 100755 content/mechanics/srd/Backgrounds/Money Counter.md create mode 100755 content/mechanics/srd/Backgrounds/Musical Prodigy.md create mode 100755 content/mechanics/srd/Backgrounds/Mystic Seer.md create mode 100755 content/mechanics/srd/Backgrounds/Mystic Tutor.md create mode 100755 content/mechanics/srd/Backgrounds/Necromancer's Apprentice.md create mode 100755 content/mechanics/srd/Backgrounds/Newcomer In Need.md create mode 100755 content/mechanics/srd/Backgrounds/Nexian Mystic.md create mode 100755 content/mechanics/srd/Backgrounds/Night Watch.md create mode 100755 content/mechanics/srd/Backgrounds/Nirmathi Guerrilla.md create mode 100755 content/mechanics/srd/Backgrounds/Noble.md create mode 100755 content/mechanics/srd/Backgrounds/Nocturnal Navigator.md create mode 100755 content/mechanics/srd/Backgrounds/Nomad.md create mode 100755 content/mechanics/srd/Backgrounds/Northland Forager.md create mode 100755 content/mechanics/srd/Backgrounds/Northridge Scholar.md create mode 100755 content/mechanics/srd/Backgrounds/Occult Librarian.md create mode 100755 content/mechanics/srd/Backgrounds/Oenopion-Ooze Tender.md create mode 100755 content/mechanics/srd/Backgrounds/Once Bitten.md create mode 100755 content/mechanics/srd/Backgrounds/Onyx Trader.md create mode 100755 content/mechanics/srd/Backgrounds/Osirionologist.md create mode 100755 content/mechanics/srd/Backgrounds/Osprey Barnraiser.md create mode 100755 content/mechanics/srd/Backgrounds/Osprey Fisher.md create mode 100755 content/mechanics/srd/Backgrounds/Osprey Scion.md create mode 100755 content/mechanics/srd/Backgrounds/Osprey Scout.md create mode 100755 content/mechanics/srd/Backgrounds/Osprey Scribe.md create mode 100755 content/mechanics/srd/Backgrounds/Osprey Spellcaster.md create mode 100755 content/mechanics/srd/Backgrounds/Osprey Warrior.md create mode 100755 content/mechanics/srd/Backgrounds/Otherworldly Mission.md create mode 100755 content/mechanics/srd/Backgrounds/Out-Of-Towner.md create mode 100755 content/mechanics/srd/Backgrounds/Outrider.md create mode 100755 content/mechanics/srd/Backgrounds/Outskirt Dweller.md create mode 100755 content/mechanics/srd/Backgrounds/Ozem Experience.md create mode 100755 content/mechanics/srd/Backgrounds/Pathfinder Hopeful.md create mode 100755 content/mechanics/srd/Backgrounds/Pathfinder Recruiter.md create mode 100755 content/mechanics/srd/Backgrounds/Perfection Seeker.md create mode 100755 content/mechanics/srd/Backgrounds/Pilgrim.md create mode 100755 content/mechanics/srd/Backgrounds/Pillar.md create mode 100755 content/mechanics/srd/Backgrounds/Planar Migrant.md create mode 100755 content/mechanics/srd/Backgrounds/Plant Whisperer.md create mode 100755 content/mechanics/srd/Backgrounds/Political Scion.md create mode 100755 content/mechanics/srd/Backgrounds/Post Guard of All Trades.md create mode 100755 content/mechanics/srd/Backgrounds/Press-Ganged (G&G).md create mode 100755 content/mechanics/srd/Backgrounds/Press-Ganged (LOWG).md create mode 100755 content/mechanics/srd/Backgrounds/Printer.md create mode 100755 content/mechanics/srd/Backgrounds/Prisoner.md create mode 100755 content/mechanics/srd/Backgrounds/Propaganda Promoter.md create mode 100755 content/mechanics/srd/Backgrounds/Purveyor of the Bizarre.md create mode 100755 content/mechanics/srd/Backgrounds/Pyre Tender.md create mode 100755 content/mechanics/srd/Backgrounds/Quick Refugee.md create mode 100755 content/mechanics/srd/Backgrounds/Quick.md create mode 100755 content/mechanics/srd/Backgrounds/Raised by Belief.md create mode 100755 content/mechanics/srd/Backgrounds/Ratted-Out Gun Runner.md create mode 100755 content/mechanics/srd/Backgrounds/Razmiran Faithful.md create mode 100755 content/mechanics/srd/Backgrounds/Reborn Soul.md create mode 100755 content/mechanics/srd/Backgrounds/Reclaimed.md create mode 100755 content/mechanics/srd/Backgrounds/Reclaimer Investigator.md create mode 100755 content/mechanics/srd/Backgrounds/Refugee (APG).md create mode 100755 content/mechanics/srd/Backgrounds/Refugee (Fall of Plaguestone).md create mode 100755 content/mechanics/srd/Backgrounds/Relentless Dedication.md create mode 100755 content/mechanics/srd/Backgrounds/Reputation Seeker.md create mode 100755 content/mechanics/srd/Backgrounds/Returned.md create mode 100755 content/mechanics/srd/Backgrounds/Returning Descendant.md create mode 100755 content/mechanics/srd/Backgrounds/Revenant.md create mode 100755 content/mechanics/srd/Backgrounds/Rigger.md create mode 100755 content/mechanics/srd/Backgrounds/Rivethun Adherent.md create mode 100755 content/mechanics/srd/Backgrounds/Root Worker.md create mode 100755 content/mechanics/srd/Backgrounds/Rostland Partisan.md create mode 100755 content/mechanics/srd/Backgrounds/Rostlander.md create mode 100755 content/mechanics/srd/Backgrounds/Royalty.md create mode 100755 content/mechanics/srd/Backgrounds/Ruby Phoenix Enthusiast.md create mode 100755 content/mechanics/srd/Backgrounds/Ruby Phoenix Fanatic.md create mode 100755 content/mechanics/srd/Backgrounds/Ruin Delver.md create mode 100755 content/mechanics/srd/Backgrounds/Runner.md create mode 100755 content/mechanics/srd/Backgrounds/Saboteur.md create mode 100755 content/mechanics/srd/Backgrounds/Sailor.md create mode 100755 content/mechanics/srd/Backgrounds/Sally Guard Neophyte.md create mode 100755 content/mechanics/srd/Backgrounds/Saloon Entertainer.md create mode 100755 content/mechanics/srd/Backgrounds/Sandswept Survivor.md create mode 100755 content/mechanics/srd/Backgrounds/Sarkorian Reclaimer.md create mode 100755 content/mechanics/srd/Backgrounds/Sarkorian Survivor.md create mode 100755 content/mechanics/srd/Backgrounds/Saved by Clockwork.md create mode 100755 content/mechanics/srd/Backgrounds/Savior of Air.md create mode 100755 content/mechanics/srd/Backgrounds/Scavenger.md create mode 100755 content/mechanics/srd/Backgrounds/Scholar of the Ancients.md create mode 100755 content/mechanics/srd/Backgrounds/Scholar of the Sky Key.md create mode 100755 content/mechanics/srd/Backgrounds/Scholar.md create mode 100755 content/mechanics/srd/Backgrounds/Scion of Slayers.md create mode 100755 content/mechanics/srd/Backgrounds/Scout.md create mode 100755 content/mechanics/srd/Backgrounds/Second Chance Champion.md create mode 100755 content/mechanics/srd/Backgrounds/Secular Medic.md create mode 100755 content/mechanics/srd/Backgrounds/Seer of the Dead.md create mode 100755 content/mechanics/srd/Backgrounds/Senghor Sailor.md create mode 100755 content/mechanics/srd/Backgrounds/Sense of Belonging.md create mode 100755 content/mechanics/srd/Backgrounds/Sentinel Reflectance.md create mode 100755 content/mechanics/srd/Backgrounds/Servant.md create mode 100755 content/mechanics/srd/Backgrounds/Sewer Dragon.md create mode 100755 content/mechanics/srd/Backgrounds/Shadow Haunted.md create mode 100755 content/mechanics/srd/Backgrounds/Shadow Lodge Defector.md create mode 100755 content/mechanics/srd/Backgrounds/Shadow War Survivor.md create mode 100755 content/mechanics/srd/Backgrounds/Sheriff.md create mode 100755 content/mechanics/srd/Backgrounds/Shielded Fortune.md create mode 100755 content/mechanics/srd/Backgrounds/Shoanti Name-Bearer.md create mode 100755 content/mechanics/srd/Backgrounds/Shory Seeker.md create mode 100755 content/mechanics/srd/Backgrounds/Sign Bound.md create mode 100755 content/mechanics/srd/Backgrounds/Sky Rider.md create mode 100755 content/mechanics/srd/Backgrounds/Sleepless Suns Star.md create mode 100755 content/mechanics/srd/Backgrounds/Snubbed Out Stoolie.md create mode 100755 content/mechanics/srd/Backgrounds/Sodden Scavenger.md create mode 100755 content/mechanics/srd/Backgrounds/Song of the Deep.md create mode 100755 content/mechanics/srd/Backgrounds/Songsinger in Training.md create mode 100755 content/mechanics/srd/Backgrounds/Southbank Traditionalist.md create mode 100755 content/mechanics/srd/Backgrounds/Spell Seeker.md create mode 100755 content/mechanics/srd/Backgrounds/Sponsored by Family.md create mode 100755 content/mechanics/srd/Backgrounds/Sponsored by Teacher Ot.md create mode 100755 content/mechanics/srd/Backgrounds/Sponsored by a Stranger.md create mode 100755 content/mechanics/srd/Backgrounds/Sponsored by a Village.md create mode 100755 content/mechanics/srd/Backgrounds/Spotter.md create mode 100755 content/mechanics/srd/Backgrounds/Squire.md create mode 100755 content/mechanics/srd/Backgrounds/Starless One.md create mode 100755 content/mechanics/srd/Backgrounds/Starwatcher.md create mode 100755 content/mechanics/srd/Backgrounds/Storm Survivor.md create mode 100755 content/mechanics/srd/Backgrounds/Street Preacher.md create mode 100755 content/mechanics/srd/Backgrounds/Street Urchin.md create mode 100755 content/mechanics/srd/Backgrounds/Student of Magic.md create mode 100755 content/mechanics/srd/Backgrounds/Sun Dancer.md create mode 100755 content/mechanics/srd/Backgrounds/Surge Investigator.md create mode 100755 content/mechanics/srd/Backgrounds/Sword Scion.md create mode 100755 content/mechanics/srd/Backgrounds/Taldan Schemer.md create mode 100755 content/mechanics/srd/Backgrounds/Tall Tale.md create mode 100755 content/mechanics/srd/Backgrounds/Tapestry Refugee.md create mode 100755 content/mechanics/srd/Backgrounds/Tax Collector.md create mode 100755 content/mechanics/srd/Backgrounds/Teacher.md create mode 100755 content/mechanics/srd/Backgrounds/Teamster.md create mode 100755 content/mechanics/srd/Backgrounds/Tech Reliant.md create mode 100755 content/mechanics/srd/Backgrounds/Thassilonian Delver.md create mode 100755 content/mechanics/srd/Backgrounds/Thassilonian Traveler.md create mode 100755 content/mechanics/srd/Backgrounds/Thrill-Seeker.md create mode 100755 content/mechanics/srd/Backgrounds/Thrune Loyalist.md create mode 100755 content/mechanics/srd/Backgrounds/Thuvian Unifier.md create mode 100755 content/mechanics/srd/Backgrounds/Tide Watcher.md create mode 100755 content/mechanics/srd/Backgrounds/Time Traveler.md create mode 100755 content/mechanics/srd/Backgrounds/Tinker.md create mode 100755 content/mechanics/srd/Backgrounds/Tomb Born.md create mode 100755 content/mechanics/srd/Backgrounds/Total Power.md create mode 100755 content/mechanics/srd/Backgrounds/Touched by Dahak.md create mode 100755 content/mechanics/srd/Backgrounds/Toymaker.md create mode 100755 content/mechanics/srd/Backgrounds/Trade Consortium Underling.md create mode 100755 content/mechanics/srd/Backgrounds/Trailblazer.md create mode 100755 content/mechanics/srd/Backgrounds/Translator.md create mode 100755 content/mechanics/srd/Backgrounds/Truth Seeker.md create mode 100755 content/mechanics/srd/Backgrounds/Tyrant Witness.md create mode 100755 content/mechanics/srd/Backgrounds/Ulfen Raider.md create mode 100755 content/mechanics/srd/Backgrounds/Undercover Contender.md create mode 100755 content/mechanics/srd/Backgrounds/Undercover Lotus Guard.md create mode 100755 content/mechanics/srd/Backgrounds/Undersea Enthusiast.md create mode 100755 content/mechanics/srd/Backgrounds/Undertaker.md create mode 100755 content/mechanics/srd/Backgrounds/Union Representative.md create mode 100755 content/mechanics/srd/Backgrounds/Unremarkable.md create mode 100755 content/mechanics/srd/Backgrounds/Unsponsored.md create mode 100755 content/mechanics/srd/Backgrounds/Ustalavic Academic.md create mode 100755 content/mechanics/srd/Backgrounds/Varisian Wanderer.md create mode 100755 content/mechanics/srd/Backgrounds/Vidrian Reformer.md create mode 100755 content/mechanics/srd/Backgrounds/Wandering Preacher.md create mode 100755 content/mechanics/srd/Backgrounds/Wanderlust.md create mode 100755 content/mechanics/srd/Backgrounds/Wanted Witness.md create mode 100755 content/mechanics/srd/Backgrounds/Ward.md create mode 100755 content/mechanics/srd/Backgrounds/Warrior.md create mode 100755 content/mechanics/srd/Backgrounds/Waste Walker.md create mode 100755 content/mechanics/srd/Backgrounds/Whispering Way Scion.md create mode 100755 content/mechanics/srd/Backgrounds/Wildwood Local.md create mode 100755 content/mechanics/srd/Backgrounds/Willing Host.md create mode 100755 content/mechanics/srd/Backgrounds/Willowshore Urchin.md create mode 100755 content/mechanics/srd/Backgrounds/Winter's Child.md create mode 100755 content/mechanics/srd/Backgrounds/Wish for Riches.md create mode 100755 content/mechanics/srd/Backgrounds/Wished Alive.md create mode 100755 content/mechanics/srd/Backgrounds/Witch Wary.md create mode 100755 content/mechanics/srd/Backgrounds/Witchlight Follower.md create mode 100755 content/mechanics/srd/Backgrounds/Wonder Taster.md create mode 100755 content/mechanics/srd/Backgrounds/Writ in the Stars.md create mode 100755 content/mechanics/srd/Backgrounds/desktop.ini create mode 100755 content/mechanics/srd/Backgrounds/zz_asset-files/desktop.ini create mode 100755 content/mechanics/srd/Backgrounds/zz_asset-files/systems-pf2e-icons-default-icons-background.svg create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Aasimar Redeemer.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Adamantine Golem.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Air Mephit.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Alchemical Golem.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Alghollthu Master.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Annis Hag.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Balor.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Baomal.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Barbazu.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Barghest.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Black Pudding.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Bloodseeker.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Bulette.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Bunyip.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Centaur.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Ceustodaemon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Choral.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Chuul.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Clay Golem.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Cloaker.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Dandasuka.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Dark Naga.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Demilich.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Djinni.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Doppelganger.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Drakauthix.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Drider.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Drow Fighter.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Drow Priestess.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Drow Rogue.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Earth Mephit.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Efreeti.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Erinys.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Ether Spider.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Ettin.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Fire Mephit.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Flesh Golem.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Gelatinous Cube.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Gelugon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Ghaele.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Ghast.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Ghoul.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Giant Mantis.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Gibbering Mouther.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Glabrezu.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Greater Barghest.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Green Hag.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Grig.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Guardian Naga.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Gug.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Hill Giant.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Hive Mother.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Horned Archon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Iron Golem.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Janni.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Kapoacinth.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (Black).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (Blue).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (Green).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (Red).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (White).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Kolyarut.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Lantern Archon (Gestalt).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Lantern Archon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Legion Archon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Manticore.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Marid.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Marilith.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Mimic.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Mu Spore.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Naunet.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Night Hag.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Ochre Jelly.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Otyugh.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Owlbear.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Phantasmal Minion.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Quasit.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Quatoid.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Quelaunt.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Quetzalcoatlus.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Raja Rakshasa.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Remorhaz.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Roper.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Rust Monster.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Salamander.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Sea Devil Baron.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Sea Devil Brute.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Sea Devil Scout.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Shaitan.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Shambler.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Shield Archon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Shoggoth.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Simurgh.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Skum.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Chaotic Evil).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Chaotic Good).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Chaotic Neutral).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Lawful Evil).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Lawful Good).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Lawful Neutral).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Neutral Evil).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Neutral Good).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (True Neutral).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Stone Golem.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Storm Giant.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Storm Lord.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Terotricus.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Tidal Master.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Troll King.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Troll.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Uthul.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Vrock.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Water Mephit.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Web Lurker.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Wemmuth.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Wendigo.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Xorn.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 1/Zaramuun.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Ahuizotl.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Akata.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Akizendri.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Amoeba Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Anancus.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Animate Dream.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Ankou.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Assassin Vine.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Athach.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Attic Whisperer.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Augur.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Aurumvorax.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Babau.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Badger.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Baobhan Sith.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Basidirond.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Bastion Archon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Bebilith.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Behemoth Hippopotamus.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Behir.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Belker.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Black Bear.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Black Dracolisk.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Black Scorpion.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Blindheim.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Blink Dog.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Blizzardborn.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Blodeuwedd.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Blue Dracolisk.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Blue-Ringed Octopus.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Bodak.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Bog Mummy.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Bog Strider.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Bralani.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Brood Leech Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Brownie.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Bythos.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Cairn Linnorm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Cairn Wight.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Calathgar.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Caligni Slayer.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Carbuncle.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Carnivorous Blob.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Carrion Golem.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Catoblepas.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Catrina.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Cave Fisher.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Cave Scorpion.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Cavern Troll.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Chernobue.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Choker.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Cockroach Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Cornugon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Culdewen.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/D'ziriak.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Denizen of Leng.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Derghodaemon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Destrachan.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Devourer.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Dig-Widget.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Doprillu.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Drainberry Bush.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Draugr.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Dread Wraith.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Dream Spider.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Duneshaker Solifugid.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Dust Mephit.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Dweomercat.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Earthen Destrier.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Elasmosaurus.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Ember Fox.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Emperor Cobra.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Eremite.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Esobok.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Evangelist.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Fen Mosquito Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Fetchling Scout.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Filth Fire.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Fire Jellyfish Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Fjord Linnorm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Flytrap Leshy.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Froghemoth.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Frost Troll.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Frost Worm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Ghonhatine.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Amoeba.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Badger.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Chameleon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Cockroach.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Crab.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Dragonfly Nymph.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Dragonfly.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Fly.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Frog.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Jellyfish.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Leech.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Maggot.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Mosquito.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Slug.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Snapping Turtle.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Solifugid.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Squid.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Tick.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Toad.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Whiptail Centipede.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Giant Wolverine.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Glass Golem.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Gorgon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Granite Glyptodont.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Gray Ooze.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Green Dracolisk.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Grendel.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Grimstalker.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Grippli Scout.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Grodair.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Hamatula.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Hellcat.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Hezrou.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Hippopotamus.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Hodag.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Hound Archon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Hound Of Tindalos.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Ice Golem.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Ice Mephit.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Icewyrm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Icicle Snake.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Ifrit Pyrochemist.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Iguanodon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Imentesh.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Intellect Devourer.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Interlocutor.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Invidiak.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Irlgaunt.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Isqulug.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Jabberwock.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Jotund Troll.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Jyoti.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Kelpie.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Korred.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Leng Spider.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Leprechaun.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Lerritan.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Leucrotta.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Leydroth.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Living Boulder.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Living Thunderclap.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Lunar Naga.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Lurker In Light.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Magma Scorpion.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Mandragora.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Manta Ray.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Marrmora.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Marut.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Mastodon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Megalania.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Meladaemon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Melody On The Wind.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Mist Stalker.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Mohrg.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Monadic Deva.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Moonflower.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Morlock.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Movanic Deva.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Mudwretch.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Nabasu.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Nalfeshnee.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Necrophidius.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Neothelid.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Nereid.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Nixie.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Nuglub.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Nyogoth.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Ogre Spider.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Olethrodaemon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Onidoshi.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Ooze Mephit.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Oread Guard.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Ostiarius.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Osyluth.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Peluda.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Peryton.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Abaddon).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Abyss).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Astral Plane).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Axis).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Boneyard).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Dead Vault).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Dimension of Dreams).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Elysium).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Ethereal Plane).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Heaven).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Hell).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Maelstrom).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Material Plane).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Nirvana).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Plane of Air).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Plane of Earth).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Plane of Fire).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Plane of Water).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Positive Energy Plane).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Shadow Plane).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Piscodaemon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Planetar.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Polar Bear.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Purrodaemon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Quetz Couatl.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Quickling.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Quoppopak.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Radiant Warden.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Raven Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Raven.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Ravener Husk.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Ravener.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Red Dracolisk.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Reef Octopus.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Rusalka.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Sacristan.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Sand Sentry.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Sandpoint Devil.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Sard.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Sceaduinar.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Scythe Tree.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Sea Drake.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Sea Snake.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Shadow Drake.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Shoal Linnorm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Shocker Lizard.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Shoggti.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Skaveling.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Skrik Nettle.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Skulk.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Slime Mold.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Snapping Turtle.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Solar.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Soul Eater.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Spark Bat.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Spear Frog.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Specter.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Spinosaurus.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Spiral Centurion.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Spirit Naga.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Sportlebore Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Spriggan Bully.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Spriggan Warlord.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Star Archon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Steam Mephit.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Stingray.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Striding Fire.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Stygira.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Suli Dune Dancer.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Sunflower Leshy.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Sylph Sneak.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Taiga Giant.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Taiga Linnorm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Tatzlwyrm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Tendriculos.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Thanadaemon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Theletos.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Thrasfyr.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Thunderbird.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Tick Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Titan Centipede.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Totenmaske.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Triton.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Trollhound.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Trumpet Archon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Twigjack.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Two-Headed Troll.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Umonlee.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Undine Hydromancer.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Urdefhan Tormentor.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Urdefhan Warrior.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Vampire Squid.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Vampiric Mist.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Vaspercham.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Veranallia.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Verdurous Ooze.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Vexgit.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Violet Fungus.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Viper Vine.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Void Zombie.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Vrykolakas Ancient.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Vrykolakas Master.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Vrykolakas Spawn.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Water Orm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Wereboar.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/White Dracolisk.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Witchfire.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Witchwyrd.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Wolverine.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Wood Giant.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Wood Golem.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Worm That Walks Cultist.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Xill.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Yellow Musk Brute.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Yellow Musk Creeper.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Yellow Musk Thrall.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Yeth Hound.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Zebub.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Zelekhut.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 2/Zomok.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Abandoned Zealot.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Abrikandilu.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Adachros.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Adhukait.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Adlet.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Aghash.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Air Wisp.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Amalgamite.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Amphisbaena.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Android Infiltrator.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Angazhani.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Angheuvore Flesh-Gnawer.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Animated Colossus.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Animated Furnace.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Animated Silverware Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Animated Trebuchet.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Aphorite Sharpshooter.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Arboreal Archive.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Arboreal Reaper.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Azarketi Explorer.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Azer.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Bauble Beast.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Baykok.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Betobeto-San.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Bison.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Blood Hag.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Blood Painter.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Bone Ship.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Bore Worm Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Brainchild.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Buso Farmer.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Cactus Leshy.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Caligni Caller.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Caligni Vanguard.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Calikang.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Camel.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Caulborn.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Cave Giant.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Cecaelia Trapper.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Chouchin-Obake.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Chyzaedu.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/City Guard Squadron.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Clacking Sea Skull Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Clacking Skull Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Clockwork Dragon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Clockwork Mage.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Clockwork Soldier.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Clockwork Spy.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Cobbleswarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Common Eurypterid.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Consonite Choir.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Coral Capuchin.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Corrupted Relic.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Crossroads Guardian.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Cunning Fox.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Danava Titan.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Deimavigga.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Desert Giant.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Divine Warden Of Nethys.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Domovoi.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Doru.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Draconal (Black).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Draconal (Green).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Draconal (Red).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Draconal (White).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Draconal (Yellow).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Dramofir.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Duende.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Dvorovoi.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Earth Wisp.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Einherji.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Elder Sphinx.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Elder Wyrmwraith.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Elysian Titan.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Empress Bore Worm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Empress Ice Worm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Empress Lava Worm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Empress Mage-Eater Worm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Empress Necral Worm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Esipil.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Etioling Blightmage.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Eunemvro.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Fading Fox.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Feathered Bear.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Feral Sea Skull Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Feral Skull Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Festrog.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Fire Wisp.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Flaming Skull.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Flumph.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Fortune Eater.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Fossil Golem.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Fuath.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Galvo.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Ganzi Martial Artist.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Garuda.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Gathlain Wanderer.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Ghoran Manipulator.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Giant Flying Squirrel.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Giant Hermit Crab.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Giant Opossum.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Giant Pangolin.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Giant Porcupine.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Giant Seahorse.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Giant Skunk.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Giant Vulture.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Girtablilu Seer.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Girtablilu Sentry.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Gliminal.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Green Man.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Grimple.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Grioth Cultist.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Grioth Scout.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Guecubu.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Gurgist Mauler.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Hadrinnex.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Haniver.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Harmona.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Harpy Skeleton.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Hatred Siktempora.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Hekatonkheires Titan.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Hellbound Attorney.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Hellknight Cavalry Brigade.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Hellwasp Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Hermit Crab Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Hesperid Queen.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Hesperid.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Hieracosphinx.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/House Drake.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Huldra.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Hyakume.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Ice Worm Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Incutilis.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Ioton.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Ittan-Momen.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Japalisura.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Jorogumo.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Kangaroo.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Kappa.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Kasa-Obake.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Khravgodon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Kimenhul.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Kirin.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Kishi.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Kitsune Trickster.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Kodama.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Kokogiak.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Kongamato.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Kovintus Geomancer.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Krampus.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Kuchisake-Onna.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Kurobozu.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Kushtaka.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Lampad Queen.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Lampad.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Lava Worm Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Ledalusca.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Leng Ghoul.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Levaloch.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Lifeleecher Brawler.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Living Graffiti (Blood).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Living Graffiti (Chalk).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Living Graffiti (Ink).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Living Graffiti (Oil).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Living Rune (Arcane).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Living Rune (Divine).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Living Rune (Occult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Living Rune (Primal).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Love Siktempora.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Lovelorn.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Maftet Guardian.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Mage-Eater Worm Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Maharaja.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Manticore Paaridar.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Megalictis.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Megatherium.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Melixie.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Mezlan.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Mi-Go.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Millindemalion.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Misery Siktempora.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Mithral Golem.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Mix Couatl.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Mobogo.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Mokele-Mbembe.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Monkey Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Monkey.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Moon Hag.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Moose.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Mothman.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Munagola.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Munavri Spellblade.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Myceloid.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Nagaji Soldier.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Namorrodor.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Narwhal.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Necral Worm Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Nemhaith.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Nightgaunt.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Nightmarchers.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Nikaramsa.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Nosferatu Malefactor.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Nosferatu Overlord.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Nosferatu Thrall.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Nucol.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Nyktera.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Ostovite.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Ouroboros.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Ovinnik.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Owb Prophet.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Owb.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Pairaka.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Pakalchi.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Palace Skelm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Penanggalan.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Peri.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Piranha Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Plague Giant.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Platecarpus.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Popobawa.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Procyal.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Pufferfish.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Quintessivore.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Rancorous Priesthood.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Rat Snake Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Red Fox.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Rhu-Chalik.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Ringhorn Ram.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Roiling Incant (Evocation).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Rokurokubi.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Rosethorn Ram.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sabosan.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Samsaran Anchorite.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sasquatch.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Scalescribe.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Seaweed Leshy.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Seething Spirit.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sepid.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Severed Head.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Shabti Redeemer.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Shae.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Shambler Troop.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Shantak.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Shaukeen.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Shikigami.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Shrine Skelm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Shulsaga.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Silvanshee.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Skeleton Infantry.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Skinstitch.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Skull Peeler.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Skunk.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Slithering Pit.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sorcerous Sea Skull Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sorcerous Skull Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Soul Skelm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Spiny Eurypterid.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Squirming Swill.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Squirrel Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Stheno Harpist.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Stone Lion Cub.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Stone Lion.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Storm Hag.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Street Skelm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Strix Kinmate.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sturzstromer.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sulfur Zombie.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Sumbreiva.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Swordkeeper.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Tattoo Guardian.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Terra-Cotta Garrison.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Terra-Cotta Soldier.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Terror Bird.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Terror Shrike.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Thanatotic Titan.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Three-Toed Sloth.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Tiddalik.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Tidehawk.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Tikbalang.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Tolokand.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Tomb Giant.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Toshigami.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Trailgaunt.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Trilobite Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Trilobite.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Triumph Siktempora.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Tupilaq.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Tylosaurus.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Tyrannosaurus Skeleton.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Tzitzimitl.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Umasi.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Valkyrie.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Vanara Disciple.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Vine Leshy.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Viper Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Vishkanya Infiltrator.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Vulpinal.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Water Wisp.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Wayang Whisperblade.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Weasel.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Werebat.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Werecrocodile.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Wihsaak.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Winter Hag.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Crypt).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Fey Domain).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Fiendish Temple).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Toxic Lair).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Underwater).md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Wolliped.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Wyrmwraith.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Wyrwood Sneak.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Ximtal.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Xiuh Couatl.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Yithian.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Yzobu.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Zetogeki.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Zombie Dragon.md create mode 100755 content/mechanics/srd/Bestiary/Bestiary 3/Zuishin.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Aapoph Granitescale.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Aapoph Serpentfolk.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Aeolaeka.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Aesra.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Air Scamp.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Aiuvarin Elementalist.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Akhana.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Alce.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Animated Armor.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Animated Broom.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Animated Statue.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Ankhrav Hive Mother.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Ankhrav.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Ankylosaurus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Aolaz.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Arbiter.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Arboreal Regent.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Arboreal Warden.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Army Ant Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Astradaemon.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Athamaru Hunter.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Augnagar.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Awakened Tree.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Axiomite.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Azarketi Crab Catcher.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Azarketi Tide Tamer.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Azuretzi.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Balisse.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Bandersnatch.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Banshee.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Barghest.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Basilisk.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Benthic Worm.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Boar.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Boggard Scout.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Boggard Swampseer.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Boggard Warrior.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Bogwid.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Bone Prophet.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Bottlenose Dolphin.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Brimorak.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Brine Shark.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Brontosaurus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Bugbear Prowler.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Bugbear Tormentor.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Cacodaemon.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Caldera Oni.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Caligni Dancer.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Caligni Hunter.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Caligni Skulker.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Cassisian.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Catfolk Pouncer.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Cauthooj.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Cave Bear.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Cave Worm.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Centaur Herbalist.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Centipede Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Changeling Exile.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Charnel Creation.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Chimera.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Choral.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Chupacabra.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Cinder Rat.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Clay Effigy.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Cloud Giant.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Coarti.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Cockatrice.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Coil Spy.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Compsognathus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Con Rit.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Crag Linnorm.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Crawling Hand.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Crocodile.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Cuckoo Hag.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Cyclops.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Cythnigot.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Daeodon.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Deadly Mantis.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Deinonychus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Deinosuchus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Dero Magister.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Dero Stalker.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Dero Strangler.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Desert Drake.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Dezullon.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Dhampir Wizard.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Dire Wolf.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Doldrums Heap.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Dragon Turtle.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Draxie.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Dromaar Mountaineer.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Dryad Queen.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Dryad.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Dullahan.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Duskwalker Ghost Hunter.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Dwarf Stonecaster.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Dwarf Warrior.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Dybbuk.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Eagle.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Earth Scamp.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Elananx.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Electric Eel.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Elemental Avalanche.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Elemental Hurricane.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Elemental Inferno.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Elemental Tsunami.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Elephant.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Elf Ranger.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Envyspawn.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Faydhaan.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Fey Dragonet.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Fire Giant.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Fire Scamp.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Firewyrm.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Flame Drake.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Flash Beetle.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Forest Troll.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Frost Drake.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Frost Giant.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Fungus Leshy.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Gancanagh.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Gargoyle.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Ghost Commoner.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Ghost Mage.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Ghoul Soldier.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Ghoul Stalker.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Anaconda.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Animated Statue.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Ant.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Bat.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Centipede.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Crawling Hand.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Eagle.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Flytrap.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Frilled Lizard.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Gecko.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Hippocampus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Mantis.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Monitor Lizard.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Moray Eel.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Octopus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Rat.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Scorpion.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Stag Beetle.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Tarantula.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Viper.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giant Wasp.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Gigantopithecus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Gimmerling.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Giylea.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Globster.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Gluttonyspawn.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Gnome Bard.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Goblin Commando.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Goblin Dog.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Goblin Pyro.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Goblin War Chanter.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Goblin Warrior.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Gogiteth.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Goliath Spider.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Gongorinan.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Gorilla.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Gosreg.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Gourd Leshy.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Graveknight.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Great Cyclops.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Great White Shark.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Greater Hell Hound.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Greater Herexen.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Greater Nightmare.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Greater Shadow.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Greedspawn.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Griffon.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Grikkitog.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Grim Reaper.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Grindylow.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Grizzly Bear.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Grothlut.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Guard Dog.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Guthallath.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Gylou.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Hadrosaurid.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Halfling Street Watcher.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Halfling Troublemaker.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Harpy.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Hell Hound.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Herexen.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Hippocampus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Hippogriff.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Hobgoblin Archer.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Hobgoblin General.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Hobgoblin Soldier.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Homunculus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Hryngar Bombardier.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Hryngar Sharpshooter.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Hryngar Taskmaster.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Hunting Spider.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Hyaenodon.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Hydra.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Hyena.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Ice Linnorm.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Ifrit.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Imp.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Irnakurse.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Iron Hag.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Iron Warden.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Island Oni.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Jaathoom.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Jabali.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Jah-Tohl.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Jann.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Jinkin.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Jungle Drake.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Kanya.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Keketar.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Kholo Bonekeeper.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Kholo Hunter.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Kholo Sergeant.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Kobold Cavern Mage.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Kobold Scout.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Kobold Warrior.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Kraken.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Krooth.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Lamia Matriarch.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Lamia.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Larval Ofalth.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Lawbringer Warpriest.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Leaf Leshy.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Leopard.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Lesser Death.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Leukodaemon.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Lich.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Lion.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Living Landslide.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Living Tar.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Living Waterfall.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Living Whirlwind.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Living Wildfire.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Lizardfolk Defender.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Lizardfolk Scout.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Lizardfolk Stargazer.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Lustspawn.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Lyrakien.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Magma Worm.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Mammoth.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Manticore (Quill Tail).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Manticore (Scorpion Tail).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Marsh Giant.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Medusa.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Megalodon.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Megaprimatus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Merfolk Warrior.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Merfolk Wavecaller.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Minotaur Hunter.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Mitflit.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Morrigna.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Mountain Oni.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Mukradi.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Mummy Guardian.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Mummy Pharaoh.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Naiad Queen.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Naiad.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Nessari.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Nightmare.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Nilith.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Norn.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Nosoi.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Noxious Needler.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Nuckelavee.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Ofalth.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Ogre Boss.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Ogre Glutton.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Ogre Warrior.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Adult).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Adult, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Ancient).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Ancient, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Young).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Young, Spellcaster).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Omox.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Orc Commander.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Orc Scrapper.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Orc Veteran.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Orca.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Ort.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Pachycephalosaurus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Paleohemoth.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Pegasus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Phade.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Phantom Beast.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Phantom Knight.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Phistophilus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Phoenix.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Pipefox.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Pitborn Adept.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Pixie.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Plague Zombie.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Pleroma.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Poltergeist.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Poracha.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Pridespawn.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Pteranodon.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Pugwampi.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Pukwudgie.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Pusk.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Python.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Qarna.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Quai Dau To.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Quatoid.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Quelaunt.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Quetz Coatl.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Quetzalcoatlus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Raja-Krodha.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Raktavarna.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Rat Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Ratfolk Grenadier.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Redcap.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Reefclaw.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Rekhep.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Revenant.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Rhinoceros.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Rhu-Chalik.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Riding Dog.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Riding Horse.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Riding Pony.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/River Drake.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Roc.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Rune Giant.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Sargassum Heap.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Sarglagon.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Satyr.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Scarecrow.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Scorpion Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Sea Hag.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Sea Serpent.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Sedacthy Marauder.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Sedacthy Scout.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Sedacthy Speaker.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Seraptis.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Sewer Ooze.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Shadow Giant.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Shadow Spawn.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Shadow.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Shemhazian.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Shining Child.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Shuln.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Skeletal Champion.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Skeletal Giant.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Skeletal Horse.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Skeletal Hulk.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Skeleton Guard.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Skulltaker.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Slothspawn.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Slurk.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Smaranava.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Smilodon.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Snapping Flytrap.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Snow Oni.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Sod Hound.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Brave).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Calm).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Careful).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Cruel).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Gentle).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Impish).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Jolly).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Kind).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Rash).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Sassy).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Timid).md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Soulbound Homunculus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Sphinx.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Spider Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Sprigjack.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Sprite.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Stegosaurus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Stone Bulwark.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Stone Giant.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Stone Mauler.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/String Slime.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Succubus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Sweet Hag.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Tabellia.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Tarn Linnorm.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Tengu Sneak.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Terotricus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Thulgant.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Tiger.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Tomb Jelly.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Tooth Fairy Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Tooth Fairy.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Tor Linnorm.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Treerazer.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Triceratops.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Troll Warleader.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Twigjack.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Tyrannosaurus.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Ugothol.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Umbral Gnome Rockwarden.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Umbral Gnome Scout.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Umbral Gnome Warrior.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Unicorn.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Vampire Bat Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Vampire Count.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Vampire Mastermind.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Vampire Servitor.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Vanth.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Velociraptor.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Venedaemon.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Vescavor Queen.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Vescavor Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Vicharamuni.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Vidileth.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Vilderavn.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Viper.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Voidworm.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Vordine.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Vrolikai.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/War Horse.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/War Pony.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Warg.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Warsworn.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Wasp Swarm.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Water Scamp.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Werebear.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Wererat.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Weretiger.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Werewolf.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Wight.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Will-o'-Wisp.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Winged Chupacabra.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Witchwarg.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Wolf.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Woolly Rhinoceros.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Wraith.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Wrathspawn.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Wyvern.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Xoarian.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Xulgath Leader.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Xulgath Skulker.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Xulgath Warrior.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Yamaraj.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Yeti.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Zecui.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Zephyr Hawk.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Zoaem.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Zombie Brute.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Zombie Hulk.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Zombie Shambler.md create mode 100755 content/mechanics/srd/Bestiary/Monster Core/Zyss Serpentfolk.md create mode 100755 content/mechanics/srd/Class Features/Ability Boosts.md create mode 100755 content/mechanics/srd/Class Features/Adamantine Strikes.md create mode 100755 content/mechanics/srd/Class Features/Advanced Alchemy.md create mode 100755 content/mechanics/srd/Class Features/Advanced Deed.md create mode 100755 content/mechanics/srd/Class Features/Advanced Rangefinder.md create mode 100755 content/mechanics/srd/Class Features/Aerodynamic Construction.md create mode 100755 content/mechanics/srd/Class Features/Agile Mind.md create mode 100755 content/mechanics/srd/Class Features/Alchemical Alacrity.md create mode 100755 content/mechanics/srd/Class Features/Alchemical Expertise.md create mode 100755 content/mechanics/srd/Class Features/Alchemical Mastery.md create mode 100755 content/mechanics/srd/Class Features/Alchemical Sciences Methodology.md create mode 100755 content/mechanics/srd/Class Features/Alchemical Weapon Expertise.md create mode 100755 content/mechanics/srd/Class Features/Alchemist Armor Expertise (Level 13).md create mode 100755 content/mechanics/srd/Class Features/Alchemist Armor Mastery (Level 19).md create mode 100755 content/mechanics/srd/Class Features/Alchemy.md create mode 100755 content/mechanics/srd/Class Features/Alertness.md create mode 100755 content/mechanics/srd/Class Features/Amulet.md create mode 100755 content/mechanics/srd/Class Features/Anathema (Cleric).md create mode 100755 content/mechanics/srd/Class Features/Anathema (Druid).md create mode 100755 content/mechanics/srd/Class Features/Ancestors.md create mode 100755 content/mechanics/srd/Class Features/Animal Instinct.md create mode 100755 content/mechanics/srd/Class Features/Animal Order.md create mode 100755 content/mechanics/srd/Class Features/Antimagic Plating.md create mode 100755 content/mechanics/srd/Class Features/Antipaladin.md create mode 100755 content/mechanics/srd/Class Features/Arcane Bond.md create mode 100755 content/mechanics/srd/Class Features/Arcane Cascade.md create mode 100755 content/mechanics/srd/Class Features/Arcane School.md create mode 100755 content/mechanics/srd/Class Features/Arcane Spellcasting (Magus).md create mode 100755 content/mechanics/srd/Class Features/Arcane Thesis.md create mode 100755 content/mechanics/srd/Class Features/Archwizard's Spellcraft.md create mode 100755 content/mechanics/srd/Class Features/Armor Expertise.md create mode 100755 content/mechanics/srd/Class Features/Armor Innovation.md create mode 100755 content/mechanics/srd/Class Features/Armor Mastery.md create mode 100755 content/mechanics/srd/Class Features/Armor of Fury.md create mode 100755 content/mechanics/srd/Class Features/Ash.md create mode 100755 content/mechanics/srd/Class Features/Bard Weapon Expertise.md create mode 100755 content/mechanics/srd/Class Features/Battle Hardened.md create mode 100755 content/mechanics/srd/Class Features/Battle.md create mode 100755 content/mechanics/srd/Class Features/Battledancer.md create mode 100755 content/mechanics/srd/Class Features/Battlefield Surveyor.md create mode 100755 content/mechanics/srd/Class Features/Bell.md create mode 100755 content/mechanics/srd/Class Features/Blade Ally.md create mode 100755 content/mechanics/srd/Class Features/Bloodline Paragon.md create mode 100755 content/mechanics/srd/Class Features/Bloodline Spells.md create mode 100755 content/mechanics/srd/Class Features/Bloodline.md create mode 100755 content/mechanics/srd/Class Features/Bloodline_ Aberrant.md create mode 100755 content/mechanics/srd/Class Features/Bloodline_ Angelic.md create mode 100755 content/mechanics/srd/Class Features/Bloodline_ Demonic.md create mode 100755 content/mechanics/srd/Class Features/Bloodline_ Diabolic.md create mode 100755 content/mechanics/srd/Class Features/Bloodline_ Draconic.md create mode 100755 content/mechanics/srd/Class Features/Bloodline_ Elemental.md create mode 100755 content/mechanics/srd/Class Features/Bloodline_ Fey.md create mode 100755 content/mechanics/srd/Class Features/Bloodline_ Genie.md create mode 100755 content/mechanics/srd/Class Features/Bloodline_ Hag.md create mode 100755 content/mechanics/srd/Class Features/Bloodline_ Harrow.md create mode 100755 content/mechanics/srd/Class Features/Bloodline_ Imperial.md create mode 100755 content/mechanics/srd/Class Features/Bloodline_ Nymph.md create mode 100755 content/mechanics/srd/Class Features/Bloodline_ Phoenix.md create mode 100755 content/mechanics/srd/Class Features/Bloodline_ Psychopomp.md create mode 100755 content/mechanics/srd/Class Features/Bloodline_ Shadow.md create mode 100755 content/mechanics/srd/Class Features/Bloodline_ Undead.md create mode 100755 content/mechanics/srd/Class Features/Bloodline_ Wyrmblessed.md create mode 100755 content/mechanics/srd/Class Features/Blunt Shot.md create mode 100755 content/mechanics/srd/Class Features/Bomber.md create mode 100755 content/mechanics/srd/Class Features/Bones.md create mode 100755 content/mechanics/srd/Class Features/Braggart.md create mode 100755 content/mechanics/srd/Class Features/Bravery.md create mode 100755 content/mechanics/srd/Class Features/Breakthrough Innovation.md create mode 100755 content/mechanics/srd/Class Features/Brutality.md create mode 100755 content/mechanics/srd/Class Features/Camouflage Pigmentation.md create mode 100755 content/mechanics/srd/Class Features/Catharsis Emotion (Anger).md create mode 100755 content/mechanics/srd/Class Features/Catharsis Emotion (Awe).md create mode 100755 content/mechanics/srd/Class Features/Catharsis Emotion (Dedication).md create mode 100755 content/mechanics/srd/Class Features/Catharsis Emotion (Fear).md create mode 100755 content/mechanics/srd/Class Features/Catharsis Emotion (Hatred).md create mode 100755 content/mechanics/srd/Class Features/Catharsis Emotion (Joy).md create mode 100755 content/mechanics/srd/Class Features/Catharsis Emotion (Love).md create mode 100755 content/mechanics/srd/Class Features/Catharsis Emotion (Misery).md create mode 100755 content/mechanics/srd/Class Features/Catharsis Emotion (Pride).md create mode 100755 content/mechanics/srd/Class Features/Catharsis Emotion (Remorse).md create mode 100755 content/mechanics/srd/Class Features/Chalice.md create mode 100755 content/mechanics/srd/Class Features/Champion Expertise.md create mode 100755 content/mechanics/srd/Class Features/Champion Mastery.md create mode 100755 content/mechanics/srd/Class Features/Champion's Code.md create mode 100755 content/mechanics/srd/Class Features/Champion's Reaction.md create mode 100755 content/mechanics/srd/Class Features/Chirurgeon.md create mode 100755 content/mechanics/srd/Class Features/Clarity of Focus.md create mode 100755 content/mechanics/srd/Class Features/Cleric Spellcasting.md create mode 100755 content/mechanics/srd/Class Features/Cloistered Cleric.md create mode 100755 content/mechanics/srd/Class Features/Combat Flexibility.md create mode 100755 content/mechanics/srd/Class Features/Complete Reconfiguration.md create mode 100755 content/mechanics/srd/Class Features/Complex Simplicity.md create mode 100755 content/mechanics/srd/Class Features/Composition Spells.md create mode 100755 content/mechanics/srd/Class Features/Confident Finisher.md create mode 100755 content/mechanics/srd/Class Features/Conflux Spells.md create mode 100755 content/mechanics/srd/Class Features/Conscious Mind.md create mode 100755 content/mechanics/srd/Class Features/Construct Innovation.md create mode 100755 content/mechanics/srd/Class Features/Continuous Flair.md create mode 100755 content/mechanics/srd/Class Features/Cosmos.md create mode 100755 content/mechanics/srd/Class Features/Debilitating Strike.md create mode 100755 content/mechanics/srd/Class Features/Deductive Improvisation.md create mode 100755 content/mechanics/srd/Class Features/Defensive Robes.md create mode 100755 content/mechanics/srd/Class Features/Deific Weapon.md create mode 100755 content/mechanics/srd/Class Features/Deity and Cause.md create mode 100755 content/mechanics/srd/Class Features/Deity.md create mode 100755 content/mechanics/srd/Class Features/Dense Plating.md create mode 100755 content/mechanics/srd/Class Features/Deny Advantage.md create mode 100755 content/mechanics/srd/Class Features/Desecrator.md create mode 100755 content/mechanics/srd/Class Features/Devastator.md create mode 100755 content/mechanics/srd/Class Features/Devise a Stratagem.md create mode 100755 content/mechanics/srd/Class Features/Devotion Spells.md create mode 100755 content/mechanics/srd/Class Features/Divine Ally.md create mode 100755 content/mechanics/srd/Class Features/Divine Defense.md create mode 100755 content/mechanics/srd/Class Features/Divine Font.md create mode 100755 content/mechanics/srd/Class Features/Divine Smite.md create mode 100755 content/mechanics/srd/Class Features/Divine Spellcasting (Oracle).md create mode 100755 content/mechanics/srd/Class Features/Divine Will.md create mode 100755 content/mechanics/srd/Class Features/Doctrine.md create mode 100755 content/mechanics/srd/Class Features/Double Brew.md create mode 100755 content/mechanics/srd/Class Features/Double Debilitation.md create mode 100755 content/mechanics/srd/Class Features/Double Reflow.md create mode 100755 content/mechanics/srd/Class Features/Double Spellstrike.md create mode 100755 content/mechanics/srd/Class Features/Dragon Deviant Classification.md create mode 100755 content/mechanics/srd/Class Features/Dragon Instinct.md create mode 100755 content/mechanics/srd/Class Features/Druid Spellcasting.md create mode 100755 content/mechanics/srd/Class Features/Druid Weapon Expertise.md create mode 100755 content/mechanics/srd/Class Features/Druidic Order.md create mode 100755 content/mechanics/srd/Class Features/Dynamic Weighting.md create mode 100755 content/mechanics/srd/Class Features/Eidolon Defensive Expertise.md create mode 100755 content/mechanics/srd/Class Features/Eidolon Defensive Mastery.md create mode 100755 content/mechanics/srd/Class Features/Eidolon Symbiosis.md create mode 100755 content/mechanics/srd/Class Features/Eidolon Transcendence.md create mode 100755 content/mechanics/srd/Class Features/Eidolon Unarmed Expertise.md create mode 100755 content/mechanics/srd/Class Features/Eidolon Unarmed Mastery.md create mode 100755 content/mechanics/srd/Class Features/Eidolon Weapon Specialization.md create mode 100755 content/mechanics/srd/Class Features/Eidolon.md create mode 100755 content/mechanics/srd/Class Features/Eldritch Trickster.md create mode 100755 content/mechanics/srd/Class Features/Elemental Instinct.md create mode 100755 content/mechanics/srd/Class Features/Elemental Magic.md create mode 100755 content/mechanics/srd/Class Features/Emotional Acceptance.md create mode 100755 content/mechanics/srd/Class Features/Empiricism Methodology.md create mode 100755 content/mechanics/srd/Class Features/Encroaching Presence.md create mode 100755 content/mechanics/srd/Class Features/Energetic Meltdown.md create mode 100755 content/mechanics/srd/Class Features/Energy Barrier.md create mode 100755 content/mechanics/srd/Class Features/Enhanced Resistance.md create mode 100755 content/mechanics/srd/Class Features/Enigma.md create mode 100755 content/mechanics/srd/Class Features/Entangling Form.md create mode 100755 content/mechanics/srd/Class Features/Esoteric Lore.md create mode 100755 content/mechanics/srd/Class Features/Eternal Confidence.md create mode 100755 content/mechanics/srd/Class Features/Evasion.md create mode 100755 content/mechanics/srd/Class Features/Evasive Reflexes.md create mode 100755 content/mechanics/srd/Class Features/Evolution Feat.md create mode 100755 content/mechanics/srd/Class Features/Exalt.md create mode 100755 content/mechanics/srd/Class Features/Exemplary Finisher.md create mode 100755 content/mechanics/srd/Class Features/Experimental Spellshaping.md create mode 100755 content/mechanics/srd/Class Features/Expert Overdrive.md create mode 100755 content/mechanics/srd/Class Features/Expert Spellcaster.md create mode 100755 content/mechanics/srd/Class Features/Expert Strikes.md create mode 100755 content/mechanics/srd/Class Features/Explode.md create mode 100755 content/mechanics/srd/Class Features/Exploit Vulnerability.md create mode 100755 content/mechanics/srd/Class Features/Extract Element.md create mode 100755 content/mechanics/srd/Class Features/Extrasensory Perception.md create mode 100755 content/mechanics/srd/Class Features/Extreme Curse.md create mode 100755 content/mechanics/srd/Class Features/Faith's Flamekeeper.md create mode 100755 content/mechanics/srd/Class Features/Familiar (Witch).md create mode 100755 content/mechanics/srd/Class Features/Fencer.md create mode 100755 content/mechanics/srd/Class Features/Field Discovery (Bomber).md create mode 100755 content/mechanics/srd/Class Features/Field Discovery (Chirurgeon).md create mode 100755 content/mechanics/srd/Class Features/Field Discovery (Mutagenist).md create mode 100755 content/mechanics/srd/Class Features/Field Discovery (Toxicologist).md create mode 100755 content/mechanics/srd/Class Features/Field Discovery.md create mode 100755 content/mechanics/srd/Class Features/Fifth Doctrine (Cloistered Cleric).md create mode 100755 content/mechanics/srd/Class Features/Fifth Doctrine (Warpriest).md create mode 100755 content/mechanics/srd/Class Features/Fifth Doctrine.md create mode 100755 content/mechanics/srd/Class Features/Fighter Expertise.md create mode 100755 content/mechanics/srd/Class Features/Fighter Weapon Mastery.md create mode 100755 content/mechanics/srd/Class Features/Final Doctrine (Cloistered Cleric).md create mode 100755 content/mechanics/srd/Class Features/Final Doctrine (Warpriest).md create mode 100755 content/mechanics/srd/Class Features/Final Doctrine.md create mode 100755 content/mechanics/srd/Class Features/Final Gate.md create mode 100755 content/mechanics/srd/Class Features/First Doctrine (Cloistered Cleric).md create mode 100755 content/mechanics/srd/Class Features/First Doctrine (Warpriest).md create mode 100755 content/mechanics/srd/Class Features/First Doctrine.md create mode 100755 content/mechanics/srd/Class Features/First Implement and Esoterica.md create mode 100755 content/mechanics/srd/Class Features/Flame Order.md create mode 100755 content/mechanics/srd/Class Features/Flames.md create mode 100755 content/mechanics/srd/Class Features/Flexible Spell Preparation.md create mode 100755 content/mechanics/srd/Class Features/Flurry of Blows.md create mode 100755 content/mechanics/srd/Class Features/Flurry.md create mode 100755 content/mechanics/srd/Class Features/Focus Spells.md create mode 100755 content/mechanics/srd/Class Features/Forensic Medicine Methodology.md create mode 100755 content/mechanics/srd/Class Features/Formula Book.md create mode 100755 content/mechanics/srd/Class Features/Fortitude Expertise.md create mode 100755 content/mechanics/srd/Class Features/Fortress of Will.md create mode 100755 content/mechanics/srd/Class Features/Fourth Doctrine (Cloistered Cleric).md create mode 100755 content/mechanics/srd/Class Features/Fourth Doctrine (Warpriest).md create mode 100755 content/mechanics/srd/Class Features/Fourth Doctrine.md create mode 100755 content/mechanics/srd/Class Features/Fourth Gate's Threshold.md create mode 100755 content/mechanics/srd/Class Features/Fury Instinct.md create mode 100755 content/mechanics/srd/Class Features/Gate Junction.md create mode 100755 content/mechanics/srd/Class Features/Gate's Threshold.md create mode 100755 content/mechanics/srd/Class Features/Gathered Lore.md create mode 100755 content/mechanics/srd/Class Features/Giant Instinct.md create mode 100755 content/mechanics/srd/Class Features/Graceful Legend.md create mode 100755 content/mechanics/srd/Class Features/Graceful Mastery.md create mode 100755 content/mechanics/srd/Class Features/Great Fortitude (Psychic).md create mode 100755 content/mechanics/srd/Class Features/Greater Deed.md create mode 100755 content/mechanics/srd/Class Features/Greater Eidolon Specialization.md create mode 100755 content/mechanics/srd/Class Features/Greater Field Discovery (Bomber).md create mode 100755 content/mechanics/srd/Class Features/Greater Field Discovery (Chirurgeon).md create mode 100755 content/mechanics/srd/Class Features/Greater Field Discovery (Mutagenist).md create mode 100755 content/mechanics/srd/Class Features/Greater Field Discovery (Toxicologist).md create mode 100755 content/mechanics/srd/Class Features/Greater Field Discovery.md create mode 100755 content/mechanics/srd/Class Features/Greater Juggernaut.md create mode 100755 content/mechanics/srd/Class Features/Greater Kinetic Durability.md create mode 100755 content/mechanics/srd/Class Features/Greater Natural Reflexes.md create mode 100755 content/mechanics/srd/Class Features/Greater Performer's Heart.md create mode 100755 content/mechanics/srd/Class Features/Greater Resolve.md create mode 100755 content/mechanics/srd/Class Features/Greater Rogue Reflexes.md create mode 100755 content/mechanics/srd/Class Features/Greater Weapon Specialization (Barbarian).md create mode 100755 content/mechanics/srd/Class Features/Greater Weapon Specialization.md create mode 100755 content/mechanics/srd/Class Features/Gunslinger Expertise.md create mode 100755 content/mechanics/srd/Class Features/Gunslinger Weapon Mastery.md create mode 100755 content/mechanics/srd/Class Features/Gunslinger's Way.md create mode 100755 content/mechanics/srd/Class Features/Gunslinging Legend.md create mode 100755 content/mechanics/srd/Class Features/Gymnast.md create mode 100755 content/mechanics/srd/Class Features/Hampering Spikes.md create mode 100755 content/mechanics/srd/Class Features/Harmonic Oscillator.md create mode 100755 content/mechanics/srd/Class Features/Heavy Construction.md create mode 100755 content/mechanics/srd/Class Features/Hefty Composition.md create mode 100755 content/mechanics/srd/Class Features/Heightened Senses.md create mode 100755 content/mechanics/srd/Class Features/Hero's Defiance.md create mode 100755 content/mechanics/srd/Class Features/Hex Spells.md create mode 100755 content/mechanics/srd/Class Features/Hunt Prey.md create mode 100755 content/mechanics/srd/Class Features/Hunter's Edge.md create mode 100755 content/mechanics/srd/Class Features/Hybrid Study.md create mode 100755 content/mechanics/srd/Class Features/Hyper Boosters.md create mode 100755 content/mechanics/srd/Class Features/Implement Adept.md create mode 100755 content/mechanics/srd/Class Features/Implement Paragon.md create mode 100755 content/mechanics/srd/Class Features/Implement's Empowerment.md create mode 100755 content/mechanics/srd/Class Features/Improved Evasion.md create mode 100755 content/mechanics/srd/Class Features/Improved Familiar Attunement.md create mode 100755 content/mechanics/srd/Class Features/Improved Flexibility.md create mode 100755 content/mechanics/srd/Class Features/Impulses.md create mode 100755 content/mechanics/srd/Class Features/Inconspicuous Appearance.md create mode 100755 content/mechanics/srd/Class Features/Incredible Movement.md create mode 100755 content/mechanics/srd/Class Features/Indomitable Will.md create mode 100755 content/mechanics/srd/Class Features/Inexorable Iron.md create mode 100755 content/mechanics/srd/Class Features/Infinite Invention.md create mode 100755 content/mechanics/srd/Class Features/Infinite Mind.md create mode 100755 content/mechanics/srd/Class Features/Infused Reagents.md create mode 100755 content/mechanics/srd/Class Features/Innovation.md create mode 100755 content/mechanics/srd/Class Features/Instant Manifestation.md create mode 100755 content/mechanics/srd/Class Features/Instinct.md create mode 100755 content/mechanics/srd/Class Features/Integrated Gauntlet.md create mode 100755 content/mechanics/srd/Class Features/Intensify Vulnerability.md create mode 100755 content/mechanics/srd/Class Features/Interrogation Methodology.md create mode 100755 content/mechanics/srd/Class Features/Inventive Expertise.md create mode 100755 content/mechanics/srd/Class Features/Inventive Mastery.md create mode 100755 content/mechanics/srd/Class Features/Inventor Weapon Expertise.md create mode 100755 content/mechanics/srd/Class Features/Inventor Weapon Mastery.md create mode 100755 content/mechanics/srd/Class Features/Investigator Expertise.md create mode 100755 content/mechanics/srd/Class Features/Iron Will.md create mode 100755 content/mechanics/srd/Class Features/Juggernaut.md create mode 100755 content/mechanics/srd/Class Features/Keen Flair.md create mode 100755 content/mechanics/srd/Class Features/Keen Recollection.md create mode 100755 content/mechanics/srd/Class Features/Ki Spells.md create mode 100755 content/mechanics/srd/Class Features/Kinetic Aura.md create mode 100755 content/mechanics/srd/Class Features/Kinetic Durability.md create mode 100755 content/mechanics/srd/Class Features/Kinetic Expertise.md create mode 100755 content/mechanics/srd/Class Features/Kinetic Gate.md create mode 100755 content/mechanics/srd/Class Features/Kinetic Legend.md create mode 100755 content/mechanics/srd/Class Features/Kinetic Mastery.md create mode 100755 content/mechanics/srd/Class Features/Kinetic Quickness.md create mode 100755 content/mechanics/srd/Class Features/Lantern.md create mode 100755 content/mechanics/srd/Class Features/Laughing Shadow.md create mode 100755 content/mechanics/srd/Class Features/Layered Mesh.md create mode 100755 content/mechanics/srd/Class Features/Leaf Order.md create mode 100755 content/mechanics/srd/Class Features/Legendary Armor.md create mode 100755 content/mechanics/srd/Class Features/Legendary Overdrive.md create mode 100755 content/mechanics/srd/Class Features/Legendary Spellcaster.md create mode 100755 content/mechanics/srd/Class Features/Lesson of Bargains.md create mode 100755 content/mechanics/srd/Class Features/Lesson of Calamity.md create mode 100755 content/mechanics/srd/Class Features/Lesson of Death.md create mode 100755 content/mechanics/srd/Class Features/Lesson of Dreams.md create mode 100755 content/mechanics/srd/Class Features/Lesson of Elements.md create mode 100755 content/mechanics/srd/Class Features/Lesson of Favors.md create mode 100755 content/mechanics/srd/Class Features/Lesson of Life.md create mode 100755 content/mechanics/srd/Class Features/Lesson of Mischief.md create mode 100755 content/mechanics/srd/Class Features/Lesson of Protection.md create mode 100755 content/mechanics/srd/Class Features/Lesson of Renewal.md create mode 100755 content/mechanics/srd/Class Features/Lesson of Shadow.md create mode 100755 content/mechanics/srd/Class Features/Lesson of Snow.md create mode 100755 content/mechanics/srd/Class Features/Lesson of Vengeance.md create mode 100755 content/mechanics/srd/Class Features/Lesson of the Frozen Queen.md create mode 100755 content/mechanics/srd/Class Features/Liberator.md create mode 100755 content/mechanics/srd/Class Features/Life.md create mode 100755 content/mechanics/srd/Class Features/Light Armor Expertise.md create mode 100755 content/mechanics/srd/Class Features/Light Armor Mastery.md create mode 100755 content/mechanics/srd/Class Features/Link Spells.md create mode 100755 content/mechanics/srd/Class Features/Lore.md create mode 100755 content/mechanics/srd/Class Features/Maestro.md create mode 100755 content/mechanics/srd/Class Features/Magical Fortitude.md create mode 100755 content/mechanics/srd/Class Features/Magnum Opus.md create mode 100755 content/mechanics/srd/Class Features/Major Curse.md create mode 100755 content/mechanics/srd/Class Features/Manifold Alloy.md create mode 100755 content/mechanics/srd/Class Features/Martial Weapon Mastery.md create mode 100755 content/mechanics/srd/Class Features/Master Detective.md create mode 100755 content/mechanics/srd/Class Features/Master Overdrive.md create mode 100755 content/mechanics/srd/Class Features/Master Spellcaster.md create mode 100755 content/mechanics/srd/Class Features/Master Strike.md create mode 100755 content/mechanics/srd/Class Features/Master Strikes.md create mode 100755 content/mechanics/srd/Class Features/Master Tricks.md create mode 100755 content/mechanics/srd/Class Features/Masterful Hunter (Flurry).md create mode 100755 content/mechanics/srd/Class Features/Masterful Hunter (Outwit).md create mode 100755 content/mechanics/srd/Class Features/Masterful Hunter (Precision).md create mode 100755 content/mechanics/srd/Class Features/Masterful Hunter.md create mode 100755 content/mechanics/srd/Class Features/Mastermind.md create mode 100755 content/mechanics/srd/Class Features/Medium Armor Expertise (Inventor).md create mode 100755 content/mechanics/srd/Class Features/Medium Armor Expertise.md create mode 100755 content/mechanics/srd/Class Features/Medium Armor Mastery.md create mode 100755 content/mechanics/srd/Class Features/Metal Strikes.md create mode 100755 content/mechanics/srd/Class Features/Metallic Reactance.md create mode 100755 content/mechanics/srd/Class Features/Methodology.md create mode 100755 content/mechanics/srd/Class Features/Mighty Rage.md create mode 100755 content/mechanics/srd/Class Features/Miraculous Spell.md create mode 100755 content/mechanics/srd/Class Features/Mirror.md create mode 100755 content/mechanics/srd/Class Features/Modular Head.md create mode 100755 content/mechanics/srd/Class Features/Monk Expertise.md create mode 100755 content/mechanics/srd/Class Features/Muscular Exoskeleton.md create mode 100755 content/mechanics/srd/Class Features/Muses.md create mode 100755 content/mechanics/srd/Class Features/Mutagenist.md create mode 100755 content/mechanics/srd/Class Features/Mystery.md create mode 100755 content/mechanics/srd/Class Features/Mystic Strikes.md create mode 100755 content/mechanics/srd/Class Features/Natural Reflexes.md create mode 100755 content/mechanics/srd/Class Features/Nature's Edge.md create mode 100755 content/mechanics/srd/Class Features/Occult Spellcasting.md create mode 100755 content/mechanics/srd/Class Features/Offensive Boost.md create mode 100755 content/mechanics/srd/Class Features/On the Case.md create mode 100755 content/mechanics/srd/Class Features/Opportune Riposte.md create mode 100755 content/mechanics/srd/Class Features/Oracular Clarity.md create mode 100755 content/mechanics/srd/Class Features/Oracular Curse.md create mode 100755 content/mechanics/srd/Class Features/Order of the Chain.md create mode 100755 content/mechanics/srd/Class Features/Order of the Gate.md create mode 100755 content/mechanics/srd/Class Features/Order of the Godclaw.md create mode 100755 content/mechanics/srd/Class Features/Order of the Nail.md create mode 100755 content/mechanics/srd/Class Features/Order of the Pyre.md create mode 100755 content/mechanics/srd/Class Features/Order of the Rack.md create mode 100755 content/mechanics/srd/Class Features/Order of the Scourge.md create mode 100755 content/mechanics/srd/Class Features/Otherworldly Protection.md create mode 100755 content/mechanics/srd/Class Features/Outwit.md create mode 100755 content/mechanics/srd/Class Features/Overdrive.md create mode 100755 content/mechanics/srd/Class Features/Pacification Tools.md create mode 100755 content/mechanics/srd/Class Features/Paladin.md create mode 100755 content/mechanics/srd/Class Features/Panache.md create mode 100755 content/mechanics/srd/Class Features/Path to Perfection (Fortitude).md create mode 100755 content/mechanics/srd/Class Features/Path to Perfection (Reflex).md create mode 100755 content/mechanics/srd/Class Features/Path to Perfection (Will).md create mode 100755 content/mechanics/srd/Class Features/Path to Perfection.md create mode 100755 content/mechanics/srd/Class Features/Patron Theme.md create mode 100755 content/mechanics/srd/Class Features/Patron's Gift.md create mode 100755 content/mechanics/srd/Class Features/Patron.md create mode 100755 content/mechanics/srd/Class Features/Peerless Inventor.md create mode 100755 content/mechanics/srd/Class Features/Perception Expertise.md create mode 100755 content/mechanics/srd/Class Features/Perception Legend.md create mode 100755 content/mechanics/srd/Class Features/Perception Mastery.md create mode 100755 content/mechanics/srd/Class Features/Perfected Form.md create mode 100755 content/mechanics/srd/Class Features/Performer's Heart.md create mode 100755 content/mechanics/srd/Class Features/Perpetual Infusions (Bomber).md create mode 100755 content/mechanics/srd/Class Features/Perpetual Infusions (Chirurgeon).md create mode 100755 content/mechanics/srd/Class Features/Perpetual Infusions (Mutagenist).md create mode 100755 content/mechanics/srd/Class Features/Perpetual Infusions (Toxicologist).md create mode 100755 content/mechanics/srd/Class Features/Perpetual Infusions.md create mode 100755 content/mechanics/srd/Class Features/Perpetual Perfection (Bomber).md create mode 100755 content/mechanics/srd/Class Features/Perpetual Perfection (Chirurgeon).md create mode 100755 content/mechanics/srd/Class Features/Perpetual Perfection (Mutagenist).md create mode 100755 content/mechanics/srd/Class Features/Perpetual Perfection (Toxicologist).md create mode 100755 content/mechanics/srd/Class Features/Perpetual Perfection.md create mode 100755 content/mechanics/srd/Class Features/Perpetual Potency (Bomber).md create mode 100755 content/mechanics/srd/Class Features/Perpetual Potency (Chirurgeon).md create mode 100755 content/mechanics/srd/Class Features/Perpetual Potency (Mutagenist).md create mode 100755 content/mechanics/srd/Class Features/Perpetual Potency (Toxicologist).md create mode 100755 content/mechanics/srd/Class Features/Perpetual Potency.md create mode 100755 content/mechanics/srd/Class Features/Personal Barrier.md create mode 100755 content/mechanics/srd/Class Features/Phlogistonic Regulator.md create mode 100755 content/mechanics/srd/Class Features/Polymath.md create mode 100755 content/mechanics/srd/Class Features/Powerful Alchemy.md create mode 100755 content/mechanics/srd/Class Features/Powerful Fist.md create mode 100755 content/mechanics/srd/Class Features/Precise Discipline.md create mode 100755 content/mechanics/srd/Class Features/Precise Strike.md create mode 100755 content/mechanics/srd/Class Features/Precision.md create mode 100755 content/mechanics/srd/Class Features/Precognitive Reflexes.md create mode 100755 content/mechanics/srd/Class Features/Primal Hierophant.md create mode 100755 content/mechanics/srd/Class Features/Prodigious Will.md create mode 100755 content/mechanics/srd/Class Features/Psi Cantrips and Amps.md create mode 100755 content/mechanics/srd/Class Features/Psychic Spellcasting.md create mode 100755 content/mechanics/srd/Class Features/Psychic Weapon Expertise.md create mode 100755 content/mechanics/srd/Class Features/Psychic Weapon Specialization.md create mode 100755 content/mechanics/srd/Class Features/Quick Alchemy.md create mode 100755 content/mechanics/srd/Class Features/Quick Rage.md create mode 100755 content/mechanics/srd/Class Features/Rage.md create mode 100755 content/mechanics/srd/Class Features/Raging Resistance.md create mode 100755 content/mechanics/srd/Class Features/Ranger Expertise.md create mode 100755 content/mechanics/srd/Class Features/Ranger Weapon Expertise.md create mode 100755 content/mechanics/srd/Class Features/Razor Prongs.md create mode 100755 content/mechanics/srd/Class Features/Reactive Strike.md create mode 100755 content/mechanics/srd/Class Features/Reconfigure.md create mode 100755 content/mechanics/srd/Class Features/Redeemer.md create mode 100755 content/mechanics/srd/Class Features/Reflex Expertise.md create mode 100755 content/mechanics/srd/Class Features/Reflow Elements.md create mode 100755 content/mechanics/srd/Class Features/Regalia.md create mode 100755 content/mechanics/srd/Class Features/Research Field.md create mode 100755 content/mechanics/srd/Class Features/Resolute Faith.md create mode 100755 content/mechanics/srd/Class Features/Resolve.md create mode 100755 content/mechanics/srd/Class Features/Revelation Spells.md create mode 100755 content/mechanics/srd/Class Features/Revolutionary Innovation.md create mode 100755 content/mechanics/srd/Class Features/Rogue Expertise.md create mode 100755 content/mechanics/srd/Class Features/Rogue Resilience.md create mode 100755 content/mechanics/srd/Class Features/Rogue's Racket.md create mode 100755 content/mechanics/srd/Class Features/Rope Shot.md create mode 100755 content/mechanics/srd/Class Features/Ruffian.md create mode 100755 content/mechanics/srd/Class Features/Runelord Specialization.md create mode 100755 content/mechanics/srd/Class Features/School of Ars Grammatica.md create mode 100755 content/mechanics/srd/Class Features/School of Battle Magic.md create mode 100755 content/mechanics/srd/Class Features/School of Civic Wizardry.md create mode 100755 content/mechanics/srd/Class Features/School of Mentalism.md create mode 100755 content/mechanics/srd/Class Features/School of Protean Form.md create mode 100755 content/mechanics/srd/Class Features/School of Unified Magical Theory.md create mode 100755 content/mechanics/srd/Class Features/School of the Boundary.md create mode 100755 content/mechanics/srd/Class Features/Scoundrel.md create mode 100755 content/mechanics/srd/Class Features/Second Adept.md create mode 100755 content/mechanics/srd/Class Features/Second Doctrine (Cloistered Cleric).md create mode 100755 content/mechanics/srd/Class Features/Second Doctrine (Warpriest).md create mode 100755 content/mechanics/srd/Class Features/Second Doctrine.md create mode 100755 content/mechanics/srd/Class Features/Second Gate's Threshold.md create mode 100755 content/mechanics/srd/Class Features/Second Implement.md create mode 100755 content/mechanics/srd/Class Features/Second Path to Perfection (Fortitude).md create mode 100755 content/mechanics/srd/Class Features/Second Path to Perfection (Reflex).md create mode 100755 content/mechanics/srd/Class Features/Second Path to Perfection (Will).md create mode 100755 content/mechanics/srd/Class Features/Second Path to Perfection.md create mode 100755 content/mechanics/srd/Class Features/Second Skin.md create mode 100755 content/mechanics/srd/Class Features/Segmented Frame.md create mode 100755 content/mechanics/srd/Class Features/Shared Reflexes.md create mode 100755 content/mechanics/srd/Class Features/Shared Resolve.md create mode 100755 content/mechanics/srd/Class Features/Shared Vigilance.md create mode 100755 content/mechanics/srd/Class Features/Shield Ally.md create mode 100755 content/mechanics/srd/Class Features/Shield Block.md create mode 100755 content/mechanics/srd/Class Features/Shootist's Edge.md create mode 100755 content/mechanics/srd/Class Features/Signature Spells.md create mode 100755 content/mechanics/srd/Class Features/Silence in Snow.md create mode 100755 content/mechanics/srd/Class Features/Singular Expertise.md create mode 100755 content/mechanics/srd/Class Features/Skillful Lessons.md create mode 100755 content/mechanics/srd/Class Features/Sneak Attack.md create mode 100755 content/mechanics/srd/Class Features/Sorcerer Spellcasting.md create mode 100755 content/mechanics/srd/Class Features/Sparkling Targe.md create mode 100755 content/mechanics/srd/Class Features/Speed Boosters.md create mode 100755 content/mechanics/srd/Class Features/Spell Blending.md create mode 100755 content/mechanics/srd/Class Features/Spell Repertoire (Bard).md create mode 100755 content/mechanics/srd/Class Features/Spell Repertoire (Oracle).md create mode 100755 content/mechanics/srd/Class Features/Spell Repertoire (Psychic).md create mode 100755 content/mechanics/srd/Class Features/Spell Repertoire (Sorcerer).md create mode 100755 content/mechanics/srd/Class Features/Spell Repertoire (Summoner).md create mode 100755 content/mechanics/srd/Class Features/Spell Substitution.md create mode 100755 content/mechanics/srd/Class Features/Spellstrike.md create mode 100755 content/mechanics/srd/Class Features/Spinner of Threads.md create mode 100755 content/mechanics/srd/Class Features/Spirit Instinct.md create mode 100755 content/mechanics/srd/Class Features/Staff Nexus.md create mode 100755 content/mechanics/srd/Class Features/Starless Shadow.md create mode 100755 content/mechanics/srd/Class Features/Starlit Span.md create mode 100755 content/mechanics/srd/Class Features/Steed Ally.md create mode 100755 content/mechanics/srd/Class Features/Stone Order.md create mode 100755 content/mechanics/srd/Class Features/Storm Order.md create mode 100755 content/mechanics/srd/Class Features/Strained Metabolism.md create mode 100755 content/mechanics/srd/Class Features/Strategic Strike.md create mode 100755 content/mechanics/srd/Class Features/Stubborn.md create mode 100755 content/mechanics/srd/Class Features/Studious Spells.md create mode 100755 content/mechanics/srd/Class Features/Stylish Tricks.md create mode 100755 content/mechanics/srd/Class Features/Subconscious Mind.md create mode 100755 content/mechanics/srd/Class Features/Subtle Dampeners.md create mode 100755 content/mechanics/srd/Class Features/Summoner Spellcasting.md create mode 100755 content/mechanics/srd/Class Features/Superstition Instinct.md create mode 100755 content/mechanics/srd/Class Features/Surprise Attack.md create mode 100755 content/mechanics/srd/Class Features/Swashbuckler Expertise.md create mode 100755 content/mechanics/srd/Class Features/Swashbuckler's Style.md create mode 100755 content/mechanics/srd/Class Features/Swift Prey.md create mode 100755 content/mechanics/srd/Class Features/Tangle Line.md create mode 100755 content/mechanics/srd/Class Features/Tempered Reflexes.md create mode 100755 content/mechanics/srd/Class Features/Tempest.md create mode 100755 content/mechanics/srd/Class Features/Tensile Absorption.md create mode 100755 content/mechanics/srd/Class Features/Thaumaturge Weapon Expertise.md create mode 100755 content/mechanics/srd/Class Features/Thaumaturgic Expertise.md create mode 100755 content/mechanics/srd/Class Features/Thaumaturgic Mastery.md create mode 100755 content/mechanics/srd/Class Features/The Distant Grasp.md create mode 100755 content/mechanics/srd/Class Features/The Infinite Eye.md create mode 100755 content/mechanics/srd/Class Features/The Inscribed One.md create mode 100755 content/mechanics/srd/Class Features/The Oscillating Wave.md create mode 100755 content/mechanics/srd/Class Features/The Resentment.md create mode 100755 content/mechanics/srd/Class Features/The Silent Whisper.md create mode 100755 content/mechanics/srd/Class Features/The Tangible Dream.md create mode 100755 content/mechanics/srd/Class Features/The Tenets of Evil.md create mode 100755 content/mechanics/srd/Class Features/The Tenets of Good.md create mode 100755 content/mechanics/srd/Class Features/The Unbound Step.md create mode 100755 content/mechanics/srd/Class Features/Thief.md create mode 100755 content/mechanics/srd/Class Features/Third Doctrine (Cloistered Cleric).md create mode 100755 content/mechanics/srd/Class Features/Third Doctrine (Warpriest).md create mode 100755 content/mechanics/srd/Class Features/Third Doctrine.md create mode 100755 content/mechanics/srd/Class Features/Third Gate's Threshold.md create mode 100755 content/mechanics/srd/Class Features/Third Implement.md create mode 100755 content/mechanics/srd/Class Features/Third Path to Perfection (Fortitude).md create mode 100755 content/mechanics/srd/Class Features/Third Path to Perfection (Reflex).md create mode 100755 content/mechanics/srd/Class Features/Third Path to Perfection (Will).md create mode 100755 content/mechanics/srd/Class Features/Third Path to Perfection.md create mode 100755 content/mechanics/srd/Class Features/Time.md create mode 100755 content/mechanics/srd/Class Features/Tome.md create mode 100755 content/mechanics/srd/Class Features/Toxicologist.md create mode 100755 content/mechanics/srd/Class Features/Trackless Journey.md create mode 100755 content/mechanics/srd/Class Features/Troll Deviant Classification.md create mode 100755 content/mechanics/srd/Class Features/Twin Juggernauts.md create mode 100755 content/mechanics/srd/Class Features/Twisting Tree.md create mode 100755 content/mechanics/srd/Class Features/Tyrant.md create mode 100755 content/mechanics/srd/Class Features/Unimpeded Journey.md create mode 100755 content/mechanics/srd/Class Features/Unleash Psyche.md create mode 100755 content/mechanics/srd/Class Features/Unlimited Esoterica.md create mode 100755 content/mechanics/srd/Class Features/Unlimited Signature Spells.md create mode 100755 content/mechanics/srd/Class Features/Untamed Order.md create mode 100755 content/mechanics/srd/Class Features/Versatile Legend.md create mode 100755 content/mechanics/srd/Class Features/Vivacious Speed.md create mode 100755 content/mechanics/srd/Class Features/Voice of Nature.md create mode 100755 content/mechanics/srd/Class Features/Walls of Will.md create mode 100755 content/mechanics/srd/Class Features/Wand.md create mode 100755 content/mechanics/srd/Class Features/Wandering Reverie.md create mode 100755 content/mechanics/srd/Class Features/Warden Spells.md create mode 100755 content/mechanics/srd/Class Features/Warden's Endurance.md create mode 100755 content/mechanics/srd/Class Features/Warpriest.md create mode 100755 content/mechanics/srd/Class Features/Warrior.md create mode 100755 content/mechanics/srd/Class Features/Wave Order.md create mode 100755 content/mechanics/srd/Class Features/Way of the Drifter.md create mode 100755 content/mechanics/srd/Class Features/Way of the Pistolero.md create mode 100755 content/mechanics/srd/Class Features/Way of the Sniper.md create mode 100755 content/mechanics/srd/Class Features/Way of the Spellshot.md create mode 100755 content/mechanics/srd/Class Features/Way of the Triggerbrand.md create mode 100755 content/mechanics/srd/Class Features/Way of the Vanguard.md create mode 100755 content/mechanics/srd/Class Features/Weapon Expertise (Swashbuckler).md create mode 100755 content/mechanics/srd/Class Features/Weapon Expertise.md create mode 100755 content/mechanics/srd/Class Features/Weapon Fury.md create mode 100755 content/mechanics/srd/Class Features/Weapon Innovation.md create mode 100755 content/mechanics/srd/Class Features/Weapon Legend.md create mode 100755 content/mechanics/srd/Class Features/Weapon Specialization.md create mode 100755 content/mechanics/srd/Class Features/Weapon Tricks.md create mode 100755 content/mechanics/srd/Class Features/Weapon.md create mode 100755 content/mechanics/srd/Class Features/Wellspring Magic.md create mode 100755 content/mechanics/srd/Class Features/Wild Willpower.md create mode 100755 content/mechanics/srd/Class Features/Wilding Steward.md create mode 100755 content/mechanics/srd/Class Features/Wildsong.md create mode 100755 content/mechanics/srd/Class Features/Will Expertise.md create mode 100755 content/mechanics/srd/Class Features/Will of the Pupil.md create mode 100755 content/mechanics/srd/Class Features/Wit.md create mode 100755 content/mechanics/srd/Class Features/Witch Lessons.md create mode 100755 content/mechanics/srd/Class Features/Witch Spellcasting.md create mode 100755 content/mechanics/srd/Class Features/Wizard Spellcasting.md create mode 100755 content/mechanics/srd/Class Features/Wizard Weapon Expertise.md create mode 100755 content/mechanics/srd/Class Features/Wraith Deviant Classification.md create mode 100755 content/mechanics/srd/Class Features/desktop.ini create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/desktop.ini create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-commodities-biological-eye-blue-gold.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-commodities-biological-hand-gnarled-green.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-commodities-biological-organ-heart-red.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-commodities-biological-wing-insect-blue.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-commodities-biological-wing-lizard-pink-purple.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-commodities-flowers-lotus-pink.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-commodities-leather-scales-white.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-commodities-materials-powder-red-green-yellow.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-commodities-metal-ingot-hammered-silver.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-commodities-stone-stone-white-quartz-ball.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-commodities-treasure-crown-gold-laurel-wreath.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-commodities-treasure-statuette-gargoyle-green-gold.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-commodities-treasure-trinket-wing-white.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-consumables-mushrooms-umbontae-green.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-consumables-plants-leaf-hastate-glowing-green.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-consumables-potions-potion-jug-corked-skull-poison-brown-green.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-consumables-potions-potion-round-stopped-yellow-green.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-consumables-vegetable-root-carrot-orange.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-creatures-abilities-bear-roar-bite-brown-green.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-creatures-abilities-cougar-pounce-stalk-black.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-creatures-abilities-dragon-fire-breath-orange.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-creatures-amphibians-treefrog-leaf-green.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-creatures-birds-songbird-yellow-flying.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-creatures-claws-claw-talons-yellow-red.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-creatures-eyes-humanoid-single-red-brown.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-creatures-invertebrates-spider-web-black.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-creatures-magical-humanoid-horned-rider.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-creatures-magical-humanoid-silhouette-glowing-pink.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-creatures-magical-spirit-fear-energy-pink.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-creatures-magical-spirit-undead-ghost-purple.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-creatures-magical-spirit-undead-horned-blue.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-environment-settlement-watchtower-silhouette-yellow.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-environment-wilderness-arch-stone.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-equipment-chest-breastplate-collared-steel.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-equipment-chest-breastplate-helmet-metal.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-equipment-chest-breastplate-quilted-brown.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-equipment-chest-breastplate-rivited-red.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-equipment-chest-breastplate-sculpted-grey.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-equipment-head-hat-pointed-leather-pink.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-equipment-head-helm-barbute-horned-gold-red.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-equipment-head-helm-barbute-rounded-steel.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-equipment-shield-heater-crystal-blue.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-equipment-shoulder-pauldron-segmented-steel-white.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-equipment-shoulder-pauldron-segmented-steel-worn.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-control-fear-fright-white.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-control-hypnosis-mesmerism-watch.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-control-silhouette-hold-change-blue.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-defensive-armor-shield-barrier-steel.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-defensive-shield-barrier-deflect-teal.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-earth-barrier-lava-stone-orange.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-fire-explosion-embers-evade-silhouette.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-fire-explosion-flame-blue.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-fire-flame-burning-building.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-fire-flame-burning-campfire-orange.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-fire-flame-burning-eye.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-fire-flame-burning-skeleton-explosion.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-fire-projectile-feathers-embers-gold.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-holy-chalice-glowing-gold.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-life-cross-explosion-burst-green.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-life-heart-pink.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-life-heart-red-blue.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-life-heart-shadow-red.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-light-beam-impact-deflect-teal.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-light-explosion-star-glow-orange.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-light-orb-hands-humanoid-yellow.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-lightning-bolt-strike-clouds-blue.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-nature-beam-hand-leaves-green.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-nature-leaf-elm-sparkle-glow-green.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-nature-stealth-hide-beast-eyes-green.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-nature-symbol-sun-yellow.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-nature-tree-bare-glow-yellow.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-perception-eye-ringed-glow-angry-small-teal.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-symbols-cross-circle-blue.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-symbols-elements-air-earth-fire-water.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-symbols-question-stone-yellow.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-symbols-rune-sigil-horned-white-purple.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-symbols-rune-sigil-red-orange.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-unholy-hand-light-green.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-unholy-hand-marked-pink.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-unholy-orb-glowing-yellow-purple.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-unholy-orb-swirling-teal.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-unholy-silhouette-evil-horned-giant.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-unholy-silhouette-robe-evil-power.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-unholy-strike-body-explode-disintegrate.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-water-bubbles-air-water-light.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-water-heart-ice-freeze.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-water-pseudopod-swirl-blue.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-water-snowflake-ice-blue-white.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-magic-water-wave-water-blue.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-melee-hand-grip-staff-blue.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-melee-hand-grip-staff-teal.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-melee-hand-grip-staff-yellow-brown.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-melee-hand-grip-sword-orange.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-melee-hand-grip-sword-red.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-melee-maneuver-sword-katana-yellow.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-melee-strike-polearm-light-orange.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-melee-strike-sword-blood-red.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-melee-strikes-sword-triple-gray.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-melee-sword-winged-holy-orange.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-melee-weapons-crossed-swords-purple.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-melee-weapons-crossed-swords-yellow-teal.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-ranged-arrow-flying-ornate-gold.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-ranged-arrows-flying-salvo-blue-light.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-ranged-cannon-barrel-firing-orange.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-ranged-target-bullseye-archer-orange.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-targeting-crosshair-bars-yellow.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-targeting-crosshair-scope-sniper-green.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-targeting-target-glowing-yellow.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-trades-academics-book-study-purple.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-wounds-blood-cells-vessel-red-orange.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-wounds-injury-face-impact-orange.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-skills-wounds-injury-triple-slash-bleed.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-sundries-books-book-embossed-jewel-gold-green.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-sundries-books-book-embossed-jewel-gold-purple.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-sundries-books-book-embossed-jewel-silver-green.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-sundries-books-book-embossed-steel-brown.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-sundries-books-book-eye-pink.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-sundries-books-book-eye-purple.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-sundries-books-book-face-black.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-sundries-books-book-purple-glyph.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-sundries-books-book-red-exclamation.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-sundries-books-book-rounded-teal.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-sundries-books-book-symbol-spiral-silver-blue.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-sundries-books-book-tooled-blue-yellow.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-sundries-documents-document-sealed-signatures-red.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-sundries-documents-document-sealed-white-red.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-sundries-documents-document-tree-brown.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-sundries-scrolls-scroll-symbol-eye-brown.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-sundries-scrolls-scroll-symbol-sun-brown.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-tools-instruments-pipe-flue-tan.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-tools-laboratory-vials-blue-pink.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-weapons-fist-fist-katar-triple-gold-black.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-weapons-staves-staff-ornate-jeweled-blue.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-weapons-staves-staff-simple-gold.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/icons-weapons-wands-wand-skull-horned.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-default-icons-feat.svg create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-equipment-weapons-gun-sword.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-Mirror.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-ability-boosts.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-adamantine-strikes.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-advanced-alchemy.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-advanced-deed.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-alchemical-alarity.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-alchemical-expertise.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-alchemical-mastery.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-alchemical-sciences-methodology.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-alchemy.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-alertness.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-amulet.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-arcane-bond.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-arcane-thesis.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-armor-expertise.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-armor-innovation.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-armor-of-fury.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-attack-of-opportunity.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-battle-mystery.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-battledancer-style.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-battlefield-surveyor.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-bell.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-blade-ally.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-bloodline-paragon.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-bloodline-spells.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-blunt-shot.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-bomber.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-bones-mystery.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-braggart-style.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-bravery.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-breakthrough-innovation.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-brutality.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-chalice.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-champion-expertise.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-chirurgeon.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-clarity-of-focus.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-combat-flexibility.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-complete-reconfiguration.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-complex-simplicity.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-confident-finisher.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-conflux-spells.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-construct-innovation.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-continuous-flair.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-cosmos-mystery.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-deductive-improvisation.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-defensive-robes.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-deity.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-devastator.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-devise-a-stratagem.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-divine-ally.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-divine-defense.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-divine-font.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-divine-spellcasting.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-divine-will.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-double-brew.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-double-spellstrike.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-druidic-language.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-dynamic-weighting.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-eidolon-defensive-expertise.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-eidolon-defensive-mastery.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-eidolon-symbiosis.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-eidolon-transcendence.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-eidolon-unarmed-expertise.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-eidolon-unarmed-mastery.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-eidolon-weapon-specialization.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-eidolon.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-eldritch-trickster.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-elemental-magic.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-elemental.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-emotional-acceptance.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-empiricism-methodology.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-enhanced-resistance.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-entangling-form.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-eternal-confidence.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-evolution-feat.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-exemplary-finisher.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-expert-overdrive.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-expert-spellcaster.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-expert-strikes.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-explode.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-exploit-vulnerability.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-extreme-curse.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-familiar.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-fencer-style.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-field-discovery-bomber.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-field-discovery-chirurgeon.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-first-implement-and-esoterica.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-flurry-of-blows.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-forensic-medicine-methodology.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-formula-book.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-fortress-of-will.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-gathered-lore.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-genie.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-graceful-legend.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-graceful-mastery.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-greater-deed.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-greater-field-discovery-bomber.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-greater-field-discovery-chirurgeon.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-greater-field-discovery-mutagenist.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-greater-juggernaut.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-greater-resolve.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-greater-weapon-specialization.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-gunslinger-expertise.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-gunslinger-weapon-mastery.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-gunslinging-legend.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-gymnast-style.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-hampering-spikes.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-harmonic-oscillator.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-hefty-composition.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-heightened-senses.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-heros-defiance.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-hexes.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-implement-adept.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-implement-paragon.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-implements-empowerment.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-improved-evasion.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-improved-familiar-attunement.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-improved-flexibility.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-incredible-movement.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-incredible-sense.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-indomitable-will.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-infinite-invention.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-infinite-mind.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-infused-reagents.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-innovation.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-instant-manifestation.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-intensify-vulnerability.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-interrogation-methodology.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-inventive-expertise.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-inventive-mastery.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-investigator-expertise.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-iron-will.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-juggerenaut.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-keen-flair.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-keen-recollection.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-lantern.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-layered-mesh.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-legendary-armor.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-legendary-overdrive.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-legendary-spellcaster.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-lesson-of-favors.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-light-armor-expertise.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-lightning-reflexes.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-link-spells.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-maestro.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-magical-fortitude.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-magnum-opus.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-major-curse.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-master-detective.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-master-overdrive.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-master-strikes.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-master-tricks.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-masterful-hunter.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-mastermind.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-metal-strikes.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-metallic-reactance.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-metamagic-experimentation.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-mighty-rage.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-miraculous-spell.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-modular-head.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-muscular-exoskeleton.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-mutagenist.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-mystic-strikes.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-nymph.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-occult-spellcasting.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-offensive-boost.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-on-the-case.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-opportune-riposte.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-oracle-curse.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-oracular-clarity.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-otherworldly-protection.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-overdrive.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-pacification-tools.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-path-to-perfection.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-patreon-theme.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-patrons-gift.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-peerless-inventor.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-perfected-form.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-perpetual-infusions-chirurgeon.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-perpetual-perfection-bomber.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-perpetual-perfection-chirurgeon.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-perpetual-potency-bomber.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-perpetual-potency-chirurgeon.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-perpetual-potency-mutagenist.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-personal-barrier.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-phoenix.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-polymath.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-powerful-alchemy.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-powerful-fist.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-precise-discipline.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-precise-strike.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-primal-hierophant.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-psy-cantrips-and-amps.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-psychic-spellcasting.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-psychopomp.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-quick-rage.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-raging-resistance.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-ranger-expertise.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-razor-prongs.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-reconfigure.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-regalia.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-resolve.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-revelation-spells.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-revolutionary-innovation.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-rogue-expertise.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-rope-shot.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-ruffian.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-scoundrel.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-second-adept.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-second-implement.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-second-path-to-perfection.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-second-skin.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-segmented-frame.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-shadow.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-shared-vigilance.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-shield-ally.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-shield-block.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-shootists-edge.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-signature-spells-sorcerer.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-skillful-lessons.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-slippery-mind.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-sneak-attack.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-speed-boosters.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-spell-blending.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-spell-substitution.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-spellstrike.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-steed-ally.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-strategic-strike.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-studious-spells.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-stylish-tricks.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-subtle-dampeners.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-summoner-spellcasting.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-surprice-attack.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-swashbuckler-expertise.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-swift-prey.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-tangle-line.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-thaumaturgic-expertise.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-thaumaturgic-mastery.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-the-distant-grasp.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-the-infinite-eye.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-the-oscillating-wave.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-the-silent-whisper.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-the-tangible-dream.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-the-unbound-step.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-thief.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-third-implement.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-third-path-to-perfection.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-tome.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-toxicologist.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-trackless-step.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-undead.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-unleash-psyche.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-unlimited-esoterica.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-unlimited-signature-spells.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-versatile-legend.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-vigilant-senses.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-vivacious-speed.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-walls-of-will.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-wand.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-wandering-reverie.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-warpriest.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-warrior.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-way-of-the-drifter.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-way-of-the-pistolero.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-way-of-the-sniper.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-way-of-the-spellshot.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-way-of-the-vanguard.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-weapon-expertise.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-weapon-fury.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-weapon-innovation.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-weapon-legend.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-weapon-mastery.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-weapon-specialization.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-weapon-tricks.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-weapon.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-wellspring-magic.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-wild-stride.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-wit-style.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-features-classes-witch-spellcasting.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-abundant-step.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-air-walk.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-awaken-portal.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-bestial-curse.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-captivating-adoration.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-daydreamers-curse.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-deceivers-cloak.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-disapperance.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-dragon-breath.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-ectoplasmic-expulsion.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-elemental-annihilation-wave.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-empower-ley-line.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-fear.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-feeblemind.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-haste.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-illusory-disguise.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-ki-strike.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-life-boost.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-malicious-shadow.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-monstrosity-form.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-needle-of-vengeance.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-phantom-crowd.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-putrefy-food-and-drink.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-restorative-moment.webp create mode 100755 content/mechanics/srd/Class Features/zz_asset-files/systems-pf2e-icons-spells-veil-of-dreams.webp create mode 100755 content/mechanics/srd/Classes/Alchemist.md create mode 100755 content/mechanics/srd/Classes/Barbarian.md create mode 100755 content/mechanics/srd/Classes/Bard.md create mode 100755 content/mechanics/srd/Classes/Champion.md create mode 100755 content/mechanics/srd/Classes/Classes.md create mode 100755 content/mechanics/srd/Classes/Cleric.md create mode 100755 content/mechanics/srd/Classes/Druid.md create mode 100755 content/mechanics/srd/Classes/Fighter.md create mode 100755 content/mechanics/srd/Classes/Gunslinger.md create mode 100755 content/mechanics/srd/Classes/Inventor.md create mode 100755 content/mechanics/srd/Classes/Investigator.md create mode 100755 content/mechanics/srd/Classes/Kineticist.md create mode 100755 content/mechanics/srd/Classes/Magus.md create mode 100755 content/mechanics/srd/Classes/Monk.md create mode 100755 content/mechanics/srd/Classes/Oracle.md create mode 100755 content/mechanics/srd/Classes/Psychic.md create mode 100755 content/mechanics/srd/Classes/Ranger.md create mode 100755 content/mechanics/srd/Classes/Rogue.md create mode 100755 content/mechanics/srd/Classes/Sorcerer.md create mode 100755 content/mechanics/srd/Classes/Summoner.md create mode 100755 content/mechanics/srd/Classes/Swashbuckler.md create mode 100755 content/mechanics/srd/Classes/Thaumaturge.md create mode 100755 content/mechanics/srd/Classes/Witch.md create mode 100755 content/mechanics/srd/Classes/Wizard.md create mode 100755 content/mechanics/srd/Classes/desktop.ini create mode 100755 content/mechanics/srd/Conditions/Blinded.md create mode 100755 content/mechanics/srd/Conditions/Broken.md create mode 100755 content/mechanics/srd/Conditions/Clumsy.md create mode 100755 content/mechanics/srd/Conditions/Concealed.md create mode 100755 content/mechanics/srd/Conditions/Confused.md create mode 100755 content/mechanics/srd/Conditions/Controlled.md create mode 100755 content/mechanics/srd/Conditions/Cursebound.md create mode 100755 content/mechanics/srd/Conditions/Dazzled.md create mode 100755 content/mechanics/srd/Conditions/Deafened.md create mode 100755 content/mechanics/srd/Conditions/Doomed.md create mode 100755 content/mechanics/srd/Conditions/Drained.md create mode 100755 content/mechanics/srd/Conditions/Dying.md create mode 100755 content/mechanics/srd/Conditions/Encumbered.md create mode 100755 content/mechanics/srd/Conditions/Enfeebled.md create mode 100755 content/mechanics/srd/Conditions/Fascinated.md create mode 100755 content/mechanics/srd/Conditions/Fatigued.md create mode 100755 content/mechanics/srd/Conditions/Fleeing.md create mode 100755 content/mechanics/srd/Conditions/Friendly.md create mode 100755 content/mechanics/srd/Conditions/Frightened.md create mode 100755 content/mechanics/srd/Conditions/Grabbed.md create mode 100755 content/mechanics/srd/Conditions/Helpful.md create mode 100755 content/mechanics/srd/Conditions/Hidden.md create mode 100755 content/mechanics/srd/Conditions/Hostile.md create mode 100755 content/mechanics/srd/Conditions/Immobilized.md create mode 100755 content/mechanics/srd/Conditions/Indifferent.md create mode 100755 content/mechanics/srd/Conditions/Invisible.md create mode 100755 content/mechanics/srd/Conditions/Observed.md create mode 100755 content/mechanics/srd/Conditions/Off-Guard.md create mode 100755 content/mechanics/srd/Conditions/Paralyzed.md create mode 100755 content/mechanics/srd/Conditions/Persistent Damage.md create mode 100755 content/mechanics/srd/Conditions/Petrified.md create mode 100755 content/mechanics/srd/Conditions/Prone.md create mode 100755 content/mechanics/srd/Conditions/Quickened.md create mode 100755 content/mechanics/srd/Conditions/Restrained.md create mode 100755 content/mechanics/srd/Conditions/Sickened.md create mode 100755 content/mechanics/srd/Conditions/Slowed.md create mode 100755 content/mechanics/srd/Conditions/Stunned.md create mode 100755 content/mechanics/srd/Conditions/Stupefied.md create mode 100755 content/mechanics/srd/Conditions/Unconscious.md create mode 100755 content/mechanics/srd/Conditions/Undetected.md create mode 100755 content/mechanics/srd/Conditions/Unfriendly.md create mode 100755 content/mechanics/srd/Conditions/Unnoticed.md create mode 100755 content/mechanics/srd/Conditions/Wounded.md create mode 100755 content/mechanics/srd/Deep Backgrounds/Challenging Relationships.md create mode 100755 content/mechanics/srd/Deep Backgrounds/Deep Backgrounds.md create mode 100755 content/mechanics/srd/Deep Backgrounds/Family Background.md create mode 100755 content/mechanics/srd/Deep Backgrounds/Homeland.md create mode 100755 content/mechanics/srd/Deep Backgrounds/Influential Associate.md create mode 100755 content/mechanics/srd/Deep Backgrounds/Inspiring Relationships.md create mode 100755 content/mechanics/srd/Deep Backgrounds/Major Childhood Event.md create mode 100755 content/mechanics/srd/Deep Backgrounds/Relationships.md create mode 100755 content/mechanics/srd/Deep Backgrounds/Using Deep Backgrounds.md create mode 100755 content/mechanics/srd/Deep Backgrounds/desktop.ini create mode 100755 content/mechanics/srd/Divine Intercessions/Cayden Cailean - Major Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Cayden Cailean - Major Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Cayden Cailean - Minor Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Cayden Cailean - Minor Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Cayden Cailean - Moderate Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Cayden Cailean - Moderate Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Desna - Major Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Desna - Major Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Desna - Minor Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Desna - Minor Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Desna - Moderate Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Desna - Moderate Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Iomedae - Major Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Iomedae - Major Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Iomedae - Minor Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Iomedae - Minor Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Iomedae - Moderate Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Iomedae - Moderate Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Norgorber - Major Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Norgorber - Major Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Norgorber - Minor Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Norgorber - Minor Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Norgorber - Moderate Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Norgorber - Moderate Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Sarenrae - Major Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Sarenrae - Major Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Sarenrae - Minor Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Sarenrae - Minor Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Sarenrae - Moderate Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Sarenrae - Moderate Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Shelyn - Major Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Shelyn - Major Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Shelyn - Minor Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Shelyn - Minor Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Shelyn - Moderate Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Shelyn - Moderate Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Torag - Major Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Torag - Major Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Torag - Minor Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Torag - Minor Curse.md create mode 100755 content/mechanics/srd/Divine Intercessions/Torag - Moderate Boon.md create mode 100755 content/mechanics/srd/Divine Intercessions/Torag - Moderate Curse.md rename content/mechanics/{setting => srd}/Domains/Abomination Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Air Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Ambition Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Change Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Cities Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Cold Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Confidence Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Creation Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Darkness Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Death Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Decay Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Delirium Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Destruction Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Domains.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Dreams Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Dust Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Duty Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Earth Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Family Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Fate Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Fire Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Freedom Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Glyph Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Healing Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Indulgence Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Introspection Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Knowledge Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Lightning Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Luck Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Magic Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Might Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Moon Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Naga Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Nature Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Nightmares Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Pain Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Passion Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Perfection Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Plague Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Protection Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Repose Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Secrecy Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Sorrow Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Soul Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Star Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Sun Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Swarm Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Time Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Toil Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Travel Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Trickery Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Truth Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Tyranny Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Undeath Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Vigil Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Void Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Water Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Wealth Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Wyrmkin Domain.md (100%) mode change 100644 => 100755 rename content/mechanics/{setting => srd}/Domains/Zeal Domain.md (100%) mode change 100644 => 100755 create mode 100755 content/mechanics/srd/Domains/desktop.ini create mode 100755 content/mechanics/srd/Effects/Conditions/Blinded.md create mode 100755 content/mechanics/srd/Effects/Conditions/Broken.md create mode 100755 content/mechanics/srd/Effects/Conditions/Clumsy 1.md create mode 100755 content/mechanics/srd/Effects/Conditions/Concealed.md create mode 100755 content/mechanics/srd/Effects/Conditions/Confused.md create mode 100755 content/mechanics/srd/Effects/Conditions/Controlled.md create mode 100755 content/mechanics/srd/Effects/Conditions/Dazzled.md create mode 100755 content/mechanics/srd/Effects/Conditions/Deafened.md create mode 100755 content/mechanics/srd/Effects/Conditions/Doomed.md create mode 100755 content/mechanics/srd/Effects/Conditions/Drained 1.md create mode 100755 content/mechanics/srd/Effects/Conditions/Dying.md create mode 100755 content/mechanics/srd/Effects/Conditions/Encumbered.md create mode 100755 content/mechanics/srd/Effects/Conditions/Enfeebled 1.md create mode 100755 content/mechanics/srd/Effects/Conditions/Fascinated.md create mode 100755 content/mechanics/srd/Effects/Conditions/Fatigued.md create mode 100755 content/mechanics/srd/Effects/Conditions/Fleeing.md create mode 100755 content/mechanics/srd/Effects/Conditions/Friendly.md create mode 100755 content/mechanics/srd/Effects/Conditions/Frightened.md create mode 100755 content/mechanics/srd/Effects/Conditions/Grabbed.md create mode 100755 content/mechanics/srd/Effects/Conditions/Helpful.md create mode 100755 content/mechanics/srd/Effects/Conditions/Hidden.md create mode 100755 content/mechanics/srd/Effects/Conditions/Hostile.md create mode 100755 content/mechanics/srd/Effects/Conditions/Immobilized.md create mode 100755 content/mechanics/srd/Effects/Conditions/Indifferent.md create mode 100755 content/mechanics/srd/Effects/Conditions/Invisible.md create mode 100755 content/mechanics/srd/Effects/Conditions/Observed.md create mode 100755 content/mechanics/srd/Effects/Conditions/Off-Guard.md create mode 100755 content/mechanics/srd/Effects/Conditions/Paralyzed.md create mode 100755 content/mechanics/srd/Effects/Conditions/Persistent Damage.md create mode 100755 content/mechanics/srd/Effects/Conditions/Petrified.md create mode 100755 content/mechanics/srd/Effects/Conditions/Prone.md create mode 100755 content/mechanics/srd/Effects/Conditions/Quickened.md create mode 100755 content/mechanics/srd/Effects/Conditions/Restrained.md create mode 100755 content/mechanics/srd/Effects/Conditions/Sickened 1.md create mode 100755 content/mechanics/srd/Effects/Conditions/Slowed.md create mode 100755 content/mechanics/srd/Effects/Conditions/Stunned 1.md create mode 100755 content/mechanics/srd/Effects/Conditions/Stupefied.md create mode 100755 content/mechanics/srd/Effects/Conditions/Unconscious.md create mode 100755 content/mechanics/srd/Effects/Conditions/Undetected.md create mode 100755 content/mechanics/srd/Effects/Conditions/Unfriendly.md create mode 100755 content/mechanics/srd/Effects/Conditions/Unnoticed.md create mode 100755 content/mechanics/srd/Effects/Conditions/Wounded.md create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/desktop.ini create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-blinded.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-broken.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-clumsy.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-concealed.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-confused.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-controlled.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-dazzled.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-deafened.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-doomed.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-drained.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-dying.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-encumbered.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-enfeebled.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-fascinated.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-fatigued.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-fleeing.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-friendly.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-frightened.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-grabbed.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-helpful.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-hidden.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-hostile.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-immobilized.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-indifferent.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-invisible.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-observed.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-off-guard.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-paralyzed.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-persistent-damage.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-petrified.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-prone.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-quickened.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-restrained.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-sickened.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-slowed.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-stunned.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-stupefied.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-unconscious.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-undetected.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-unfriendly.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-unnoticed.webp create mode 100755 content/mechanics/srd/Effects/Conditions/zz_asset-files/systems-pf2e-icons-conditions-wounded.webp create mode 100755 content/mechanics/srd/Heritages/Adaptive Anadi.md create mode 100755 content/mechanics/srd/Heritages/Aiuvarin.md create mode 100755 content/mechanics/srd/Heritages/Ancient Ash.md create mode 100755 content/mechanics/srd/Heritages/Ancient Elf.md create mode 100755 content/mechanics/srd/Heritages/Ancient Scale Azarketi.md create mode 100755 content/mechanics/srd/Heritages/Ancient-Blooded Dwarf.md create mode 100755 content/mechanics/srd/Heritages/Ant Gnoll.md create mode 100755 content/mechanics/srd/Heritages/Anvil Dwarf.md create mode 100755 content/mechanics/srd/Heritages/Aphorite.md create mode 100755 content/mechanics/srd/Heritages/Arctic Elf.md create mode 100755 content/mechanics/srd/Heritages/Ardande.md create mode 100755 content/mechanics/srd/Heritages/Artisan Android.md create mode 100755 content/mechanics/srd/Heritages/Athamasi.md create mode 100755 content/mechanics/srd/Heritages/Badlands Orc.md create mode 100755 content/mechanics/srd/Heritages/Bandaagee Vanara.md create mode 100755 content/mechanics/srd/Heritages/Battle-Ready Orc.md create mode 100755 content/mechanics/srd/Heritages/Battle-Trained Human (BB).md create mode 100755 content/mechanics/srd/Heritages/Beastkin.md create mode 100755 content/mechanics/srd/Heritages/Benthic Azarketi.md create mode 100755 content/mechanics/srd/Heritages/Bloodhound Shoony.md create mode 100755 content/mechanics/srd/Heritages/Bright Fetchling.md create mode 100755 content/mechanics/srd/Heritages/Cactus Leshy.md create mode 100755 content/mechanics/srd/Heritages/Cataphract Fleshwarp.md create mode 100755 content/mechanics/srd/Heritages/Caveclimber Kobold.md create mode 100755 content/mechanics/srd/Heritages/Cavern Elf.md create mode 100755 content/mechanics/srd/Heritages/Cavern Kobold.md create mode 100755 content/mechanics/srd/Heritages/Celestial Envoy Kitsune.md create mode 100755 content/mechanics/srd/Heritages/Chameleon Gnome.md create mode 100755 content/mechanics/srd/Heritages/Changeling.md create mode 100755 content/mechanics/srd/Heritages/Charhide Goblin.md create mode 100755 content/mechanics/srd/Heritages/Clawed Catfolk.md create mode 100755 content/mechanics/srd/Heritages/Cliffscale Lizardfolk.md create mode 100755 content/mechanics/srd/Heritages/Cloudleaper Lizardfolk.md create mode 100755 content/mechanics/srd/Heritages/Compact Skeleton.md create mode 100755 content/mechanics/srd/Heritages/Created Fleshwarp.md create mode 100755 content/mechanics/srd/Heritages/Dark Fields Kitsune.md create mode 100755 content/mechanics/srd/Heritages/Death Warden Dwarf.md create mode 100755 content/mechanics/srd/Heritages/Deep Fetchling.md create mode 100755 content/mechanics/srd/Heritages/Deep Orc.md create mode 100755 content/mechanics/srd/Heritages/Deep Rat.md create mode 100755 content/mechanics/srd/Heritages/Desert Elf.md create mode 100755 content/mechanics/srd/Heritages/Desert Rat.md create mode 100755 content/mechanics/srd/Heritages/Dhampir.md create mode 100755 content/mechanics/srd/Heritages/Discarded Fleshwarp.md create mode 100755 content/mechanics/srd/Heritages/Dogtooth Tengu.md create mode 100755 content/mechanics/srd/Heritages/Dragonscaled Kobold.md create mode 100755 content/mechanics/srd/Heritages/Draxie.md create mode 100755 content/mechanics/srd/Heritages/Dromaar.md create mode 100755 content/mechanics/srd/Heritages/Duskwalker.md create mode 100755 content/mechanics/srd/Heritages/Earthly Wilds Kitsune.md create mode 100755 content/mechanics/srd/Heritages/Elemental Heart Dwarf.md create mode 100755 content/mechanics/srd/Heritages/Elfbane Hobgoblin.md create mode 100755 content/mechanics/srd/Heritages/Elusive Vishkanya.md create mode 100755 content/mechanics/srd/Heritages/Empty Sky Kitsune.md create mode 100755 content/mechanics/srd/Heritages/Enchanting Lily.md create mode 100755 content/mechanics/srd/Heritages/Farsight Goloma.md create mode 100755 content/mechanics/srd/Heritages/Fey-Touched Gnome.md create mode 100755 content/mechanics/srd/Heritages/Fishseeker Shoony.md create mode 100755 content/mechanics/srd/Heritages/Flexible Catfolk.md create mode 100755 content/mechanics/srd/Heritages/Fodder Skeleton.md create mode 100755 content/mechanics/srd/Heritages/Forge Dwarf.md create mode 100755 content/mechanics/srd/Heritages/Forge-Blessed Dwarf.md create mode 100755 content/mechanics/srd/Heritages/Frightful Goloma.md create mode 100755 content/mechanics/srd/Heritages/Frilled Lizardfolk.md create mode 100755 content/mechanics/srd/Heritages/Frozen Wind Kitsune.md create mode 100755 content/mechanics/srd/Heritages/Fruit Leshy.md create mode 100755 content/mechanics/srd/Heritages/Fungus Leshy.md create mode 100755 content/mechanics/srd/Heritages/Ganzi.md create mode 100755 content/mechanics/srd/Heritages/Ghost Poppet.md create mode 100755 content/mechanics/srd/Heritages/Gourd Leshy.md create mode 100755 content/mechanics/srd/Heritages/Grave Orc.md create mode 100755 content/mechanics/srd/Heritages/Great Gnoll.md create mode 100755 content/mechanics/srd/Heritages/Grig.md create mode 100755 content/mechanics/srd/Heritages/Gutsy Halfling.md create mode 100755 content/mechanics/srd/Heritages/Hillock Halfling.md create mode 100755 content/mechanics/srd/Heritages/Hold-Scarred Orc.md create mode 100755 content/mechanics/srd/Heritages/Hooded Nagaji.md create mode 100755 content/mechanics/srd/Heritages/Hunter Automaton.md create mode 100755 content/mechanics/srd/Heritages/Hunting Catfolk.md create mode 100755 content/mechanics/srd/Heritages/Ifrit.md create mode 100755 content/mechanics/srd/Heritages/Impersonator Android.md create mode 100755 content/mechanics/srd/Heritages/Insightful Goloma.md create mode 100755 content/mechanics/srd/Heritages/Inured Azarketi.md create mode 100755 content/mechanics/srd/Heritages/Irongut Goblin.md create mode 100755 content/mechanics/srd/Heritages/Jinxed Halfling.md create mode 100755 content/mechanics/srd/Heritages/Jinxed Tengu.md create mode 100755 content/mechanics/srd/Heritages/Jungle Catfolk.md create mode 100755 content/mechanics/srd/Heritages/Keen-Venom Vishkanya.md create mode 100755 content/mechanics/srd/Heritages/Laborer Android.md create mode 100755 content/mechanics/srd/Heritages/Lahkgyan Vanara.md create mode 100755 content/mechanics/srd/Heritages/Leaf Leshy.md create mode 100755 content/mechanics/srd/Heritages/Lethoci.md create mode 100755 content/mechanics/srd/Heritages/Liminal Catfolk.md create mode 100755 content/mechanics/srd/Heritages/Liminal Fetchling.md create mode 100755 content/mechanics/srd/Heritages/Longsnout Rat.md create mode 100755 content/mechanics/srd/Heritages/Lorekeeper Shisk.md create mode 100755 content/mechanics/srd/Heritages/Lotus Leshy.md create mode 100755 content/mechanics/srd/Heritages/Luminous Sprite.md create mode 100755 content/mechanics/srd/Heritages/Mage Automaton.md create mode 100755 content/mechanics/srd/Heritages/Melixie.md create mode 100755 content/mechanics/srd/Heritages/Mistbreath Azarketi.md create mode 100755 content/mechanics/srd/Heritages/Monstrous Skeleton.md create mode 100755 content/mechanics/srd/Heritages/Mountainkeeper Tengu.md create mode 100755 content/mechanics/srd/Heritages/Murkeyed Azarketi.md create mode 100755 content/mechanics/srd/Heritages/Mutated Fleshwarp.md create mode 100755 content/mechanics/srd/Heritages/Nascent.md create mode 100755 content/mechanics/srd/Heritages/Nephilim.md create mode 100755 content/mechanics/srd/Heritages/Nightglider Strix.md create mode 100755 content/mechanics/srd/Heritages/Nine Lives Catfolk.md create mode 100755 content/mechanics/srd/Heritages/Nomadic Halfling.md create mode 100755 content/mechanics/srd/Heritages/Nyktera.md create mode 100755 content/mechanics/srd/Heritages/Oathkeeper Dwarf.md create mode 100755 content/mechanics/srd/Heritages/Observant Halfling.md create mode 100755 content/mechanics/srd/Heritages/Old-Blood Vishkanya.md create mode 100755 content/mechanics/srd/Heritages/Oread.md create mode 100755 content/mechanics/srd/Heritages/Paddler Shoony.md create mode 100755 content/mechanics/srd/Heritages/Pine Leshy.md create mode 100755 content/mechanics/srd/Heritages/Pixie.md create mode 100755 content/mechanics/srd/Heritages/Poisonhide Grippli.md create mode 100755 content/mechanics/srd/Heritages/Polychromatic Anadi.md create mode 100755 content/mechanics/srd/Heritages/Polyglot Android.md create mode 100755 content/mechanics/srd/Heritages/Predator Strix.md create mode 100755 content/mechanics/srd/Heritages/Prismatic Vishkanya.md create mode 100755 content/mechanics/srd/Heritages/Quillcoat Shisk.md create mode 100755 content/mechanics/srd/Heritages/Ragdyan Vanara.md create mode 100755 content/mechanics/srd/Heritages/Rainfall Orc.md create mode 100755 content/mechanics/srd/Heritages/Razortooth Goblin.md create mode 100755 content/mechanics/srd/Heritages/Reflection.md create mode 100755 content/mechanics/srd/Heritages/Resolute Fetchling.md create mode 100755 content/mechanics/srd/Heritages/Rite of Invocation.md create mode 100755 content/mechanics/srd/Heritages/Rite of Knowing.md create mode 100755 content/mechanics/srd/Heritages/Rite of Light.md create mode 100755 content/mechanics/srd/Heritages/Rite of Passage.md create mode 100755 content/mechanics/srd/Heritages/Rite of Reinforcement.md create mode 100755 content/mechanics/srd/Heritages/River Azarketi.md create mode 100755 content/mechanics/srd/Heritages/Rock Dwarf.md create mode 100755 content/mechanics/srd/Heritages/Root Leshy.md create mode 100755 content/mechanics/srd/Heritages/Runtboss Hobgoblin.md create mode 100755 content/mechanics/srd/Heritages/Sacred Nagaji.md create mode 100755 content/mechanics/srd/Heritages/Sandstrider Lizardfolk.md create mode 100755 content/mechanics/srd/Heritages/Scalekeeper Vishkanya.md create mode 100755 content/mechanics/srd/Heritages/Scavenger Strix.md create mode 100755 content/mechanics/srd/Heritages/Seaweed Leshy.md create mode 100755 content/mechanics/srd/Heritages/Seer Elf.md create mode 100755 content/mechanics/srd/Heritages/Sensate Gnome.md create mode 100755 content/mechanics/srd/Heritages/Sewer Rat.md create mode 100755 content/mechanics/srd/Heritages/Shadow Rat.md create mode 100755 content/mechanics/srd/Heritages/Shapewrought Fleshwarp.md create mode 100755 content/mechanics/srd/Heritages/Sharp-Eared Catfolk.md create mode 100755 content/mechanics/srd/Heritages/Sharpshooter Automaton.md create mode 100755 content/mechanics/srd/Heritages/Shoreline Strix.md create mode 100755 content/mechanics/srd/Heritages/Shortshanks Hobgoblin.md create mode 100755 content/mechanics/srd/Heritages/Skilled Heritage.md create mode 100755 content/mechanics/srd/Heritages/Skyborn Tengu.md create mode 100755 content/mechanics/srd/Heritages/Smokeworker Hobgoblin.md create mode 100755 content/mechanics/srd/Heritages/Snaptongue Grippli.md create mode 100755 content/mechanics/srd/Heritages/Snaring Anadi.md create mode 100755 content/mechanics/srd/Heritages/Snow Goblin.md create mode 100755 content/mechanics/srd/Heritages/Snow Rat.md create mode 100755 content/mechanics/srd/Heritages/Songbird Strix.md create mode 100755 content/mechanics/srd/Heritages/Spellkeeper Shisk.md create mode 100755 content/mechanics/srd/Heritages/Spellscale Kobold.md create mode 100755 content/mechanics/srd/Heritages/Spindly Anadi.md create mode 100755 content/mechanics/srd/Heritages/Spined Azarketi.md create mode 100755 content/mechanics/srd/Heritages/Steelskin Hobgoblin.md create mode 100755 content/mechanics/srd/Heritages/Stickytoe Grippli.md create mode 100755 content/mechanics/srd/Heritages/Stonestep Shisk.md create mode 100755 content/mechanics/srd/Heritages/Stormtossed Tengu.md create mode 100755 content/mechanics/srd/Heritages/Strong Oak.md create mode 100755 content/mechanics/srd/Heritages/Strong-Blooded Dwarf.md create mode 100755 content/mechanics/srd/Heritages/Stronggut Shisk.md create mode 100755 content/mechanics/srd/Heritages/Strongjaw Kobold.md create mode 100755 content/mechanics/srd/Heritages/Stuffed Poppet.md create mode 100755 content/mechanics/srd/Heritages/Sturdy Skeleton.md create mode 100755 content/mechanics/srd/Heritages/Suli.md create mode 100755 content/mechanics/srd/Heritages/Surgewise Fleshwarp.md create mode 100755 content/mechanics/srd/Heritages/Sweetbreath Gnoll.md create mode 100755 content/mechanics/srd/Heritages/Sylph.md create mode 100755 content/mechanics/srd/Heritages/Tactile Azarketi.md create mode 100755 content/mechanics/srd/Heritages/Tailed Goblin.md create mode 100755 content/mechanics/srd/Heritages/Taloned Tengu.md create mode 100755 content/mechanics/srd/Heritages/Talos.md create mode 100755 content/mechanics/srd/Heritages/Technological Fleshwarp.md create mode 100755 content/mechanics/srd/Heritages/Thalassic Azarketi.md create mode 100755 content/mechanics/srd/Heritages/Thickcoat Shoony.md create mode 100755 content/mechanics/srd/Heritages/Thorned Rose.md create mode 100755 content/mechanics/srd/Heritages/Titan Nagaji.md create mode 100755 content/mechanics/srd/Heritages/Toy Poppet.md create mode 100755 content/mechanics/srd/Heritages/Treedweller Goblin.md create mode 100755 content/mechanics/srd/Heritages/Trogloshi.md create mode 100755 content/mechanics/srd/Heritages/Tunnel Rat.md create mode 100755 content/mechanics/srd/Heritages/Tunnelflood Kobold.md create mode 100755 content/mechanics/srd/Heritages/Twilight Halfling.md create mode 100755 content/mechanics/srd/Heritages/Umbral Gnome.md create mode 100755 content/mechanics/srd/Heritages/Unbreakable Goblin.md create mode 100755 content/mechanics/srd/Heritages/Undine.md create mode 100755 content/mechanics/srd/Heritages/Unseen Lizardfolk.md create mode 100755 content/mechanics/srd/Heritages/Venom-Resistant Vishkanya.md create mode 100755 content/mechanics/srd/Heritages/Venomous Anadi.md create mode 100755 content/mechanics/srd/Heritages/Venomshield Nagaji.md create mode 100755 content/mechanics/srd/Heritages/Venomtail Kobold.md create mode 100755 content/mechanics/srd/Heritages/Versatile Heritage.md create mode 100755 content/mechanics/srd/Heritages/Vicious Goloma.md create mode 100755 content/mechanics/srd/Heritages/Vigilant Goloma.md create mode 100755 content/mechanics/srd/Heritages/Vine Leshy.md create mode 100755 content/mechanics/srd/Heritages/Vivacious Gnome.md create mode 100755 content/mechanics/srd/Heritages/Wajaghand Vanara.md create mode 100755 content/mechanics/srd/Heritages/Warden Human (BB).md create mode 100755 content/mechanics/srd/Heritages/Warmarch Hobgoblin.md create mode 100755 content/mechanics/srd/Heritages/Warrenbred Hobgoblin.md create mode 100755 content/mechanics/srd/Heritages/Warrior Android.md create mode 100755 content/mechanics/srd/Heritages/Warrior Automaton.md create mode 100755 content/mechanics/srd/Heritages/Wavediver Tengu.md create mode 100755 content/mechanics/srd/Heritages/Wellspring Gnome.md create mode 100755 content/mechanics/srd/Heritages/Wetlander Lizardfolk.md create mode 100755 content/mechanics/srd/Heritages/Whipfang Nagaji.md create mode 100755 content/mechanics/srd/Heritages/Whisper Elf.md create mode 100755 content/mechanics/srd/Heritages/Wildwood Halfling.md create mode 100755 content/mechanics/srd/Heritages/Windup Poppet.md create mode 100755 content/mechanics/srd/Heritages/Windweb Grippli.md create mode 100755 content/mechanics/srd/Heritages/Winter Catfolk.md create mode 100755 content/mechanics/srd/Heritages/Winter Orc.md create mode 100755 content/mechanics/srd/Heritages/Wintertouched Human.md create mode 100755 content/mechanics/srd/Heritages/Wishborn Poppet.md create mode 100755 content/mechanics/srd/Heritages/Wisp Fetchling.md create mode 100755 content/mechanics/srd/Heritages/Witch Gnoll.md create mode 100755 content/mechanics/srd/Heritages/Woodland Elf.md create mode 100755 content/mechanics/srd/Heritages/Woodstalker Lizardfolk.md create mode 100755 content/mechanics/srd/Heritages/Xyloshi.md create mode 100755 content/mechanics/srd/Heritages/desktop.ini create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/desktop.ini create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/icons-creatures-abilities-mouth-teeth-long-red.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/icons-tools-navigation-map-chart-tan.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/icons-tools-smithing-furnace-fire-metal-orange.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-default-icons-heritage.svg create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry--nomadic-halfling.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-aasimar.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-ancient-blooded-dwarf.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-ancient-elf.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-anvil-dwarf.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-artic-elf.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-badlands-orc.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-beastkin.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-bloodhound-shoony.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-caveren-elf.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-cavern-kobold.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-chameleon-gnome.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-changeling.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-charhide-goblin.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-clawed-catfolk.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-cliifscale-lizardfolk.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-death-warden-dwarf.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-deep-orc.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-deep-rat.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-desert-elf.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-desert-rat.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-dhampir.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-dragonscaled-kobold.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-duskwalker.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-elemental-heat-dwarf.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-fey-touched-gnome.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-fishseeker-shoony.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-forge-dwarf.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-frilled-lizardfolk.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-fungus-leshy.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-goudy-leshy.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-gutsy-halfling.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-half-elf.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-half-orc.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-hillock-halfling.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-hold-scarred-orc.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-hunting-catfolk.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-irongut-goblin.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-jinxed-halfling.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-jinxed-tengu.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-jungle-catfolk.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-leafy-leshy.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-longsnout-rat.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-mountainkeeper-tengu.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-nine-lives-catfolk.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-oathkeeper-dwarf.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-observant-halfling.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-paddler-shoony.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-rainfall-orc.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-razortooth-goblin.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-rock-dwarf.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-runtboss-hobgoblin.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-sandstrider-lizardfolk.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-seer-elf.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-sensate-gnome.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-sewer-rat.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-shadow-rat.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-skyborn-tengu.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-smokeworker-hobgoblin.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-snow-goblin.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-spellscale-kobold.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-stickeytoe-tripkee.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-stormtossed-tengu.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-strong-blooded-dwarf.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-strongjaw-kobold.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-tailed-goblin.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-taloned-tengu.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-thickcoat-shoony.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-treedweller-goblin.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-twilight-halfling.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-umbral-gnome.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-unbreakable-goblin.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-unseen-lizardfolk.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-venomtail-kobold.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-versatile-heritage.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-vine-leshy.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-vivacious-gnome.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-warmarch-hobgoblin.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-warrenbred-hobgoblin.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-wellspring-gnome.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-wetlander-lizardfolk.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-whisper-elf.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-wildwood-halfling.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-winter-catfolk.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-wintertouched-human.webp create mode 100755 content/mechanics/srd/Heritages/zz_asset-files/systems-pf2e-icons-features-ancestry-woodland-elf.webp create mode 100755 content/mechanics/srd/Rule References/Acid.md create mode 100755 content/mechanics/srd/Rule References/Agile.md create mode 100755 content/mechanics/srd/Rule References/Air.md create mode 100755 content/mechanics/srd/Rule References/All-Around Vision.md create mode 100755 content/mechanics/srd/Rule References/Arcane.md create mode 100755 content/mechanics/srd/Rule References/Aura.md create mode 100755 content/mechanics/srd/Rule References/Clumsy.md create mode 100755 content/mechanics/srd/Rule References/Cold.md create mode 100755 content/mechanics/srd/Rule References/Concentrate.md create mode 100755 content/mechanics/srd/Rule References/Constrict.md create mode 100755 content/mechanics/srd/Rule References/Curse.md create mode 100755 content/mechanics/srd/Rule References/Deadly.md create mode 100755 content/mechanics/srd/Rule References/Death Effects and Instant Death.md create mode 100755 content/mechanics/srd/Rule References/Death.md create mode 100755 content/mechanics/srd/Rule References/Deception.md create mode 100755 content/mechanics/srd/Rule References/Difficult Terrain.md create mode 100755 content/mechanics/srd/Rule References/Divine.md create mode 100755 content/mechanics/srd/Rule References/Downtime Mode.md create mode 100755 content/mechanics/srd/Rule References/Drained.md create mode 100755 content/mechanics/srd/Rule References/Electricity.md create mode 100755 content/mechanics/srd/Rule References/Emotion.md create mode 100755 content/mechanics/srd/Rule References/Enchantment.md create mode 100755 content/mechanics/srd/Rule References/Enfeebled.md create mode 100755 content/mechanics/srd/Rule References/Evocation.md create mode 100755 content/mechanics/srd/Rule References/Fast Healing and Regeneration.md create mode 100755 content/mechanics/srd/Rule References/Finesse.md create mode 100755 content/mechanics/srd/Rule References/Fire.md create mode 100755 content/mechanics/srd/Rule References/Flanking.md create mode 100755 content/mechanics/srd/Rule References/Flat Check.md create mode 100755 content/mechanics/srd/Rule References/Flat-Footed.md create mode 100755 content/mechanics/srd/Rule References/Force Open.md create mode 100755 content/mechanics/srd/Rule References/Fortune and Misfortune.md create mode 100755 content/mechanics/srd/Rule References/Grab.md create mode 100755 content/mechanics/srd/Rule References/Hidden.md create mode 100755 content/mechanics/srd/Rule References/Incapacitation.md create mode 100755 content/mechanics/srd/Rule References/Items and Hit Points.md create mode 100755 content/mechanics/srd/Rule References/Knockdown.md create mode 100755 content/mechanics/srd/Rule References/Light Blindness.md create mode 100755 content/mechanics/srd/Rule References/Magical.md create mode 100755 content/mechanics/srd/Rule References/Manipulate.md create mode 100755 content/mechanics/srd/Rule References/Massive Damage.md create mode 100755 content/mechanics/srd/Rule References/Mental.md create mode 100755 content/mechanics/srd/Rule References/Necomancy.md create mode 100755 content/mechanics/srd/Rule References/Necromancy.md create mode 100755 content/mechanics/srd/Rule References/Occult.md create mode 100755 content/mechanics/srd/Rule References/Persistent Damage.md create mode 100755 content/mechanics/srd/Rule References/Poison.md create mode 100755 content/mechanics/srd/Rule References/Push.md create mode 100755 content/mechanics/srd/Rule References/Range.md create mode 100755 content/mechanics/srd/Rule References/Reach.md create mode 100755 content/mechanics/srd/Rule References/Recovery Check.md create mode 100755 content/mechanics/srd/Rule References/Reload.md create mode 100755 content/mechanics/srd/Rule References/Secret Checks.md create mode 100755 content/mechanics/srd/Rule References/Sickened.md create mode 100755 content/mechanics/srd/Rule References/Stunned.md create mode 100755 content/mechanics/srd/Rule References/Temporary Hit Points.md create mode 100755 content/mechanics/srd/Rule References/Thievery.md create mode 100755 content/mechanics/srd/Rule References/Transmutation.md create mode 100755 content/mechanics/srd/Rule References/Undetected.md create mode 100755 content/mechanics/srd/Rule References/Versatile.md create mode 100755 content/mechanics/srd/Rule References/Water.md create mode 100755 content/mechanics/srd/Rule References/Wrathful Weapon.md create mode 100755 content/mechanics/srd/Rule References/auditory.md create mode 100755 content/mechanics/srd/Rule References/desktop.ini create mode 100755 content/mechanics/srd/Vehicles/Adaptable Paddleboat.md create mode 100755 content/mechanics/srd/Vehicles/Airship.md create mode 100755 content/mechanics/srd/Vehicles/Ambling Surveyor.md create mode 100755 content/mechanics/srd/Vehicles/Apparatus of the Octopus.md create mode 100755 content/mechanics/srd/Vehicles/Armored Carriage.md create mode 100755 content/mechanics/srd/Vehicles/Automated Cycle.md create mode 100755 content/mechanics/srd/Vehicles/Bathysphere.md create mode 100755 content/mechanics/srd/Vehicles/Battery Tower.md create mode 100755 content/mechanics/srd/Vehicles/Bone Ship.md create mode 100755 content/mechanics/srd/Vehicles/Bunta.md create mode 100755 content/mechanics/srd/Vehicles/Carriage.md create mode 100755 content/mechanics/srd/Vehicles/Cart.md create mode 100755 content/mechanics/srd/Vehicles/Cauldron of Flying.md create mode 100755 content/mechanics/srd/Vehicles/Chariot (Heavy).md create mode 100755 content/mechanics/srd/Vehicles/Chariot (Light).md create mode 100755 content/mechanics/srd/Vehicles/Cliff Crawler.md create mode 100755 content/mechanics/srd/Vehicles/Clockwork Borer.md create mode 100755 content/mechanics/srd/Vehicles/Clockwork Bumblebee.md create mode 100755 content/mechanics/srd/Vehicles/Clockwork Castle.md create mode 100755 content/mechanics/srd/Vehicles/Clockwork Hopper.md create mode 100755 content/mechanics/srd/Vehicles/Clockwork Wagon.md create mode 100755 content/mechanics/srd/Vehicles/Clunkerjunker.md create mode 100755 content/mechanics/srd/Vehicles/Cutter.md create mode 100755 content/mechanics/srd/Vehicles/Firefly.md create mode 100755 content/mechanics/srd/Vehicles/Firework Pogo.md create mode 100755 content/mechanics/srd/Vehicles/Galley.md create mode 100755 content/mechanics/srd/Vehicles/Glider.md create mode 100755 content/mechanics/srd/Vehicles/Helepolis.md create mode 100755 content/mechanics/srd/Vehicles/Hillcross Glider.md create mode 100755 content/mechanics/srd/Vehicles/Hot Air Balloon.md create mode 100755 content/mechanics/srd/Vehicles/Longship.md create mode 100755 content/mechanics/srd/Vehicles/Mobile Inn.md create mode 100755 content/mechanics/srd/Vehicles/Raft.md create mode 100755 content/mechanics/srd/Vehicles/Rowboat.md create mode 100755 content/mechanics/srd/Vehicles/Sailing Ship.md create mode 100755 content/mechanics/srd/Vehicles/Sand Barge.md create mode 100755 content/mechanics/srd/Vehicles/Sand Diver.md create mode 100755 content/mechanics/srd/Vehicles/Sand Racer.md create mode 100755 content/mechanics/srd/Vehicles/Sandsailer.md create mode 100755 content/mechanics/srd/Vehicles/Second Kiss.md create mode 100755 content/mechanics/srd/Vehicles/Shark Diver.md create mode 100755 content/mechanics/srd/Vehicles/Siege Tower.md create mode 100755 content/mechanics/srd/Vehicles/Sky Chariot (Heavy).md create mode 100755 content/mechanics/srd/Vehicles/Sky Chariot (Light).md create mode 100755 content/mechanics/srd/Vehicles/Sky Chariot (Medium).md create mode 100755 content/mechanics/srd/Vehicles/Sleigh.md create mode 100755 content/mechanics/srd/Vehicles/Snail Coach.md create mode 100755 content/mechanics/srd/Vehicles/Speedster.md create mode 100755 content/mechanics/srd/Vehicles/Steam Cart.md create mode 100755 content/mechanics/srd/Vehicles/Steam Giant.md create mode 100755 content/mechanics/srd/Vehicles/Steam Trolley.md create mode 100755 content/mechanics/srd/Vehicles/Strider.md create mode 100755 content/mechanics/srd/Vehicles/Titanic Stomper.md create mode 100755 content/mechanics/srd/Vehicles/Velocipede.md create mode 100755 content/mechanics/srd/Vehicles/Vonthos's Golden Bridge.md create mode 100755 content/mechanics/srd/Vehicles/Wagon.md create mode 100755 content/mechanics/srd/Vehicles/desktop.ini create mode 100755 content/mechanics/srd/Vehicles/zz_asset-files/desktop.ini create mode 100755 content/mechanics/srd/Vehicles/zz_asset-files/systems-pf2e-icons-default-icons-vehicle.svg delete mode 100644 docs/advanced/creating components.md delete mode 100644 docs/advanced/making plugins.md delete mode 100644 docs/advanced/paths.md delete mode 100644 docs/authoring content.md delete mode 100644 docs/build.md delete mode 100644 docs/configuration.md delete mode 100644 docs/features/Citations.md delete mode 100644 docs/features/Docker Support.md delete mode 100644 docs/features/RSS Feed.md delete mode 100644 docs/features/Roam Research compatibility.md delete mode 100644 docs/features/backlinks.md delete mode 100644 docs/features/breadcrumbs.md delete mode 100644 docs/features/comments.md delete mode 100644 docs/features/explorer.md delete mode 100644 docs/features/folder and tag listings.md delete mode 100644 docs/features/graph view.md delete mode 100644 docs/features/popover previews.md delete mode 100644 docs/features/private pages.md delete mode 100644 docs/features/reader mode.md delete mode 100644 docs/features/recent notes.md delete mode 100644 docs/features/social images.md delete mode 100644 docs/features/syntax highlighting.md delete mode 100644 docs/features/upcoming features.md delete mode 100644 docs/hosting.md delete mode 100644 docs/images/custom-social-image-preview-dark.png delete mode 100644 docs/images/custom-social-image-preview-light.png delete mode 100644 docs/images/giscus-discussion.png delete mode 100644 docs/images/giscus-example.png delete mode 100644 docs/images/giscus-repo.png delete mode 100644 docs/images/giscus-results.png delete mode 100644 docs/images/quartz-layout-desktop.png delete mode 100644 docs/images/quartz-layout-mobile.png delete mode 100644 docs/images/quartz-layout-tablet.png delete mode 100644 docs/images/social-image-preview-dark.png delete mode 100644 docs/images/social-image-preview-light.png delete mode 100644 docs/index.md delete mode 100644 docs/layout-components.md delete mode 100644 docs/layout.md delete mode 100644 docs/plugins/Citations.md delete mode 100644 docs/plugins/ContentIndex.md delete mode 100644 docs/plugins/CreatedModifiedDate.md delete mode 100644 docs/plugins/CustomOgImages.md delete mode 100644 docs/plugins/Favicon.md delete mode 100644 docs/plugins/FolderPage.md delete mode 100644 docs/plugins/Frontmatter.md delete mode 100644 docs/plugins/Latex.md delete mode 100644 docs/plugins/ObsidianFlavoredMarkdown.md delete mode 100644 docs/plugins/RoamFlavoredMarkdown.md delete mode 100644 docs/plugins/TagPage.md delete mode 100644 docs/setting up your GitHub repository.md delete mode 100644 docs/showcase.md diff --git a/.github/ISSUE_TEMPLATE/bug_report.md b/.github/ISSUE_TEMPLATE/bug_report.md deleted file mode 100644 index 9ac527d4a..000000000 --- a/.github/ISSUE_TEMPLATE/bug_report.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Bug report -about: Something about Quartz isn't working the way you expect -title: "" -labels: bug -assignees: "" ---- - -**Describe the bug** -A clear and concise description of what the bug is. - -**To Reproduce** -Steps to reproduce the behavior: - -1. Go to '...' -2. Click on '....' -3. Scroll down to '....' -4. See error - -**Expected behavior** -A clear and concise description of what you expected to happen. - -**Screenshots and Source** -If applicable, add screenshots to help explain your problem. - -You can help speed up fixing the problem by either - -1. providing a simple reproduction -2. linking to your Quartz repository where the problem can be observed - -**Desktop (please complete the following information):** - -- Quartz Version: [e.g. v4.1.2] -- `node` Version: [e.g. v18.16] -- `npm` version: [e.g. v10.1.0] -- OS: [e.g. iOS] -- Browser [e.g. chrome, safari] - -**Additional context** -Add any other context about the problem here. diff --git a/.github/ISSUE_TEMPLATE/feature_request.md b/.github/ISSUE_TEMPLATE/feature_request.md deleted file mode 100644 index e766b49b8..000000000 --- a/.github/ISSUE_TEMPLATE/feature_request.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -name: Feature request -about: Suggest an idea or improvement for Quartz -title: "" -labels: enhancement -assignees: "" ---- - -**Is your feature request related to a problem? Please describe.** -A clear and concise description of what the problem is. Ex. I'm always frustrated when [...] - -**Describe the solution you'd like** -A clear and concise description of what you want to happen. - -**Describe alternatives you've considered** -A clear and concise description of any alternative solutions or features you've considered. - -**Additional context** -Add any other context or screenshots about the feature request here. diff --git a/.github/pull_request_template.md b/.github/pull_request_template.md deleted file mode 100644 index a5bab096d..000000000 --- a/.github/pull_request_template.md +++ /dev/null @@ -1,31 +0,0 @@ - diff --git a/content/Worlds/1. Red Eclipse/1. Karaktärer/Party/Grimm Wontan/Grimm.md b/content/Worlds/1. Red Eclipse/1. Karaktärer/Party/Grimm Wontan/Grimm.md index 58f1a6ee6..fbfe9221f 100755 --- a/content/Worlds/1. Red Eclipse/1. Karaktärer/Party/Grimm Wontan/Grimm.md +++ b/content/Worlds/1. Red Eclipse/1. Karaktärer/Party/Grimm Wontan/Grimm.md @@ -20,6 +20,9 @@ Det finns flera effekter av detta - Han blev alkoholist efter kriget, och levde i Absalom och söp och spelade kort under 4 år - På grund av den förlust han kände efter deserteringen +# Effekter +Han har just nu [[Cayden Cailean - Minor Boon]], vilket inte är helt till en fördel när man är alkoholist. + # Tidslinje 37 år sedan - född. Desna dog, och en del av hennes ritning fäste sig vid Grimm. diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Cheliax/Biblioteket.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Cheliax/Biblioteket.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Cheliax/Biblioteket.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Cheliax/Biblioteket.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Cheliax/Hela visiten till Cheliax.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Cheliax/Hela visiten till Cheliax.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Cheliax/Hela visiten till Cheliax.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Cheliax/Hela visiten till Cheliax.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Cheliax/Palace Break.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Cheliax/Palace Break.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Cheliax/Palace Break.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Cheliax/Palace Break.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Cheliax/Prison break.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Cheliax/Prison break.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Cheliax/Prison break.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Cheliax/Prison break.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Cheliax/Rädda Fanny.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Cheliax/Rädda Fanny.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Cheliax/Rädda Fanny.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Cheliax/Rädda Fanny.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Cheliax/The pellet with the poison's in the flagon with the dragon.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Cheliax/The pellet with the poison's in the flagon with the dragon.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Cheliax/The pellet with the poison's in the flagon with the dragon.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Cheliax/The pellet with the poison's in the flagon with the dragon.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Cheliax/Turneringen.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Cheliax/Turneringen.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Cheliax/Turneringen.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Cheliax/Turneringen.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/De-Thrune the Queen.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/De-Thrune the Queen.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/De-Thrune the Queen.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/De-Thrune the Queen.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Drog-Iljus äventyr.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Drog-Iljus äventyr.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Drog-Iljus äventyr.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Drog-Iljus äventyr.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Elizars familjebestyr.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Elizars familjebestyr.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Elizars familjebestyr.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Elizars familjebestyr.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Isger/Försvunna personer.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Isger/Försvunna personer.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Isger/Försvunna personer.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Isger/Försvunna personer.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Isger/Lamonds ruiner.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Isger/Lamonds ruiner.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Isger/Lamonds ruiner.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Isger/Lamonds ruiner.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Isger/Tidsloopen hos Baron Geddon.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Isger/Tidsloopen hos Baron Geddon.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Isger/Tidsloopen hos Baron Geddon.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Isger/Tidsloopen hos Baron Geddon.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Kill Vilree.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Kill Vilree.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Kill Vilree.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Kill Vilree.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Mount Doom.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Mount Doom.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Mount Doom.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Mount Doom.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Samla Allierade mot Cheliax.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Samla Allierade mot Cheliax.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Samla Allierade mot Cheliax.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Samla Allierade mot Cheliax.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Spearfishing.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Spearfishing.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Spearfishing.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Spearfishing.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Tellus/Get the Hell out of here.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Tellus/Get the Hell out of here.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Tellus/Get the Hell out of here.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Tellus/Get the Hell out of here.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Tellus/Oh cousin, where art thou.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Tellus/Oh cousin, where art thou.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Tellus/Oh cousin, where art thou.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Tellus/Oh cousin, where art thou.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Tellus/Plan för att få tag på staven.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Tellus/Plan för att få tag på staven.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Tellus/Plan för att få tag på staven.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Tellus/Plan för att få tag på staven.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Tellus/Plan för att krossa fortet.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Tellus/Plan för att krossa fortet.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Tellus/Plan för att krossa fortet.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Tellus/Plan för att krossa fortet.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Who's got the power.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Who's got the power.md similarity index 100% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/1. Completed/Who's got the power.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/1. Avslutade/Who's got the power.md diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/2. Pågående/I wanna be the star.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/2. Pågående/I wanna be the Star.md similarity index 99% rename from content/Worlds/1. Red Eclipse/4. Uppdrag/2. Pågående/I wanna be the star.md rename to content/Worlds/1. Red Eclipse/4. Uppdrag/2. Pågående/I wanna be the Star.md index 83b0f7e5c..6c0c3d67e 100755 --- a/content/Worlds/1. Red Eclipse/4. Uppdrag/2. Pågående/I wanna be the star.md +++ b/content/Worlds/1. Red Eclipse/4. Uppdrag/2. Pågående/I wanna be the Star.md @@ -20,5 +20,3 @@ Bör vara relaterade till hur vi vill påverka världen med våra nya krafter? - Hur kan vi förinta [[Asmodeus]] så att han aldrig mer är ett hot för någon? - Hur kan jag rädda [[Desna]] utan att själv dö? - Vad hände med min mormor? - - diff --git a/content/Worlds/1. Red Eclipse/6. Meta/House Rules/Ready a Spell.md b/content/Worlds/1. Red Eclipse/6. Meta/House Rules/Ready a Spell.md index 0b3a14f96..74c406973 100755 --- a/content/Worlds/1. Red Eclipse/6. Meta/House Rules/Ready a Spell.md +++ b/content/Worlds/1. Red Eclipse/6. Meta/House Rules/Ready a Spell.md @@ -1 +1 @@ -Om man gör [[Mechanics/Rules/actions/Ready|Ready]] under två rundor i rad så kan man kasta en 2-action spell istället för bara en single action (*⬻{ .Pathfinder }*). Väldigt dödligt, och från och med nu så kommer ingen att vilja gå runt hörn. \ No newline at end of file +Om man gör [[Mechanics/Rules/actions/Ready|Ready]] under två rundor i rad så kan man kasta en 2-action spell istället för bara en single action (*⬻{ .Pathfinder }*). Väldigt dödligt, och från och med nu så kommer ingen att vilja gå runt hörn :) \ No newline at end of file diff --git a/content/mechanics/setting/domains.md b/content/mechanics/setting/domains.md deleted file mode 100644 index 37efb57f2..000000000 --- a/content/mechanics/setting/domains.md +++ /dev/null @@ -1,425 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/aoa4 -- compendium/src/pf2e/aoe5 -- compendium/src/pf2e/av3 -- compendium/src/pf2e/bl6 -- compendium/src/pf2e/crb -- compendium/src/pf2e/logm -aliases: ["Domains"] ---- -# Domains - - -## Abomination -_Source: Abomination Vaults #3: Eyes of Empty Death p. 65_ - -You seek to instill abhorrence and horror in those around you. - -**Spells** [Lift Nature's Caul](compendium/spells/lift-natures-caul-av3.md), [Fearful Feast](compendium/spells/fearful-feast-av3.md) - -## Air -_Source: Core Rulebook p. 441_ - -You can control winds and the weather. - -**Spells** [Pushing Gust](compendium/spells/pushing-gust.md), [Disperse Into Air](compendium/spells/disperse-into-air.md) - -## Ambition -_Source: Core Rulebook p. 441_ - -You strive to keep up with and outpace the competition. - -**Spells** [Blind Ambition](compendium/spells/blind-ambition.md), [Competitive Edge](compendium/spells/competitive-edge.md) - -## Change -_Source: Lost Omens: Gods & Magic p. 112_ - -You can restructure the physical and metaphysical. - -**Spells** [Adapt Self](compendium/spells/adapt-self-logm.md), [Adaptive Ablation](compendium/spells/adaptive-ablation-logm.md) - -## Cities -_Source: Core Rulebook p. 441_ - -You have powers over urban environments and denizens. - -**Spells** [Face In The Crowd](compendium/spells/face-in-the-crowd.md), [Pulse Of The City](compendium/spells/pulse-of-the-city.md) - -## Cold -_Source: Lost Omens: Gods & Magic p. 112_ - -You control ice, snow, and freezing temperatures. - -**Spells** [Winter Bolt](compendium/spells/winter-bolt-logm.md), [Diamond Dust](compendium/spells/diamond-dust-logm.md) - -## Confidence -_Source: Core Rulebook p. 441_ - -You overcome your fear and project pride. - -**Spells** [Veil Of Confidence](compendium/spells/veil-of-confidence.md), [Delusional Pride](compendium/spells/delusional-pride.md) - -## Creation -_Source: Core Rulebook p. 441_ - -You have divine abilities related to crafting and art. - -**Spells** [Splash Of Art](compendium/spells/splash-of-art.md), [Artistic Flourish](compendium/spells/artistic-flourish.md) - -## Darkness -_Source: Core Rulebook p. 441_ - -You operate in the darkness and take away the light. - -**Spells** [Cloak Of Shadow](compendium/spells/cloak-of-shadow.md), [Darkened Eyes](compendium/spells/darkened-eyes.md) - -## Death -_Source: Core Rulebook p. 441_ - -You have the power to end lives and destroy undead. - -**Spells** [Death's Call](compendium/spells/deaths-call.md), [Eradicate Undeath](compendium/spells/eradicate-undeath.md) - -## Decay -_Source: Lost Omens: Gods & Magic p. 112_ - -You have the power to spoil and deteriorate matter. - -**Spells** [Withering Grasp](compendium/spells/withering-grasp-logm.md), [Fallow Field](compendium/spells/fallow-field-logm.md) - -## Delirium -_Source: Lost Omens: Gods & Magic p. 113_ - -You can bring about hallucinations and restlessness. - -**Spells** [Hyperfocus](compendium/spells/hyperfocus-logm.md), [Ephemeral Hazards](compendium/spells/ephemeral-hazards-logm.md) - -## Destruction -_Source: Core Rulebook p. 441_ - -You are a conduit for divine devastation. - -**Spells** [Cry Of Destruction](compendium/spells/cry-of-destruction.md), [Destructive Aura](compendium/spells/destructive-aura.md) - -## Dreams -_Source: Core Rulebook p. 441_ - -You have the power to enter and manipulate dreams. - -**Spells** [Sweet Dream](compendium/spells/sweet-dream.md), [Dreamer's Call](compendium/spells/dreamers-call.md) - -## Dust -_Source: Lost Omens: Gods & Magic p. 114_ - -You have the power to dry and crumble what opposes you. - -**Spells** [Parch](compendium/spells/parch-logm.md), [Dust Storm](compendium/spells/dust-storm-logm.md) - -## Duty -_Source: Lost Omens: Gods & Magic p. 114_ - -You defend oaths and carry out your divine missions with great dedication. - -**Spells** [Oathkeeper's Insignia](compendium/spells/oathkeepers-insignia-logm.md), [Dutiful Challenge](compendium/spells/dutiful-challenge-logm.md) - -## Earth -_Source: Core Rulebook p. 441_ - -You control soil and stone. - -**Spells** [Hurtling Stone](compendium/spells/hurtling-stone.md), [Localized Quake](compendium/spells/localized-quake.md) - -## Family -_Source: Core Rulebook p. 441_ - -You aid and protect your family and community more effectively. - -**Spells** [Soothing Words](compendium/spells/soothing-words.md), [Unity](compendium/spells/unity.md) - -## Fate -_Source: Core Rulebook p. 441_ - -You see and understand hidden inevitabilities. - -**Spells** [Read Fate](compendium/spells/read-fate.md), [Tempt Fate](compendium/spells/tempt-fate.md) - -## Fire -_Source: Core Rulebook p. 441_ - -You control flame. - -**Spells** [Fire Ray](compendium/spells/fire-ray.md), [Flame Barrier](compendium/spells/flame-barrier.md) - -## Freedom -_Source: Core Rulebook p. 441_ - -You liberate yourself and others from shackles and constraints. - -**Spells** [Unimpeded Stride](compendium/spells/unimpeded-stride.md), [Word Of Freedom](compendium/spells/word-of-freedom.md) - -## Glyph -_Source: Lost Omens: Gods & Magic p. 114_ - -You wield power over written words and symbols. - -**Spells** [Redact](compendium/spells/redact-logm.md), [Ghostly Transcription](compendium/spells/ghostly-transcription-logm.md) - -## Healing -_Source: Core Rulebook p. 441_ - -Your healing magic is particularly potent. - -**Spells** [Healer's Blessing](compendium/spells/healers-blessing.md), [Rebuke Death](compendium/spells/rebuke-death.md) - -## Indulgence -_Source: Core Rulebook p. 441_ - -You feast mightily and can shake off the effects of overindulging. - -**Spells** [Overstuff](compendium/spells/overstuff.md), [Take Its Course](compendium/spells/take-its-course.md) - -## Introspection -_Source: Blood Lords #6: Ghost King's Rage p. 73_ - -You guide others in examining their lives, emotions, and motivations to ultimately become a truer version of themselves—a difficult and often painful process. - -## Knowledge -_Source: Core Rulebook p. 441_ - -You receive divine insights. - -**Spells** [Scholarly Recollection](compendium/spells/scholarly-recollection.md), [Know The Enemy](compendium/spells/know-the-enemy.md) - -## Lightning -_Source: Lost Omens: Gods & Magic p. 115_ - -You control electricity, thunder, and storms. - -**Spells** [Charged Javelin](compendium/spells/charged-javelin-logm.md), [Bottle The Storm](compendium/spells/bottle-the-storm-logm.md) - -## Luck -_Source: Core Rulebook p. 441_ - -You're unnaturally lucky and keep out of harm's way. - -**Spells** [Bit Of Luck](compendium/spells/bit-of-luck.md), [Lucky Break](compendium/spells/lucky-break.md) - -## Magic -_Source: Core Rulebook p. 441_ - -You perform the unexpected and inexplicable. - -**Spells** [Magic's Vessel](compendium/spells/magics-vessel.md), [Mystic Beacon](compendium/spells/mystic-beacon.md) - -## Might -_Source: Core Rulebook p. 441_ - -Your physical power is bolstered by divine strength. - -**Spells** [Athletic Rush](compendium/spells/athletic-rush.md), [Enduring Might](compendium/spells/enduring-might.md) - -## Moon -_Source: Core Rulebook p. 441_ - -You command powers associated with the moon. - -**Spells** [Moonbeam](compendium/spells/moonbeam.md), [Touch Of The Moon](compendium/spells/touch-of-the-moon.md) - -## Naga -_Source: Agents of Edgewatch #5: Belly of the Black Whale p. 441_ - -Like the serpentine nagas, you're in tune with cosmic forces that Ravithra once controlled. - -**Spells** [Split The Tongue](compendium/spells/split-the-tongue-aoe5.md), [Ordained Purpose](compendium/spells/ordained-purpose-aoe5.md) - -## Nature -_Source: Core Rulebook p. 441_ - -You hold power over animals and plants. - -**Spells** [Vibrant Thorns](compendium/spells/vibrant-thorns.md), [Nature's Bounty](compendium/spells/natures-bounty.md) - -## Nightmares -_Source: Core Rulebook p. 441_ - -You fill minds with horror and dread. - -**Spells** [Waking Nightmare](compendium/spells/waking-nightmare.md), [Shared Nightmare](compendium/spells/shared-nightmare.md) - -## Pain -_Source: Core Rulebook p. 441_ - -You punish those who displease you with the sharp sting of pain. - -**Spells** [Savor The Sting](compendium/spells/savor-the-sting.md), [Retributive Pain](compendium/spells/retributive-pain.md) - -## Passion -_Source: Core Rulebook p. 441_ - -You evoke passion, whether as love or lust. - -**Spells** [Charming Touch](compendium/spells/charming-touch.md), [Captivating Adoration](compendium/spells/captivating-adoration.md) - -## Perfection -_Source: Core Rulebook p. 441_ - -You strive to perfect your mind, body, and spirit. - -**Spells** [Perfected Mind](compendium/spells/perfected-mind.md), [Perfected Form](compendium/spells/perfected-form.md) - -## Plague -_Source: Lost Omens: Gods & Magic p. 115_ - -You wield disease and pestilence like a weapon. - -**Spells** [Divine Plagues](compendium/spells/divine-plagues-logm.md), [Foul Miasma](compendium/spells/foul-miasma-logm.md) - -## Protection -_Source: Core Rulebook p. 441_ - -You ward yourself and others. - -**Spells** [Protector's Sacrifice](compendium/spells/protectors-sacrifice.md), [Protector's Sphere](compendium/spells/protectors-sphere.md) - -## Repose -_Source: Lost Omens: Gods & Magic p. 116_ - -You ease mental burdens. - -**Spells** [Share Burden](compendium/spells/share-burden-logm.md), [Font Of Serenity](compendium/spells/font-of-serenity-logm.md) - -## Secrecy -_Source: Core Rulebook p. 441_ - -You protect secrets and keep them hidden. - -**Spells** [Forced Quiet](compendium/spells/forced-quiet.md), [Safeguard Secret](compendium/spells/safeguard-secret.md) - -## Sorrow -_Source: Lost Omens: Gods & Magic p. 116_ - -You have a painful connection to melancholy and sadness. - -**Spells** [Lament](compendium/spells/lament-logm.md), [Overflowing Sorrow](compendium/spells/overflowing-sorrow-logm.md) - -## Soul -_Source: Lost Omens: Gods & Magic p. 117_ - -You wield power over the spiritual. - -**Spells** [Eject Soul](compendium/spells/eject-soul-logm.md), [Ectoplasmic Interstice](compendium/spells/ectoplasmic-interstice-logm.md) - -## Star -_Source: Lost Omens: Gods & Magic p. 117_ - -You command the power of the stars. - -**Spells** [Zenith Star](compendium/spells/zenith-star-logm.md), [Asterism](compendium/spells/asterism-logm.md) - -## Sun -_Source: Core Rulebook p. 441_ - -You harness the power of the sun and other light sources, and punish undead. - -**Spells** [Dazzling Flash](compendium/spells/dazzling-flash.md), [Positive Luminance](compendium/spells/positive-luminance.md) - -## Swarm -_Source: Lost Omens: Gods & Magic p. 117_ - -You exert control over masses of creatures. - -**Spells** [Swarmsense](compendium/spells/swarmsense-logm.md), [Swarm Form](compendium/spells/swarm-form-logm.md) - -## Time -_Source: Lost Omens: Gods & Magic p. 118_ - -You reign over the flow of time. - -**Spells** [Delay Consequence](compendium/spells/delay-consequence-logm.md), [Stasis](compendium/spells/stasis-logm.md) - -## Toil -_Source: Age of Ashes #4: Fires of the Haunted City p. 63_ - -You work constantly and refuse to let anything stand in your way. - -**Spells** [Practice Makes Perfect](compendium/spells/practice-makes-perfect-aoa4.md), [Tireless Worker](compendium/spells/tireless-worker-aoa4.md) - -## Travel -_Source: Core Rulebook p. 441_ - -You have power over movement and journeys. - -**Spells** [Agile Feet](compendium/spells/agile-feet.md), [Traveler's Transit](compendium/spells/travelers-transit.md) - -## Trickery -_Source: Core Rulebook p. 441_ - -You deceive others and cause mischief. - -**Spells** [Sudden Shift](compendium/spells/sudden-shift.md), [Trickster's Twin](compendium/spells/tricksters-twin.md) - -## Truth -_Source: Core Rulebook p. 441_ - -You pierce lies and discover the truth. - -**Spells** [Word Of Truth](compendium/spells/word-of-truth.md), [Glimpse The Truth](compendium/spells/glimpse-the-truth.md) - -## Tyranny -_Source: Core Rulebook p. 441_ - -You wield power to rule and enslave others. - -**Spells** [Touch Of Obedience](compendium/spells/touch-of-obedience.md), [Commanding Lash](compendium/spells/commanding-lash.md) - -## Undeath -_Source: Core Rulebook p. 441_ - -Your magic carries close ties to the undead. - -**Spells** [Touch Of Undeath](compendium/spells/touch-of-undeath.md), [Malignant Sustenance](compendium/spells/malignant-sustenance.md) - -## Vigil -_Source: Lost Omens: Gods & Magic p. 118_ - -You watch over those long passed and guard their secrets. - -**Spells** [Object Memory](compendium/spells/object-memory-logm.md), [Remember The Lost](compendium/spells/remember-the-lost-logm.md) - -## Void -_Source: Lost Omens: Gods & Magic p. 112_ - -You draw power from emptiness. - -**Spells** [Empty Inside](compendium/spells/empty-inside-logm.md), [Door To Beyond](compendium/spells/door-to-beyond-logm.md) - -## Water -_Source: Core Rulebook p. 441_ - -You control water and bodies of water. - -**Spells** [Tidal Surge](compendium/spells/tidal-surge.md), [Downpour](compendium/spells/downpour.md) - -## Wealth -_Source: Core Rulebook p. 441_ - -You hold power over wealth, trade, and treasure. - -**Spells** [Appearance Of Wealth](compendium/spells/appearance-of-wealth.md), [Precious Metals](compendium/spells/precious-metals.md) - -## Wyrmkin -_Source: Lost Omens: Gods & Magic p. 119_ - -You draw on the power of dragons, linnorms, and other powerful reptilian creatures. - -**Spells** [Draconic Barrage](compendium/spells/draconic-barrage-logm.md), [Roar Of The Wyrm](compendium/spells/roar-of-the-wyrm-logm.md) - -## Zeal -_Source: Core Rulebook p. 441_ - -Your inner fire increases your combat prowess. - -**Spells** [Weapon Surge](compendium/spells/weapon-surge.md), [Zeal For Battle](compendium/spells/zeal-for-battle.md) \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Aid.md b/content/mechanics/srd/Actions/Basic Actions/Aid.md new file mode 100755 index 000000000..150e2e089 --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Aid.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +title: "Aid" +cssclasses: pf2e,pf2e-action +tags: + - trait/general + - trait/ + - remaster +aliases: "Item.7SRduzfXwMfBUSNa" +license: ORC +--- +# Aid `pf2:r` + +### [[general]] + + + + + + +**Trigger** An ally is about to use an action that requires a skill check or attack roll. + +**Requirements** The ally is willing to accept your aid, and you have prepared to help (see below). + +* * * + +You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you're trying to help, and they determine whether you can Aid your ally. + +When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 15, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls. + +* * * + +**Critical Success** You grant your ally a +2 circumstance bonus to the triggering check. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4. + +**Success** You grant your ally a +1 circumstance bonus to the triggering check. + +**Critical Failure** Your ally takes a –1 circumstance penalty to the triggering check. + +[[Other Effects/Effect_ Aid|Effect: Aid]] + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Arrest a Fall.md b/content/mechanics/srd/Actions/Basic Actions/Arrest a Fall.md new file mode 100755 index 000000000..42434afb5 --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Arrest a Fall.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +title: "Arrest a Fall" +cssclasses: pf2e,pf2e-action +tags: + - trait/general + - trait/ + - remaster +aliases: "Item.8MW3wa6xrT8g1t2b" +license: ORC +--- +# Arrest a Fall `pf2:r` + +### [[general]] + + + + + + +**Trigger** You fall. + +**Requirements** You have a fly Speed. + +* * * + +You attempt an Acrobatics check or Reflex save to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances. + +* * * + +**Success** You take no damage from the fall. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Avert Gaze.md b/content/mechanics/srd/Actions/Basic Actions/Avert Gaze.md new file mode 100755 index 000000000..af00cac3b --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Avert Gaze.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Avert Gaze" +cssclasses: pf2e,pf2e-action +tags: + - trait/general + - trait/ + - remaster +aliases: "Item.lFpv1gHCvSA9k0Cx" +license: ORC +--- +# Avert Gaze `pf2:1` + +### [[general]] + + + + + + +You avert your gaze from danger, such as a medusa's gaze. You gain a +2 circumstance bonus to saves against visual abilities that require you to look at a creature or object, such as a medusa's petrifying gaze. Your gaze remains averted until the start of your next turn. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Burrow.md b/content/mechanics/srd/Actions/Basic Actions/Burrow.md new file mode 100755 index 000000000..09eb0b758 --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Burrow.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +title: "Burrow" +cssclasses: pf2e,pf2e-action +tags: + - trait/general + - trait/move + - trait/ + - remaster +aliases: "Item.VCH9XGw2futPvm5U" +license: ORC +--- +# Burrow `pf2:1` + +### [[general]][[move]] + + + + + + +**Requirements** You have a burrow Speed. + +* * * + +You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can't burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Crawl.md b/content/mechanics/srd/Actions/Basic Actions/Crawl.md new file mode 100755 index 000000000..18c948446 --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Crawl.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +title: "Crawl" +cssclasses: pf2e,pf2e-action +tags: + - trait/move + - trait/ + - category/defensive + - remaster +aliases: "Item.XhlRXrcunpLm53xz" +license: ORC +--- +# Crawl `pf2:1` + +### [[move]] + +**Category** defensive; + + + + +**Requirements** You are prone and your Speed is at least 10 feet. + +* * * + +You move 5 feet by crawling and continue to stay [[Conditions/Prone|Prone]]. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Delay.md b/content/mechanics/srd/Actions/Basic Actions/Delay.md new file mode 100755 index 000000000..a548cfd3e --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Delay.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +title: "Delay" +cssclasses: pf2e,pf2e-action +tags: + - trait/general + - trait/ + - category/interaction + - remaster +aliases: "Item.rn8v8s41Y1GSz8Nt" +license: ORC +--- +# Delay `pf2:0` + +### [[general]] + +**Category** interaction; + + + + +**Trigger** Your turn begins. + +* * * + +You wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order. + +When you Delay, any [[Conditions/Persistent Damage|Persistent Damage]] or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can't Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Dismiss.md b/content/mechanics/srd/Actions/Basic Actions/Dismiss.md new file mode 100755 index 000000000..c6b608987 --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Dismiss.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +title: "Dismiss" +cssclasses: pf2e,pf2e-action +tags: + - trait/concentrate + - trait/general + - trait/ + - category/interaction + - remaster +aliases: "Item.suU4KSN00eFyye4n" +license: ORC +--- +# Dismiss `pf2:1` + +### [[concentrate]][[general]] + +**Category** interaction; + + + + +You end an effect that states you can Dismiss it. Dismissing ends the entire effect unless noted otherwise. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Drop Prone.md b/content/mechanics/srd/Actions/Basic Actions/Drop Prone.md new file mode 100755 index 000000000..fde9875f9 --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Drop Prone.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +title: "Drop Prone" +cssclasses: pf2e,pf2e-action +tags: + - trait/general + - trait/move + - trait/ + - category/defensive + - remaster +aliases: "Item.BJgNYfNJNgiFISDa" +license: ORC +--- +# Drop Prone `pf2:1` + +### [[general]][[move]] + +**Category** defensive; + + + + +You fall [[Conditions/Prone|Prone]]. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Escape.md b/content/mechanics/srd/Actions/Basic Actions/Escape.md new file mode 100755 index 000000000..449eaea3e --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Escape.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +title: "Escape" +cssclasses: pf2e,pf2e-action +tags: + - trait/attack + - trait/general + - trait/ + - category/interaction + - remaster +aliases: "Item.JoSLT6leJzOHudqf" +license: ORC +--- +# Escape `pf2:1` + +### [[attack]][[general]] + +**Category** interaction; + + + + +You attempt to escape from being [[Conditions/Grabbed|Grabbed]], [[Conditions/Immobilized|Immobilized]], or [[Conditions/Restrained|Restrained]]. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your [[/act escape statistic=unarmed]]{unarmed attack modifier} against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an [[/act escape statistic=acrobatics]]{Acrobatics} or [[/act escape statistic=athletics]]{Athletics} check instead of using your attack modifier if you choose (but this action still has the attack trait). + +* * * + +**Critical Success** You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet. + +**Success** You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. + +**Critical Failure** You don't get free, and you can't attempt to Escape again until your next turn. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Fly.md b/content/mechanics/srd/Actions/Basic Actions/Fly.md new file mode 100755 index 000000000..1164e325a --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Fly.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +title: "Fly" +cssclasses: pf2e,pf2e-action +tags: + - trait/general + - trait/move + - trait/ + - category/interaction + - remaster +aliases: "Item.rvUHkn4wYB4PMr0R" +license: ORC +--- +# Fly `pf2:1` + +### [[general]][[move]] + +**Category** interaction; + + + + +**Requirements** You have a fly Speed. + +* * * + +You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don't take falling damage. You can use an action to Fly 0 feet to hover in place. If you're airborne at the end of your turn and didn't use a Fly action this round, you fall. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Grab an Edge.md b/content/mechanics/srd/Actions/Basic Actions/Grab an Edge.md new file mode 100755 index 000000000..20ee6aedc --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Grab an Edge.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +title: "Grab an Edge" +cssclasses: pf2e,pf2e-action +tags: + - trait/general + - trait/manipulate + - trait/ + - category/interaction + - remaster +aliases: "Item.KD5q9yIKIiuO7gRt" +license: ORC +--- +# Grab an Edge `pf2:r` + +### [[general]][[manipulate]] + +**Category** interaction; + + + + +**Trigger** You fall from or past an edge or handhold. + +**Requirements** Your hands are not tied behind your back or otherwise [[Conditions/Restrained|Restrained]]. + +* * * + +When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then [[Actions/Climb|Climb]] up using Athletics. + +* * * + +**Critical Success** You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter. + +**Success** If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check. + +**Critical Failure** You continue to fall, and if you've fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Interact.md b/content/mechanics/srd/Actions/Basic Actions/Interact.md new file mode 100755 index 000000000..a51ab945c --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Interact.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +title: "Interact" +cssclasses: pf2e,pf2e-action +tags: + - trait/general + - trait/manipulate + - trait/ + - category/interaction + - remaster +aliases: "Item.TGDJsuXXl8MC6R59" +license: ORC +--- +# Interact `pf2:1` + +### [[general]][[manipulate]] + +**Category** interaction; + + + + +You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, draw a weapon, swap a held item for another, open a door, or achieve a similar effect. On rare occasions, you might have to attempt a skill check to determine if your Interact action was successful. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Leap.md b/content/mechanics/srd/Actions/Basic Actions/Leap.md new file mode 100755 index 000000000..fc50ac542 --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Leap.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +title: "Leap" +cssclasses: pf2e,pf2e-action +tags: + - trait/general + - trait/move + - trait/ + - category/interaction + - remaster +aliases: "Item.GelltIom49VyTMWT" +license: ORC +--- +# Leap `pf2:1` + +### [[general]][[move]] + +**Category** interaction; + + + + +You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a [[Actions/High Jump|High Jump]] or [[Actions/Long Jump|Long Jump]]. + +* **Horizontal** Jump up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). You can't make a horizontal Leap if your Speed is less than 15 feet. +* **Vertical** Jump up to 3 feet vertically and 5 feet horizontally onto an elevated surface. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Mount.md b/content/mechanics/srd/Actions/Basic Actions/Mount.md new file mode 100755 index 000000000..7da51e6b5 --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Mount.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +title: "Mount" +cssclasses: pf2e,pf2e-action +tags: + - trait/general + - trait/move + - trait/ + - category/interaction + - remaster +aliases: "Item.CUR5b8XDNDR5uBN5" +license: ORC +--- +# Mount `pf2:1` + +### [[general]][[move]] + +**Category** interaction; + + + + +**Requirements** You are adjacent to a creature that is at least one size larger than you and is willing to be your mount. + +* * * + +You move onto the creature and ride it. If you're already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Point Out.md b/content/mechanics/srd/Actions/Basic Actions/Point Out.md new file mode 100755 index 000000000..aa08d2d44 --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Point Out.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +title: "Point Out" +cssclasses: pf2e,pf2e-action +tags: + - trait/auditory + - trait/manipulate + - trait/visual + - trait/ + - category/interaction + - remaster +aliases: "Item.ThgFORfskEqAOfoV" +license: ORC +--- +# Point Out `pf2:1` + +### [[auditory]][[manipulate]][[visual]] + +**Category** interaction; + + + + +**Requirements** A creature is undetected by one or more of your allies but isn't undetected by you. + +* * * + +You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is [[Conditions/Hidden|Hidden]] to your allies, rather than [[Conditions/Undetected|Undetected]]. This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a Perception check against the creature's Stealth DC or they misunderstand and believe the target is in a different location. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Raise a Shield.md b/content/mechanics/srd/Actions/Basic Actions/Raise a Shield.md new file mode 100755 index 000000000..229b8f3a9 --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Raise a Shield.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +title: "Raise a Shield" +cssclasses: pf2e,pf2e-action +tags: + - trait/general + - trait/ + - category/defensive + - remaster +aliases: "Item.gbkT0kCdGIlmoF3t" +license: ORC +--- +# Raise a Shield `pf2:1` + +### [[general]] + +**Category** defensive; + + + + +**Requirements** You are wielding a shield. + +* * * + +You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Ready.md b/content/mechanics/srd/Actions/Basic Actions/Ready.md new file mode 100755 index 000000000..5d2262e78 --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Ready.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +title: "Ready" +cssclasses: pf2e,pf2e-action +tags: + - trait/concentrate + - trait/general + - trait/ + - category/interaction + - remaster +aliases: "Item.LfBp92vfXkoR3mPn" +license: ORC +--- +# Ready `pf2:2` + +### [[concentrate]][[general]] + +**Category** interaction; + + + + +You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can't Ready a free action that already has a trigger. + +If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it's not your turn. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Release.md b/content/mechanics/srd/Actions/Basic Actions/Release.md new file mode 100755 index 000000000..3e133c37d --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Release.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +title: "Release" +cssclasses: pf2e,pf2e-action +tags: + - trait/general + - trait/manipulate + - trait/ + - category/interaction + - remaster +aliases: "Item.FwTiFbZXx5Ilzda5" +license: ORC +--- +# Release `pf2:0` + +### [[general]][[manipulate]] + +**Category** interaction; + + + + +You release something you're holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action. Unlike most manipulate actions, Release does not trigger reactions that can be triggered by actions with the manipulate trait (such as Reactive Strike). + +If you want to prepare to Release something outside of your turn, use the [[Actions/Ready|Ready]] activity. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Seek.md b/content/mechanics/srd/Actions/Basic Actions/Seek.md new file mode 100755 index 000000000..c9d33f8a3 --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Seek.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +title: "Seek" +cssclasses: pf2e,pf2e-action +tags: + - trait/concentrate + - trait/secret + - trait/ + - category/interaction + - remaster +aliases: "Item.3dmyns63LojVZ22I" +license: ORC +--- +# Seek `pf2:1` + +### [[concentrate]][[secret]] + +**Category** interaction; + + + + +You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area. + +The GM attempts a single secret [[/act seek]]{Perception} check for you and compares the result to the Stealth DCs of any [[Conditions/Undetected|Undetected]] or [[Conditions/Hidden|Hidden]] creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone [[Actions/Conceal an Object|Concealing the Object]]). A creature you detect might remain hidden, rather than becoming [[Conditions/Observed|Observed]], if you're using an imprecise sense or if an effect (such as [[Spells/Invisibility|Invisibility]]) prevents the subject from being observed. + +* * * + +**Critical Success** Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against. + +**Success** Any undetected creature you suceeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Sense Motive.md b/content/mechanics/srd/Actions/Basic Actions/Sense Motive.md new file mode 100755 index 000000000..e5b01e43e --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Sense Motive.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +title: "Sense Motive" +cssclasses: pf2e,pf2e-action +tags: + - trait/concentrate + - trait/general + - trait/secret + - trait/ + - category/interaction + - remaster +aliases: "Item.LMiY4CUbRmuEzLqd" +license: ORC +--- +# Sense Motive `pf2:1` + +### [[concentrate]][[general]][[secret]] + +**Category** interaction; + + + + +You try to tell whether a creature's behavior is abnormal. Choose one creature and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone. The GM attempts a single secret [[/act sense-motive]]{Perception} check for you and compares the result to the Deception DC of the creature, the DC of a spell affecting the creature's mental state, or another appropriate DC determined by the GM. You typically can't try to Sense the Motive of the same creature again until the situation changes significantly. + +* * * + +**Critical Success** You determine the creature's true intentions and get a solid idea of any mental magic affecting it. + +**Success** You can tell whether the creature is behaving normally, but you don't know its exact intentions or what magic might be affecting it. + +**Failure** You detect what a deceptive creature wants you to believe. If they're not being deceptive, you believe they're behaving normally. + +**Critical Failure** You get a false sense of the creature's intentions. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Stand.md b/content/mechanics/srd/Actions/Basic Actions/Stand.md new file mode 100755 index 000000000..26bfaedb8 --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Stand.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +title: "Stand" +cssclasses: pf2e,pf2e-action +tags: + - trait/general + - trait/move + - trait/ + - category/interaction + - remaster +aliases: "Item.flYX1kKdyK53NoX6" +license: ORC +--- +# Stand `pf2:1` + +### [[general]][[move]] + +**Category** interaction; + + + + +You stand up from [[Conditions/Prone|Prone]]. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Step.md b/content/mechanics/srd/Actions/Basic Actions/Step.md new file mode 100755 index 000000000..d0de580de --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Step.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +title: "Step" +cssclasses: pf2e,pf2e-action +tags: + - trait/general + - trait/move + - trait/ + - category/interaction + - remaster +aliases: "Item.WPJdHzXwMy5yeodq" +license: ORC +--- +# Step `pf2:1` + +### [[general]][[move]] + +**Category** interaction; + + + + +**Requirements** Your Speed is at least 10 feet. + +* * * + +You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as [[Actions/Reactive Strike|Reactive Strike]], that can be triggered by move actions or upon leaving or entering a square. + +You can't Step into difficult terrain, and you can't Step using a Speed other than your land Speed. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Stride.md b/content/mechanics/srd/Actions/Basic Actions/Stride.md new file mode 100755 index 000000000..28e1cadc5 --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Stride.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +title: "Stride" +cssclasses: pf2e,pf2e-action +tags: + - trait/general + - trait/move + - trait/ + - category/interaction + - remaster +aliases: "Item.is4N3q8hEfiPFndl" +license: ORC +--- +# Stride `pf2:1` + +### [[general]][[move]] + +**Category** interaction; + + + + +You move up to your Speed. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Strike.md b/content/mechanics/srd/Actions/Basic Actions/Strike.md new file mode 100755 index 000000000..531c7fb4a --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Strike.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +title: "Strike" +cssclasses: pf2e,pf2e-action +tags: + - trait/attack + - trait/ + - category/offensive + - remaster +aliases: "Item.Vkn0qM9HYcKx5G3b" +license: ORC +--- +# Strike `pf2:1` + +### [[attack]] + +**Category** offensive; + + + + +You attack with a weapon you're wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you're using, and compare the result to the target creature's AC to determine the effect. + +* * * + +**Critical Success** You make a damage roll according to the weapon or unarmed attack and deal double damage. + +**Success** You make a damage roll according to the weapon or unarmed attack and deal damage. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Sustain.md b/content/mechanics/srd/Actions/Basic Actions/Sustain.md new file mode 100755 index 000000000..7a729931d --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Sustain.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +title: "Sustain" +cssclasses: pf2e,pf2e-action +tags: + - trait/concentrate + - trait/ + - category/interaction + - remaster +aliases: "Item.0ribPznRUFgUHd7l" +license: ORC +--- +# Sustain `pf2:1` + +### [[concentrate]] + +**Category** interaction; + + + + +Choose one of your effects that has a sustained duration or lists a special benefit when you Sustain it. Most such effects come from spells or magic item activations. If the effect has a sustained duration, its duration extends until the end of your next turn. (Sustaining more than once in the same turn doesn't extend the duration to subsequent turns.) If an ability can be sustained but doesn't list how long, it can be sustained up to 10 minutes. + +An effect might list an additional benefit that occurs if you Sustain it, and this can even appear on effects that don't have a sustained duration. If the effect has both a special benefit and a sustained duration, your Sustain action extends the duration as well as having the special benefit. + +If your Sustain action is disrupted, the ability ends. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Basic Actions/Take Cover.md b/content/mechanics/srd/Actions/Basic Actions/Take Cover.md new file mode 100755 index 000000000..7751d4894 --- /dev/null +++ b/content/mechanics/srd/Actions/Basic Actions/Take Cover.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +title: "Take Cover" +cssclasses: pf2e,pf2e-action +tags: + - trait/general + - trait/ + - category/interaction + - remaster +aliases: "Item.04PToqnqu9vHXKt1" +license: ORC +--- +# Take Cover `pf2:1` + +### [[general]] + +**Category** interaction; + + + + +**Requirements** You are benefiting from cover, are near a feature that allows you to take cover, or are [[Conditions/Prone|Prone]]. + +* * * + +You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to [[Actions/Hide|Hide]], [[Actions/Sneak|Sneak]], or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become [[Conditions/Unconscious|Unconscious]], or end this effect as a free action. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Cast a Spell.md b/content/mechanics/srd/Actions/Cast a Spell.md new file mode 100755 index 000000000..2b0dabc01 --- /dev/null +++ b/content/mechanics/srd/Actions/Cast a Spell.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +title: "Cast a Spell" +cssclasses: pf2e,pf2e-action +tags: + - trait/general + - trait/ + - category/interaction + - remaster +aliases: "Item.Er6CFYXtBBvaVXsC" +license: ORC +--- +# Cast a Spell + +### [[general]] + +**Category** interaction; + + + + +You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs. + +Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block-for example, "\[reaction\] verbal." + +**Long Casting** Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted. + +**Spell Components** Each spell lists the spell components required to cast it after the action icons or text, such as "\[three-actions\] material, somatic, verbal." The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can't provide the components, you fail to Cast the Spell. + +* Material (manipulate) +* Somatic (manipulate) +* Verbal (concentrate) +* Focus (manipulate) + +**Disrupted and Lost Spells** Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a [[Actions/Sustain|Sustain a Spell]] action, the spell immediately ends. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Detect Magic.md b/content/mechanics/srd/Actions/Detect Magic.md new file mode 100755 index 000000000..2cb3d545f --- /dev/null +++ b/content/mechanics/srd/Actions/Detect Magic.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +title: "Detect Magic" +cssclasses: pf2e,pf2e-action +tags: + - trait/concentrate + - trait/exploration + - trait/ + - category/interaction + - remaster +aliases: "Item.eAjLqWfbhAkYowmi" +license: ORC +--- +# Detect Magic + +### [[concentrate]][[exploration]] + +**Category** interaction; + + + + +You cast [[Spells/Detect Magic|Detect Magic]] at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Eldritch Shot.md b/content/mechanics/srd/Actions/Eldritch Shot.md new file mode 100755 index 000000000..39fb26d1f --- /dev/null +++ b/content/mechanics/srd/Actions/Eldritch Shot.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +title: "Eldritch Shot" +cssclasses: pf2e,pf2e-action +tags: + - trait/ + - category/offensive + - remaster +aliases: "Item.66cL9jlTHP3Q6zXY" +license: ORC +--- +# Eldritch Shot `pf2:3` + +### + +**Category** offensive; + + + + +**Requirements** You are wielding a bow or a loaded crossbow + +* * * + +**Effect** You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you're wielding. Make a Strike with that bow. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Eldritch Shot. + +*Source: Pathfinder Player Core 2* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Flash of Grandeur.md b/content/mechanics/srd/Actions/Flash of Grandeur.md new file mode 100755 index 000000000..2ac50b670 --- /dev/null +++ b/content/mechanics/srd/Actions/Flash of Grandeur.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +title: "Flash of Grandeur" +cssclasses: pf2e,pf2e-action +tags: + - trait/champion + - trait/divine + - trait/ + - category/defensive + - remaster +aliases: "Item.VtpgIOzgOatDJV2G" +license: ORC +--- +# Flash of Grandeur `pf2:r` + +### [[champion]][[divine]] + +**Category** defensive; + + + + +**Trigger** An enemy damages your ally, and both are in your champion's aura + +* * * + +**Effect** Imperious divine light flashes out from you to surround your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. For 1 round, the attacker is affected by [[Spells/Revealing Light|Revealing Light]]. + +[[Feat_Feature Effects/Effect_ Champion's Resistance|Effect: Champion's Resistance]] + +*Source: Pathfinder Player Core 2* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Follow the Expert.md b/content/mechanics/srd/Actions/Follow the Expert.md new file mode 100755 index 000000000..b611b3df9 --- /dev/null +++ b/content/mechanics/srd/Actions/Follow the Expert.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +title: "Follow the Expert" +cssclasses: pf2e,pf2e-action +tags: + - trait/auditory + - trait/concentrate + - trait/exploration + - trait/visual + - trait/ + - category/interaction + - remaster +aliases: "Item.BhC2Ag2SgrkUVGlx" +license: ORC +--- +# Follow the Expert + +### [[auditory]][[concentrate]][[exploration]][[visual]] + +**Category** interaction; + + + + +Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a skill check (like [[Actions/Avoid Notice|Avoiding Notice]]). The ally must be at least an expert in that skill and must be willing to provide assistance. While Following the Expert, you match their tactic or attempt similar skill checks. + +Thanks to your ally's assistance, you can add your level as a proficiency bonus to the associated skill check, even if you're untrained. Additionally, you gain a circumstance bonus to your skill check based on your ally's proficiency (+2 for expert, +3 for master, and +4 for legendary). + +[[Other Effects/Effect_ Follow The Expert|Effect: Follow The Expert]] + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Glimpse of Redemption.md b/content/mechanics/srd/Actions/Glimpse of Redemption.md new file mode 100755 index 000000000..b22e0a59e --- /dev/null +++ b/content/mechanics/srd/Actions/Glimpse of Redemption.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +title: "Glimpse of Redemption" +cssclasses: pf2e,pf2e-action +tags: + - trait/champion + - trait/divine + - trait/ + - category/defensive + - remaster +aliases: "Item.josDt3DAPucRQhVG" +license: ORC +--- +# Glimpse of Redemption `pf2:r` + +### [[champion]][[divine]] + +**Category** defensive; + + + + +**Trigger** An enemy damages your ally, and both are in your champion's aura; + +* * * + +**Effect** Your enemy hesitates under the weight of sin as visions of redemption play in their mind's eye. The enemy must choose to repent or refuse, with the following effects. If the enemy is mindless or otherwise unable to repent, use the refuse result. + +* **Repent** The ally is unharmed by the triggering damage. +* **Refuse** The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes [[Conditions/Enfeebled|Enfeebled 2]] until the end of its next turn + + +[[Feat_Feature Effects/Effect_ Champion's Resistance|Effect: Champion's Resistance]] + +*Source: Pathfinder Player Core 2* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Invest an Item.md b/content/mechanics/srd/Actions/Invest an Item.md new file mode 100755 index 000000000..8b969497e --- /dev/null +++ b/content/mechanics/srd/Actions/Invest an Item.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +title: "Invest an Item" +cssclasses: pf2e,pf2e-action +tags: + - trait/general + - trait/ + - category/interaction + - remaster +aliases: "Item.xnXqxSak6KH6IOu0" +license: ORC +--- +# Invest an Item + +### [[general]] + +**Category** interaction; + + + + +You invest your energy in an item with the invested trait as you don it. This process requires 1 or more Interact actions, usually taking the same amount of time it takes to don the item. Once you've Invested the Item, you benefit from its constant magical abilities as long as you meet its other requirements (for most invested items, the only other requirement is that you must be wearing the item). This investiture lasts until you remove the item. + +You can invest no more than 10 items per day. If you remove an invested item, it loses its investiture. The item still counts against your daily limit after it loses its investiture. You reset the limit during your daily preparations, at which point you Invest your Items anew. If you're still wearing items you had invested the previous day, you can typically keep them invested on the new day, but they still count against your limit. + +*Source: Pathfinder GM Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Investigate.md b/content/mechanics/srd/Actions/Investigate.md new file mode 100755 index 000000000..06f16c01a --- /dev/null +++ b/content/mechanics/srd/Actions/Investigate.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +title: "Investigate" +cssclasses: pf2e,pf2e-action +tags: + - trait/concentrate + - trait/exploration + - trait/ + - category/interaction + - remaster +aliases: "Item.mXRoyzc1AgPH7R3o" +license: ORC +--- +# Investigate + +### [[concentrate]][[exploration]] + +**Category** interaction; + + + + +You seek out information about your surroundings while traveling at half speed. You use Recall Knowledge as a secret check to discover clues among the various things you can see and engage with as you journey along. You can use any skill that has a Recall Knowledge action while Investigating, but the GM determines whether the skill is relevant to the clues you could find. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Quick Alchemy.md b/content/mechanics/srd/Actions/Quick Alchemy.md new file mode 100755 index 000000000..60fddbc09 --- /dev/null +++ b/content/mechanics/srd/Actions/Quick Alchemy.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +title: "Quick Alchemy" +cssclasses: pf2e,pf2e-action +tags: + - trait/alchemist + - trait/manipulate + - trait/ + - category/interaction + - remaster +aliases: "Item.eOoCQciyuRPwxZ8S" +license: ORC +--- +# Quick Alchemy `pf2:1` + +### [[alchemist]][[manipulate]] + +**Category** interaction; + + + + +**Requirements** You're either holding or wearing an [[Equipment/Alchemist's Toolkit|Alchemist's Toolkit]]. and you have a free hand. + +* * * + +You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead. + +* **Create Consumable** You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that's in your formula book. You don't have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.) +* **Quick Vial** You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can't be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn. + +*Source: Pathfinder Player Core 2* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Quick Tincture.md b/content/mechanics/srd/Actions/Quick Tincture.md new file mode 100755 index 000000000..a8b522fba --- /dev/null +++ b/content/mechanics/srd/Actions/Quick Tincture.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +title: "Quick Tincture" +cssclasses: pf2e,pf2e-action +tags: + - trait/investigator + - trait/manipulate + - trait/ + - category/interaction + - remaster +aliases: "Item.wc0dnmu50PbpOn95" +license: ORC +--- +# Quick Tincture `pf2:1` + +### [[investigator]][[manipulate]] + +**Category** interaction; + + + + +**Cost** 1 versatile vial + +**Requirements** You know the formula for the alchemical item you're creating, you are holding or wearing alchemist's toolkit, and you have a free hand. + +* * * + +You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the end of the current turn. + +*Source: Pathfinder Player Core 2* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Rage.md b/content/mechanics/srd/Actions/Rage.md new file mode 100755 index 000000000..58023f7d4 --- /dev/null +++ b/content/mechanics/srd/Actions/Rage.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +title: "Rage" +cssclasses: pf2e,pf2e-action +tags: + - trait/barbarian + - trait/concentrate + - trait/emotion + - trait/mental + - trait/ + - category/offensive + - remaster +aliases: "Item.8qKHDN2rYA8lA0bn" +license: ORC +--- +# Rage `pf2:1` + +### [[barbarian]][[concentrate]][[emotion]][[mental]] + +**Category** offensive; + + + + +**Requirements** You aren't [[Conditions/Fatigued|Fatigued]] or raging. + +* * * + +You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. While you are raging: + +* You deal 2 additional damage on melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile. +* You can't use actions with the concentrate trait unless they also have the rage trait. You can [[Actions/Seek|Seek]] while raging. + + +Rage lasts for 1 minute, until you fall [[Conditions/Unconscious|Unconscious]], or until the encounter ends, whichever comes first. You can't voluntarily stop raging. When you stop raging, you lose any remaining temporary Hit Points from Rage, and can't gain temporary Hit Points from using the Rage action again for 1 minute. + +[[Feat_Feature Effects/Effect_ Rage Temporary Hit Points Immunity|Effect: Rage Temporary Hit Points Immunity]] + +*Source: Pathfinder Player Core 2* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Refocus.md b/content/mechanics/srd/Actions/Refocus.md new file mode 100755 index 000000000..6ef3abed7 --- /dev/null +++ b/content/mechanics/srd/Actions/Refocus.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +title: "Refocus" +cssclasses: pf2e,pf2e-action +tags: + - trait/concentrate + - trait/exploration + - trait/ + - category/interaction + - remaster +aliases: "Item.YkQAGNZo6GaEicpG" +license: ORC +--- +# Refocus + +### [[concentrate]][[exploration]] + +**Category** interaction; + + + + +**Requirements** You have a focus pool. + +* * * + +You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool. The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a cleric with focus spells from a holy deity can usually Refocus while tending the wounds of their allies. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Retraining.md b/content/mechanics/srd/Actions/Retraining.md new file mode 100755 index 000000000..2dc33cd6d --- /dev/null +++ b/content/mechanics/srd/Actions/Retraining.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +title: "Retraining" +cssclasses: pf2e,pf2e-action +tags: + - trait/downtime + - trait/ + - category/interaction + - remaster +aliases: "Item.jeyV4zrcJqRsZ5zp" +license: ORC +--- +# Retraining + +### [[downtime]] + +**Category** interaction; + + + + +Retraining offers a way to alter 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 attribute modifiers. 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, witch can retrain their patron 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 replace a skill feat you chose at 2nd level 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. + +### Feats + +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. + +### Skills + +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 Performance and Stealth, and an expert in Occultism, you could reduce the character's proficiency in Stealth to expert and become a master in Occultism, but you couldn't reassign that skill increase to become legendary in 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 selected during character creation. + +### Class Features + +You can change a class feature that required a choice, making a different choice instead. Some, like changing a spell in your spell repertoire, take a week. The GM will tell you how long it takes to retrain larger choices like a druid order or a wizard school—it is always at least a month. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Scout.md b/content/mechanics/srd/Actions/Scout.md new file mode 100755 index 000000000..090c4d677 --- /dev/null +++ b/content/mechanics/srd/Actions/Scout.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +title: "Scout" +cssclasses: pf2e,pf2e-action +tags: + - trait/concentrate + - trait/exploration + - trait/ + - category/interaction + - remaster +aliases: "Item.FkT9t1YhzL6rW2II" +license: ORC +--- +# Scout + +### [[concentrate]][[exploration]] + +**Category** interaction; + + + + +You scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their initiative rolls. + +[[Other Effects/Effect_ Scout|Effect: Scout]] + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Search.md b/content/mechanics/srd/Actions/Search.md new file mode 100755 index 000000000..bb350d5b9 --- /dev/null +++ b/content/mechanics/srd/Actions/Search.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +title: "Search" +cssclasses: pf2e,pf2e-action +tags: + - trait/concentrate + - trait/exploration + - trait/ + - category/interaction + - remaster +aliases: "Item.k24vWXZw3KrGKx1w" +license: ORC +--- +# Search + +### [[concentrate]][[exploration]] + +**Category** interaction; + + + + +You [[Actions/Seek|Seek]] meticulously for hidden doors, concealed hazards, and so on. You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it. You can always move more slowly while Searching to cover the area more thoroughly, and the [[Feats/Expeditious Search|Expeditious Search]] feat increases these maximum Speeds. If you come across a secret door, item, or hazard while Searching, the GM will attempt a free secret check to Seek to see if you notice the hidden object or hazard. In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Sustain an Effect.md b/content/mechanics/srd/Actions/Sustain an Effect.md new file mode 100755 index 000000000..07ecc2b3d --- /dev/null +++ b/content/mechanics/srd/Actions/Sustain an Effect.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +title: "Sustain an Effect" +cssclasses: pf2e,pf2e-action +tags: + - trait/concentrate + - trait/exploration + - trait/ + - category/interaction + - remaster +aliases: "Item.shstgKljdaF0c8T3" +license: ORC +--- +# Sustain an Effect + +### [[concentrate]][[exploration]] + +**Category** interaction; + + + + +You Sustain one effect with a sustained duration while moving at half speed. Most such effects can be sustained for 10 minutes, though some specify they can be sustained for a different duration. Sustaining an effect that requires making complex decisions, such as _spectral weapon_, can make you [[Conditions/Fatigued|Fatigued]], as determined by the GM. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Actions/Take Control.md b/content/mechanics/srd/Actions/Take Control.md new file mode 100755 index 000000000..f32890f22 --- /dev/null +++ b/content/mechanics/srd/Actions/Take Control.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +title: "Take Control" +cssclasses: pf2e,pf2e-action +tags: + - trait/manipulate + - trait/ + - category/interaction +aliases: "Item.xkiF1So8ougkUq6y" +license: OGL +--- +# Take Control `pf2:1` + +### [[manipulate]] + +**Category** interaction; + + + + +**Requirements** You are aboard the vehicle and adjacent to its controls. + +You grab the reins, the wheel, or some other mechanism to control the vehicle. Attempt a piloting check; on a success, you become the vehicle's pilot, or regain control of the vehicle if it was uncontrolled. Some vehicles have complicated controls that cause this action to become a multi-action activity. + +*Source: Pathfinder Gamemastery Guide* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Anadi.md b/content/mechanics/srd/Ancestries/Anadi.md new file mode 100755 index 000000000..82127dc36 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Anadi.md @@ -0,0 +1,85 @@ +--- +title: "Anadi" +noteType: ":sticky-note:" +aliases: "Anadi" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.9dpHTBpL3j8ZpqTS +tags: + - JournalEntryPage +--- + +# Anadi +_Anadi people are reclusive, sapient spiders who hail from the jungles of southern Garund. Though they act in many ways like natural-born shapeshifters, their twin forms actually stem from carefully developed magic._ + +* * * + +As a communal and peaceful people, anadi ancestors endeavored to establish trade with the neighbors of ttheir homeland. However, these anadi soon learned that most others found their appearance to be extremely objectionable. Wishing to avoid conflict, ancient anadi retreated into isolation until they could find a solution. The answer came when their greatest scholars innovated a fusion of transmutation and illusion magic that allowed them to assume a humanoid form. The technique was developed, perfected, and eventually taught to the overwhelming majority of anadi. + +Early efforts with their new approach to diplomacy have yielded much better results, though sporadic contact means that some outsiders whisper false legends about anadi, such as claims that they are humans who transform into monstrous spiders at moonrise. Even contemporary explorers have reported anadi as human-spider hybrids. The anadi people of the current day strive to slowly but surely create a world where they no longer need to hide their true nature. + +## You Might... + +* Only reveal your true form to people who have earned your trust. +* Openly express sympathy for misrepresented and unfairly stigmatized cultures. +* Provide for those you hold dear and defend them from danger without hesitation. + +## Others Probably... + +* Appreciate your willingness to seek nonviolent solutions to complicated problems. +* Have a strong reaction to seeing your natural form. +* Assume you have an affinity for druidic magic, given your ability to transform. + +## Physical Description + +Anadi in their true form resemble human-sized spiders with a variety of colorations. Some tones look simple or muted while other remain striking and vibrant, with most patterns inherited from an anadi's parentage. A typical anadi measures five feet in length from their front legs to their rear legs when standing comfortably. + +All anadi possesses the ability to transform into a human guise. This form can resemble any human ethnicity, but it's usually one that blends in with the region of an anadi's hatching. Anadi reach physical maturity after 13 years, going through multiple phases of molting along the way. A typical anadi lives to be about 80 years old. + +## Society + +Anadi live in a communal society, sharing peaceful lives farming mushrooms or weaving warm blankets. Their culture places great value on cooperation and mutual respect. Due to this cultural upbringing, anadi often have issues facing severe conflict and often come off to other ancestries as very shy. Their history of dealing with arachnophobia in other peoples-which anadi understand is often instinctual and very difficult to control-likewise means that anadi do their best to be accommodating and comforting, even in situations that aren't necessarily fair to them. + +## Alignment and Religion + +The cooperative nature of anadi society and their dislike of violence means many anadi lean toward good alignments. They're more often neutral than chaotic or lawful, though the latter aren't unheard of. + +Legends say Grandmother Spider rescued anadi people from servitude and brought them to Golarion, becoming their patron deity in the process. Her values of mutual care and playful trickery interweave into anadi culture, and even those who don't worship her tell tales of her adventures. + +## Names + +Anadi names are given by the members of the web marriage that raised them. Each parent contributes a single syllable, usually the first, from their own name. Older anadi who feel their identity has settled often take on or are given a phrase-title to honor them as well. Anadi who live among human populations rarely take a cover name, but some might adopt one if their given name strongly contrasts the norm in the local culture. + +### Sample Names + +Altava, Anavachti, Strings-On-The-River Inkeelah, Kerialnamu, Maracha, Leaves-Shelter-Her-Feet Naiala, Orvasa, Reloana, Rivuken, Velachamon + +## Anadi Mechanics + +**Hit Points** 8 + +**Size** Medium + +**Speed** 25 feet + +**Ability Boosts** Dexterity, Wisdom, Free + +**Ability Flaw** Constitution + +**Languages** Anadi, Mwangi + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnoll, Iruxi, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region). + +**Fangs** You were born with a natural means for hunting and self-defense. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the finesse and unarmed traits. + +**Change Shape** (anadi, arcane, concentrate, polymorph, transmutation) You change into your human or spider shape. Each shape has a specific, persistent appearance. In your human shape, you can't use unarmed attacks granted by your ancestry. You aren't off-guard when climbing in your spider shape. However, in your spider shape you can't use weapons, shields, or other held items of any sort, and you are limited in what actions you can take that have the manipulate trait. The only manipulate actions you can take are to Cast a Spell with somatic components, weave silk or webbing, or simple Interact actions such as opening an unlocked door. Your spider legs can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. The GM might determine other manipulate actions are appropriate for your spider legs. + +## Anadi Heritages + +[[Adaptive Anadi]] + +[[Polychromatic Anadi]] + +[[Snaring Anadi]] + +[[Spindly Anadi]] + +[[Venomous Anadi]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Ancestries.md b/content/mechanics/srd/Ancestries/Ancestries.md new file mode 100755 index 000000000..9c585198e --- /dev/null +++ b/content/mechanics/srd/Ancestries/Ancestries.md @@ -0,0 +1,50 @@ +--- +title: "Ancestries" +noteType: ":book:" +aliases: "Ancestries" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn +tags: + - JournalEntry +--- + +# Ancestries + +## Table of Contents + +- [[Anadi]] +- [[Android]] +- [[Automaton]] +- [[Azarketi]] +- [[Catfolk]] +- [[Conrasu]] +- [[Dwarf]] +- [[Elf]] +- [[Fetchling]] +- [[Fleshwarp]] +- [[Ghoran]] +- [[Gnoll]] +- [[Gnome]] +- [[Goblin]] +- [[Goloma]] +- [[Grippli]] +- [[Halfling]] +- [[Hobgoblin]] +- [[Human]] +- [[Kashrishi]] +- [[Kitsune]] +- [[Kobold]] +- [[Leshy]] +- [[Lizardfolk]] +- [[Nagaji]] +- [[Orc]] +- [[Poppet]] +- [[Ratfolk]] +- [[Shisk]] +- [[Shoony]] +- [[Skeleton]] +- [[Sprite]] +- [[Strix]] +- [[Tengu]] +- [[Vanara]] +- [[Vishkanya]] +- [[Versatile Heritages]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Android.md b/content/mechanics/srd/Ancestries/Android.md new file mode 100755 index 000000000..cfb376bf6 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Android.md @@ -0,0 +1,89 @@ +--- +title: "Android" +noteType: ":sticky-note:" +aliases: "Android" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.dyusFHHyaQOaQhZ0 +tags: + - JournalEntryPage +--- + +# Android +_Technological wonders from another world, androids have synthetic bodies and living souls. Their dual nature makes them quick-thinking and calm under pressure, but comfortable in stillness and solitude._ + +* * * + +Androids first arrived on Golarion during the Rain of Stars, when an interstellar vessel from the far-off planet of Androffa crash-landed, scattering debris across Numeria. While some android survivors of this crash still walk Golarion today, most were created from the technological pods, known as foundries, that operate sporadically amid the starship's wreckage. Androids birthed from these mechanical wombs possess mature bodies and newborn souls, both organic and synthetic; they emerge knowing only their creators' language and the motor skills necessary for survival. They have no understanding of their surroundings, origin, or purpose. Most learn how to behave through keen observation while wandering Numeria. + +Androids tend to be logical introverts, rational and contemplative. Insatiably curious, with an urge to understand themselves and the world around them, androids place great value on intellectual pursuits. They have difficulty interpreting and expressing emotions, both in themselves and in others, which makes them seem distant and uncaring. While androids can forge emotional bonds, they find it more difficult to connect with non-androids. + +If you want a character that's a synthetic foreigner in a fantastic world, forced to learn the nuances of reality and society through the powers of observation and logic alone, you should play an android. + +## You Might... + +* Keep your identity a secret, assuming others want to exploit or harm you. +* Plan ahead, preparing multiple contingencies for even simple tasks. +* Calculate the repercussions of your actions, inventions, and thoughts before sharing them. + +## Others Probably... + +* Assume you understand how to operate technology and that you can capably communicate with constructs and robots. +* Believe you to be immortal and envy your eternal youth and vigor. +* Think you have no feelings and that you can't form emotional connections with others. + +## Physical Description + +Androids were created in humanity's image; thus, foundries produce androids that represent all humankind. Androids display great diversity in coloration and ethnicity, height and body shape, and gender identity. Androids breathe, eat, and sleep like a human, although they're incapable of biological procreation. Their bodies contain microscopic nanites, transported by fluid too watery to be blood, that manage their organic processes. These nanites are controlled through biological circuitry that resembles tattoos and is typically located along an android's hands, forearms, face, or neck. Many androids can harness their nanites to increase their bodies' efficiency, causing the circuitry to glow. + +Androids don't grow old. Instead, their organic appearance becomes less convincing over time, causing them to look more artificial. After a century, most androids feel their time coming to an end and willingly release their souls to the Boneyard to face Pharasma's judgment. Their bodies then shut down, entering a lifeless hibernation as their nanites begin restoration protocol and reset their synthetic bodies to their original manufactured state. After a few weeks, a new soul enters the android's form, triggering reinitialization. This process, called Renewal, is an event to be celebrated, akin to bearing a child. Those that die by violence can't Renew, so androids go to great lengths to protect themselves and their brethren from harm. + +## Society + +Androids have a history of being exploited, enslaved, and destroyed by their Numerian neighbors, so they hide in order to survive. Most choose to keep their ancestry secret by integrating into human society or by adapting to a nomadic lifestyle. Some androids eschew humanity to live among their kind. Such groups often remain small by necessity; while a pair of androids can avoid danger through careful secrecy, large groups attract too much attention. + +Android communities are efficient and highly organized. Each citizen understands their role and takes pride in filling it effectively. Debates and lectures frequently occur, as androids seek to understand themselves and their world through education and inquiry. These insular and secretive enclaves relocate when discovered. + +## Alignment and Religion + +Most androids are neutral. They care for their own safety and that of their companions and their kind. Androids interested in religion usually worship Casandalee or Brigh, goddesses that unite invention and life. Other popular deities include Desna, Irori, and Gozreh. + +## Names + +Androids adopt the naming conventions of their surrounding societies, while those raised among their own kind instead select a single name that utilizes Androffan phonology. Occasionally, such androids add a numerical designation to their names, denoting how many generations their body has hosted life as a kind of homage to their bloodline. + +### Sample Names + +Anati, Daniv, Era-4, Feralia, Gelegor, Ilgos-5, Koresh, Oris, Prime, Urdun, Verity-3, Ymry + +## Android Mechanics + +**Hit Points** 8 + +**Size** Medium + +**Speed** 25 feet + +**Ability Boosts** Dexterity, Intelligence, Free + +**Ability Flaw** Charisma + +**Languages** Common, Androffan + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Abyssal, Celestial, Draconic, Dwarven, Undercommon, Utopian, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Low-Light Vision + +**Constructed** Your synthetic body resists ailments better than those of purely biological organisms. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and radiation. + +**Emotionally Unaware** You find it difficult to understand and express complex emotions. You take a -1 circumstance penalty to Diplomacy and Performance checks, and on Perception checks to Sense Motive. + +## Android Heritages + +[[Artisan Android]] + +[[Impersonator Android]] + +[[Laborer Android]] + +[[Polyglot Android]] + +[[Warrior Android]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Automaton.md b/content/mechanics/srd/Ancestries/Automaton.md new file mode 100755 index 000000000..884d97d45 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Automaton.md @@ -0,0 +1,87 @@ +--- +title: "Automaton" +noteType: ":sticky-note:" +aliases: "Automaton" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.rsx8cRI20oEDgfQh +tags: + - JournalEntryPage +--- + +# Automaton +_These intelligent constructs house actual souls and represent what remains of a dying empire's last attempt at greatness. Automatons combine technological ingenuity with magical power, creating a blended being wholly unique to Golarion._ + +* * * + +The Jistka Imperium was the first major human civilization to emerge after Earthfall, arising around the area that would later become Rahadoum and enduring for seven centuries thanks to great advancements in civics and the sciences. However, Jistka's leaders often favored aggressive uses of technology, and early advances paved the way for arrogance, petty infighting, and corruption. The Jistka Imperium's expansionist tendencies and lack of diplomacy earned the Imperium many enemies over the course of its existence. The most notable of these foes was the empire of Ancient Osirion. Osirion's enmity ultimately sealed the Imperium's fate, as they employed clever and depraved magic that proved more than a match for Jistka's legendary golem army, even when the Jistkans began to cut corners and bind fiends into their golems. In a desperate attempt to fight back against internal corruption and external pressures, a cabal of concerned Jistkans formed the Artificer Conclave to develop new technologies to stave off the Imperium's collapse and return Jistka to its former glory. The most successful of these developments were automatons, which the Conclave believed to be the pinnacle of Jistkan constructs-or at least, the last hope for Jistka's salvation. Conclave creators transplanted the mind, life force, and soul of Jistkan individuals into these constructs, creating magical and technological marvels powered by the life energy of the greatest warriors and scholars the organization could recruit. Unfortunately, despite the Conclave's best efforts, the automatons' arrival happened too late to save the already doomed Imperium. The empire collapsed, leaving automatons to fend for themselves. + +The exceptional and forward-thinking construction of automatons means that a fair number remain today, millennia later, scattered to the winds. However, the passage of time has revealed one of automatons' greatest weaknesses: their mortal psyches. Only the strongest willed have managed to retain their memories, sense of self, and lucidity after all this time. As each automaton remains as unique as any living person on Golarion; a given automaton has their own personality, shaped by countless experiences. Most automatons behave reclusively, preferring to avoid others due to fear of attachment or misunderstanding. Even automatons who are more willing to live in the open understand that their unique nature makes them a prime target for hunters, scholars, or worse. Rare is the automaton that lives without the regular occurrence of distrust or worry. + +## You Might... + +* Have lived for several centuries and through many significant events. +* Be hesitant to trust others until they've earned it. +* Remember little of your life before becoming an automaton. + +## Others Probably... + +* Mistake you for a mindless construct when they first see you. +* Assume you have secret knowledge about magic and technology. +* Look upon you with awe. + +## Physical Description + +Automatons share a common construction-a blend of magically treated metals and stone. This design allows automatons to withstand the rigors of direct combat and makes them particularly hardy. Their heavy bodies can move just as quickly as other combatants, making automatons intimidating foes. The design of an automaton varies depending on the needs of its role. Most automatons have a basic humanoid shape, though some instead have shapes that closely resemble animals. The majority of automatons have a single eye that glows with a dim, magical light. Each also contains a powerful artifact that both houses its individual soul and uses a combination of life and planar energy for power. These automaton cores are marvels of magical engineering whose method of creation has been lost to time. + +As constructs, automatons typically don't need to breathe, eat, or sleep; however, the body of an automaton needs to vent an imperceivable magical exhaust at a constant rate. This venting process requires breathable air to prevent a buildup of exhaust that can clog the automaton's systems, sometimes to fatal effect. Thus, automatons can still suffocate much like living creatures. Though they don't sleep, automatons require a period of magical recalibration and restoration which stabilizes the energies within their core. Without this process, an automaton core is incapable of fully powering the automaton and they enter an inefficient state (similar to a humanoid who doesn't get 8 hours of sleep). + +Automatons don't age and the design of their cores grants them a seemingly endless power source. Many automatons that exist today are thousands of years old, their bodies as efficient as the day of their creation, even if their minds might have deteriorated with the strain of the ages. Automatons lost over time typically met violent ends. An automaton's body is just as vulnerable to destruction as any other construct, though destroying an automaton core is more difficult. As such, an automaton's soul might remain trapped within its core for years after the destruction of its body. This was the intent of the original creators, who hoped to provide functional immortality. However, in reality, the destruction of the body more often leads to a malfunction, requiring magical intervention such as resurrection magic to restore the automaton completely. In the case of the core's destruction, or if it malfunctions catastrophically enough that it can no longer hold the soul, the core releases the spirit to the River of Souls. + +In some cases, an automaton can learn how to consciously or subconsciously influence its core. These automatons eventually learn how to release their souls from their cores, allowing their souls to move on when they feel they have achieved a satisfying life. This act leaves the automaton as a mindless construct, typically still active but no longer capable of anything but aimless wandering and occasional acts of self-defense. + +## Society + +Due to the disparate fates of automatons, many of them lead solitary lives. There are a few cases of automatons originally designed to work together, such as groups of warriors, who remain as a team and dwell together in hideouts or travel together as wanderers. These groups are few and far between, however, and automaton settlements are even rarer. The only pockets of automatons that begin to resemble settlements typically hide among the ruins of Jistka. These groups can hold dozens of automatons, but any attempts to contact or visit them tend to be fruitless. Such gatherings are especially secretive, and the resident automatons will protect their homes at any cost. + +Automatons are far more likely to encounter other ancestries. Depending on the automaton's personality, this encounter could go a number of ways, ranging from extreme secrecy to open visitation. An automaton's unique appearance makes them stand out regardless of where they're found, but most others look upon them with awe or curiosity rather than fear. Magical constructs aren't an alien concept across Golarion, but many of them are mindless. After making it past the initial shock of a thinking construct, it's often not difficult for most grasp how to engage with an automaton. However, automatons are more likely to find the semblance of an everyday life in large cities like Absalom, Azir, or Quantium. Regardless of where they go, an automaton must remain on the lookout for those who would attempt to take their body for study or to access their core. + +## Alignment and Religion + +The people of the Jistka Imperium saw the aeons of Axis as ideal beings whose behavior was worthy of emulation, so many Jistkans were lawful neutral. Since many automatons contain Jistkan souls, most automatons are lawful neutral, or at least lawful in some capacity. Over the centuries, however, a fair number of automatons have drifted toward neutral alignments as their outlooks change without a primary society or set of ideals upon which to cling. Automatons tend to worship gods of technology or magic like Brigh and Nethys, or various monitor demigods. Worship of Irori and Pharasma are somewhat common among automatons as well. Pharasmin automatons likely learn how to release their souls from their cores, and often choose to do so. Though they are ancient beings from long before the time of Casandalee, a small number of automatons have recognized the new artificial goddess as a kindred spirit. + +## Names + +An automaton typically keeps the name they had before their transformation into a construct, if they can remember it. Even when other memories fade, memory of their name often remains. As such, many automatons have names with Jistkan origins. Second most common are automatons who had to give themselves a new name, as they lost their memories of the old one at some point. Those automatons that particularly believed in the cause of the Artificer Conclave might instead take the name of one of the conclave's members in honor of the cause that they gave their body to support. Some automatons prefer to change their names over their lifetimes, either selecting a new name from a culture they encountered or adding a title to represent a significant moment in their lives. In some cases an automaton will use a particularly cherished title in place of any other name. + +### Sample Names + +Alnhaman, Busmin, The Doleful, Enoh, Himar, Kantral, The Kindred, Numinar, Scholar, Tehkis, Wayfarer, Yulmian + +## Automaton Mechanics + +**Hit Points** 8 + +**Size** Medium or Small + +**Speed** 25 feet + +**Ability Boosts** Strength, Free + +**Languages** Common, Utopian + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Abyssal, Aquan, Auran, Celestial, Dwarven, Elven, Ignan, Infernal, Terran, and any other languages to which you have access (such as the languages prevalent in your region). At the GM's discretion, if you still have memories from your time in Jistka, you might speak Jistka instead of Common. + +**Senses** Low-Light Vision + +**Automaton Core** Your body contains an automaton core infused with planar quintessence that grants you power to perform various tasks and houses your soul and life energy. This life energy flows through you much like the blood of humanoids. As a result, you are a living creature. You don't have the typical construct immunities, can be affected by effects that target a living creature, and can recover Hit Points normally via vitality energy. Additionally, you are not destroyed when reduced to 0 Hit Points. Instead, your life energy attempts to keep you active even in dire straits; you are knocked out and begin dying when reduced to 0 Hit Points. + +**Constructed Body** Your physiological needs are different than those of living creatures. You don't need to eat or drink. You don't need to sleep, but you still need a daily period of rest. During this period of rest, you must enter a recuperating standby state for 2 hours, which is similar to sleeping except you are aware of your surroundings and don't take penalties for being unconscious. Much like with sleeping, if you go too long without entering your standby state, you become fatigued and can't recover until you enter standby for 2 hours. + +## Automaton Heritages + +[[Hunter Automaton]] + +[[Mage Automaton]] + +[[Sharpshooter Automaton]] + +[[Warrior Automaton]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Azarketi.md b/content/mechanics/srd/Ancestries/Azarketi.md new file mode 100755 index 000000000..dc37f1f83 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Azarketi.md @@ -0,0 +1,93 @@ +--- +title: "Azarketi" +noteType: ":sticky-note:" +aliases: "Azarketi" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.SNhp04cirQnnBTbb +tags: + - JournalEntryPage +--- + +# Azarketi +Azarketis, inheritors of a shattered empire's legacy, hold their proud traditions close but still surface to interact with the rest of the world. + +The aquatic humanoids of the Inner Sea share a somber and burdened history. Most refer to these aquatic peoples as gillmen or sometimes Low Azlanti, though they typically refer to themselves as azarketi, an Azlanti word that translates roughly to “people of the seas.” After Earthfall, these proud humans were mutated into aquatic servants by their alghollthu foes. Feeling like they don't fully belong with their human brethren nor with the sea that binds them, many azarketis struggle for a sense of identity and purpose. Though they remain distrusted by the surface dwellers, azarketis celebrate their unique lineage and their descent from the venerated Azlanti culture. + +## You Might... + +* Ambitiously seek to defy negative perceptions and prejudice laid against you. +* Be reclusive and skeptical of strangers. +* Regard the water as your home, but be intrigued by societies along the shore. + +## Others probably... + +* Assume you are an ambassador to the sea and ask for your advice on nautical matters. +* Misunderstand your gentle gestures and mild expressions. +* Treat you with distrust or suspicion and anticipate betrayal from you. + +## Physical Description + +Azarketis appear as regal, athletic humans. Their soft, hydrophilic skin ranges in tones from pearlescent white to pinkish, greenish, or brown tones reminiscent of coral. Azarketis with hair are somewhat rare; many sport fins or scaled ridges on their heads instead. Like the Azlanti people from which they descend, they often have violet eyes. Their aquatic lineage is obvious thanks to the sets of three gills on either side of their necks, as well as their webbed hands and feet. Azarketis have been known to live longer than humans, although they mature at about the same rate. + +## Society + +Azarketis lack the center for combined culture that helps other groups maintain a cohesive identity. The vastness of the oceans and waterways spread these swift-swimming people across the Inner Sea and beyond. Many azarketis rely only on the small familial groups in their immediate community and prefer smaller populations with comrades they trust and know intimately. + +Some azarketis prefer to foster connections with their surface-dwelling brethren. Living in ports, river towns and along the shore allows azarketis a greater scope of opportunities not afforded to exclusively land or sea peoples. Although integrating with land society can be difficult, azarketis manage by forming bonded communities. Members will often have fond familial names for one another, regardless of actual relation. + +If they have the means, some azarketis dress in attire reflecting their Azlanti heritage. More commonly, azarketis do their best to remain inconspicuous when they emerge from the water. Many will wear shemaghs or other head wrappings, which both hide their gills and provide a few extra comfortable hours out of water if soaked before donning. + +## Alignment and Religion + +As they are typically outsiders to the domains of surface life, azarketis tend toward deities with an affinity for the ocean or other forms of water, the most popular being Gozreh. They are also likely to give reverence to other deities of nature or navigation, such as Desna. + +Some azarketis are tempted toward the call of the deep and serve their old alghollthu masters as gods. These individuals are enticed by eldritch entities such as the mysterious veiled masters—powerful beings of the deep ocean responsible for both uplifting and destroying the Azlanti people. + +Azarketis vary wildly in beliefs and values, as evidenced by their broad divergence in allegiance; thus, azarketis can be of any alignment. + +## Names + +Azarketis often take the names of nautical, weather, or geographical features important to the azarketi's family. Other azarketi groups will choose human names in order to encourage conformity with surface cultures. Some azarketi names have been passed down through so many generations that they still use ancient Azlanti roots or refer to bodies of water that no longer exist. + +### Sample Names + +Aft, Aliz, Cascade, Delta, Harbor, Ilani, Inkua, Jib, Lagoon, Lobay, Marine, Tidal, Windward, Zarket + +## Azarketi Mechanics + +**Hit Points** 8 + +**Size** Medium + +**Speed** 20 feet, Swim 30 feet + +**Ability Boosts** Constitution, Charisma, Free + +**Ability Flaw** Wisdom + +**Languages** Common, Alghollthu + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Aklo, Aquan, Azlanti, Draconic, Elven, and Undercommon and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Low-Light Vision + +**Hydration** While you are an amphibious being equally as capable on land as in the water, your body requires you to return to aquatic environments at least once in a 24-hour period. You must submerge in water in order to rehydrate your water-acclimated skin. If you fail to do this, your skin begins to crack and your gills become painful. After the first 24 hours outside of water, you take a -1 status penalty to Fortitude saves. After 48 hours, you struggle to breathe air and begin to suffocate until returned to water. + +## Azarketi Heritages + +[[Ancient Scale Azarketi]] + +[[Benthic Azarketi]] + +[[Inured Azarketi]] + +[[Mistbreath Azarketi]] + +[[Murkeyed Azarketi]] + +[[River Azarketi]] + +[[Spined Azarketi]] + +[[Tactile Azarketi]] + +[[Thalassic Azarketi]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Catfolk.md b/content/mechanics/srd/Ancestries/Catfolk.md new file mode 100755 index 000000000..ceb9430b9 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Catfolk.md @@ -0,0 +1,101 @@ +--- +title: "Catfolk" +noteType: ":sticky-note:" +aliases: "Catfolk" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.5S1Pq3GoEzLfBbH7 +tags: + - JournalEntryPage +--- + +# Catfolk +_Curious and gregarious wanderers, catfolk combine features of felines and humanoids in both appearance and temperament. They enjoy learning new things, collecting new tales and trinkets, and ensuring their loved ones are safe and happy. Catfolk view themselves as chosen guardians of natural places in the world and are often recklessly brave, even in the face of overwhelming opposition._ + +* * * + +Catfolk are outgoing, active humanoids who delight in discovery, whether of hidden ruins or a comfortable place to nap. They are exceptionally social, both within their tight-knit communities and with other creatures they meet. Remarkably brave, catfolk see themselves as guardians of the world against forces that would assail it, and they believe that strong communities, breadth of experience, and continual self-improvement aid them in this fight. + +Catfolk have fast reflexes and are even able to twist themselves in the air while falling to land on their feet. As quick as these reflexes are, catfolk have quicker tempers, shifting from effusive glee to aggrieved fury in an instant. Like mundane felines, catfolk involuntarily purr when pleased and growl when surprised or angry. + +If you want a character who is curious, brave, friendly, and nimble in body and mind, you should play a catfolk. + +## You Might... + +* Demonstrate genuine interest by asking a lot of enthusiastic questions. +* Avoid interpersonal conflict by giving someone a cold shoulder or by simply leaving the area. +* Carefully scout a target or problem before striking at it quickly. + +## Others Probably... + +* Think you monopolize conversations with your incessant queries or opinions. +* Consider you haughty or prideful. +* Ascribe more emotion than you feel to your involuntary purrs or growling. + +## Physical Description + +Although all catfolk walk upright and have soft fur, a long tail, large ears, and vertical pupils, they show at least as much variety as ordinary felines. Catfolk have nimble fingers with short claws that are usually retractable. Most catfolk take great pride in maintaining their appearance and rarely suffer the indignity of being wet or dirty if they can avoid it. + +Catfolk mature quickly and are able to walk at only a few months old, but they otherwise start their careers at roughly the same age as humans do and live to be 60 or 70 years of age. Catfolk are rarely taller than the average human and, because of their lean builds, almost never weigh as much as a human of similar height. + +## Society + +Catfolk call themselves amurruns, although many consider this name to be private. They raise their children in large extended families, where they are given what many other humanoids see as a distressing latitude to explore and get into trouble from a remarkably young age. Catfolk learn a trade in a loose apprenticeship, and the majority learn several trades over their lives. + +Catfolk societies are often led by an appointed leader who speaks on behalf of the community and mediates disputes. A catfolk leader is most often a spellcaster and usually female. Catfolk prefer to deal with grievances by making an elaborate showing of disinterest, or even leaving a community for a time so the problem can die away or work itself out. + +## Alignment and Religion + +Catfolk aren't a particularly religious people, but most do believe they were uplifted from great primeval cats to confront the evil abominations despoiling natural places and laboring to unmake reality. The gods blessed catfolk with language, the use of tools and weapons, and a strong sense of community. + +Most catfolk are good. They enjoy the freedom to travel and like to set their own paths in life, so more catfolk are chaotic than lawful. Religious catfolk most often practice a nebulous form of animism, appeasing the spirits of the land and the creatures they hunt to preserve the natural order. + +## Adventurers + +Catfolk delight in venturing into unexplored areas, whether untrammeled wildernesses or ancient dungeons. They like finding treasures and baubles, but for most catfolk, the experience of the journey itself is the true reward. + +Typical catfolk backgrounds include acrobat, artist, gambler, hunter, nomad, and scout, plus bandit, courier, insurgent, outrider, and root worker. Catfolk's inherent curiosity and agility mean they excel as swashbucklers, bards, fighters, and rogues. Their love of the natural world and drive to puzzle out secrets of all types leads many to become investigators, druids, or sorcerers. + +## Names + +Catfolk are given short names in their youth. Adolescent catfolk are free to choose a different name when they first leave home, though some simply keep the name they've gotten used to. Catfolk love to add titles and honorifics to their names. Some catfolk use their titles exclusively among non-catfolk, and so become known by epithets like Six Fates, Fiend Killer, or Mistcloak. + +### Sample Names + +Alyara, Crinto, Drewan, Espes, Ferrus, Gerran, Halhat, Hoya, Ruun, Sevastin, Tespa, Yonsol, Zakkar, Zathra + +## Catfolk Mechanics + +**Hit Points** 8 + +**Size** Medium + +**Speed** 25 feet + +**Ability Boosts** Dexterity, Charisma, Free + +**Ability Flaw** Wisdom + +**Languages** Amurrun, Common + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Iruxi (the language of lizardfolk), Jotun, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Low-Light Vision + +**Land on your Feet** When you fall, you take only half the normal damage and don't land prone. + +## Catfolk Heritages + +[[Clawed Catfolk]] + +[[Flexible Catfolk]] + +[[Hunting Catfolk]] + +[[Jungle Catfolk]] + +[[Liminal Catfolk]] + +[[Nine Lives Catfolk]] + +[[Sharp-Eared Catfolk]] + +[[Winter Catfolk]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Conrasu.md b/content/mechanics/srd/Ancestries/Conrasu.md new file mode 100755 index 000000000..2fc3136f9 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Conrasu.md @@ -0,0 +1,83 @@ +--- +title: "Conrasu" +noteType: ":sticky-note:" +aliases: "Conrasu" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.ufWdokSN5W3Einus +tags: + - JournalEntryPage +--- + +# Conrasu +_Conrasus are shards of cosmic force given consciousness who construct intricate exoskeletons to interface with the mortal world. Both an integral part of the underlying processes of the universe and strangely set apart, conrasus look to aeons to understand their existence._ + +* * * + +Conrasus aren't entirely clear on their own origins. Some historians think them a failed experiment of a wizardly cabal—possibly a splinter of artificers from the ancient Jitska Imperium—who desperately hoped to bind a pleroma to bolster their army but who accidentally conjured shattered scraps of the aeon instead. Others believe conrasus were built by their ancestors using an accelerated, iterative evolution process as natural as one designed by those who build portions of their own bodies could ever hope to achieve. Most likely, it is a mix of the two. + +## You Might... + +* Do your best to determine and act upon the will of your guiding aeon. +* Use rituals and repetitive actions as a means to meditate and reflect on your purpose. +* Have difficulty applying your cosmic instincts and senses to a physical existence. + +## Others Probably... + +* View you as part of a hivemind at best or lacking in free will at worst. +* Have trouble understanding your perspective or attempts at communication. +* Look to you as the expert on any matters involving aeons or related beings. + +## Physical Description + +The true form of a conrasu is an abstract chunk of spiritual essence. While their being exists beyond the truth of humanoid senses, to the mortal eye, their body usually resembles a globe of light, darkness, or space. Floating, internal pinpricks of illumination sit inside the ball, slightly obscured as if peeking through a gelatinous substance. These “cores” surround themselves with bodies made out of still-living wood, creating the form that most people recognize as a conrasu. + +Conrasus themselves are called to a path and, once they find it, shape frames to create a suitable form, leading to a wide variety of appearances. As a conrasu ages, the supple green wood of ttheir body hardens, causing their limbs to lose mobility. Conrasus must constantly grow new arms and roots for their living exoskeleton, leaving their frozen limbs as immobile effigies along their shell. + +Conrasus can't maintain their integrity without their wooden exoskeletons. A conrasu that loses its exoskeleton dissipates and dies, though they can be returned to life with magic like other beings. + +## Society + +There are three distinct types of conrasus. Maintainers tend and care for others, believing they must cultivate a proper balance between various forces. Shapers build and direct those around them, and feel that balance is maintained by those who strive to preserve the world's equilibrium. Lastly, correctors fix problems of all sorts, often acting as stalwart bastions of law who perceive the world in absolutes, with few to no shades of gray. True balance can be achieved only in cases where pressure and force have been applied to make necessary changes. + +On rare occasions, a conrasu may hear and heed the call of another form of extraplanar being. One might serve a psychopomp, another an archon, and yet another might become a witch and adopt an unknown figure as a patron. + +## Alignment and Religion + +Many conrasus consider themselves bound to a specific aeon, following them like a deity and doing what they believe to be the aeon's bidding. As a result, almost all conrasus are lawful neutral in alignment. + +## Names + +Conrasus have little in the way of consciousness as others understand it before they self-actualize and leave the nursery-towns where they sprouted. That includes a name, a concept of gender, and even the passage of time beyond their little bubbles-these are picked up in the wider world. As a result, a conrasu might have nearly any appellation. + +### Sample Names + +Automa, Azubu, Dumi, Emeka, Ganizadi, Locu, Incanes, Radi, Shell, Weave + +## Conrasu Mechanics + +**Hit Points** 10 + +**Size** Medium + +**Speed** 25 feet + +**Ability Boosts** Constitution, Wisdom, Free + +**Ability Flaw** Charisma + +**Languages** Mwangi, Rasu + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Celestial, Elven, Iruxi, Sylvan, Terran, Utopian, and any other languages to which you have access (such as the languages prevalent to your region). + +**Sunlight Healing** A conrasu can enter a meditative, healing state as a 10-minute activity when exposed to direct sunlight, in which case they recover 1d8 Hit Points. At 3rd level, and every 2 levels thereafter, this healing increases by 1d8. Once a conrasu has recovered Hit Points in this way, they are temporarily immune to further uses of Sunlight Healing for 1 day. + +## Conrasu Heritages + +[[Rite of Invocation]] + +[[Rite of Knowing]] + +[[Rite of Light]] + +[[Rite of Passage]] + +[[Rite of Reinforcement]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Dwarf.md b/content/mechanics/srd/Ancestries/Dwarf.md new file mode 100755 index 000000000..e61ff077b --- /dev/null +++ b/content/mechanics/srd/Ancestries/Dwarf.md @@ -0,0 +1,91 @@ +--- +title: "Dwarf" +noteType: ":sticky-note:" +aliases: "Dwarf" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.XzRv30zY3UXRbBho +tags: + - JournalEntryPage +--- + +# Dwarf +Dwarves have a well-earned reputation as a stoic and stern people, but they also have an unbridled zeal and deeply value artisanship. To a stranger, they can seem untrusting and clannish, but to their friends and family, they are warm and caring. While trust from a dwarf is hard-won, once gained it is as strong as iron. + +If you want to play a character who is as hard as nails, a stubborn and unrelenting adventurer, with a mix of rugged toughness and deep wisdom, you should play a dwarf. + +## You Might... + +* Strive to uphold your personal honor and refuse to back down +* Appreciate quality craftsmanship in all forms and insist upon it for all your gear. + +## Others Probably... + +* See you as stubborn, though whether this is an asset or a detriment changes from moment to moment. +* Recognize the deep connection you have with your family, heritage, and friends. + +## Physical Description + +Dwarves are short and stocky, standing about a foot shorter than most humans. They have wide, compact bodies and burly frames. Dwarves of all genders pride themselves on the length of their hair and beards, which they often braid into intricate patterns, some of which represent specific clans. A long beard is a sign of maturity and honor among many dwarf clans. + +Dwarves typically reach physical adulthood around the age of 25, though their traditionalist culture places more value on completing coming-of-age ceremonies unique to each clan than reaching a certain age. A typical dwarf can live to around 350 years old. + +## Society + +Though the ancient dwarven empire fell long ago, overwhelmed by orc and goblinoid enemies, dwarves today retain many of the qualities that once propelled them to greatness: fierceness, gumption, and stubbornness in their endeavors. Dwarves live within mountain Sky Citadels dotted over the surface, which can create vast cultural divides between dwarf clans. Yet nearly all dwarven peoples share a passion for stonework, metalwork, and family. + +Few dwarves are seen without their clan dagger strapped to their belt. This dagger is forged just before a dwarf's birth and is distinctive to their clan. Dwarves honor their children with names of ancestors or dwarven heroes. When introducing themselves, dwarves tend to list their family and clan, plus any number of other familial connections and honorifics. + +### Sample Names + +Agna, Bodill, Edrukk, Grunyar, Ingra, Kotri, Morgrym, Rogar, Torra, Yangrit + +## Beliefs + +Dwarves tend to value honor and closely follow the traditions of their clans and kingdoms. They have a strong sense of friendship and justice, though they are often very particular about who they consider a friend. They work hard and play harder—especially when strong ale is involved. Torag, god of dwarvenkind, is dwarves’ primary deity, though worship of Torag’s family members is also common. + +#### **Popular Edicts** + +create art with utility, guard your community against those who would harm it, keep your clan dagger close + +#### **Popular Anathema** + +leave an activity or promise uncompleted, forsake your family + +## Dwarf Mechanics + +**Hit Points** 10 + +**Size** Medium + +**Speed** 20 feet + +**Ability Boosts** Constitution, Wisdom, Free + +**Ability Flaw** Charisma + +**Languages** Common, Dwarven + +**Additional languages** equal to your Intelligence modifier (if it's positive). Choose from Gnomish, Goblin, Jotun, Orcish, Petran, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Darkvision + +**Clan Dagger** You get one clan dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves. + +## Dwarf Heritages + +[[Ancient-Blooded Dwarf]] + +[[Anvil Dwarf]] + +[[Death Warden Dwarf]] + +[[Elemental Heart Dwarf]] + +[[Forge Dwarf]] + +[[Forge-Blessed Dwarf]] + +[[Oathkeeper Dwarf]] + +[[Rock Dwarf]] + +[[Strong-Blooded Dwarf]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Elf.md b/content/mechanics/srd/Ancestries/Elf.md new file mode 100755 index 000000000..698ed9017 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Elf.md @@ -0,0 +1,85 @@ +--- +title: "Elf" +noteType: ":sticky-note:" +aliases: "Elf" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.3cfdiId1IoxLsF9V +tags: + - JournalEntryPage +--- + +# Elf +As an ancient people, elves have seen great change and have the perspective that can come only from watching the arc of history. After leaving Golarion in ancient times, they returned to a changed land, and they still struggle to reclaim their ancestral homes. Elves value kindness, intellect, and beauty, with many elves striving to improve their manners, appearance, and culture. Their studies delve into a level of detail that most shorter-lived peoples find excessive or inefficient. Elves are often rather private people, steeped in the secrets of their groves and kinship groups. They're slow to build friendships outside their kinsfolk, as elves who spend their lives among shorterlived peoples often become morose after watching generations of companions age and die. These elves are known as Forlorn among their fellow elves. + +If you want a character who is magical, mystical, and mysterious, you should play an elf. + +## You Might... + +* Carefully curate your relationships with people with shorter lifespans. +* Adopt specialized or obscure interests simply for the sake of mastering them. + +## Others Probably... + +* Focus on your appearance, either admiring your grace or treating you as if you’re physically fragile. +* Worry that you privately look down on them, or feel like you’re condescending and aloof. + +## Physical Description + +While generally taller than humans, elves possess a fragile grace, accentuated by long features and sharply pointed ears. Their eyes are wide and rounded, featuring large and often vibrantly colored pupils that make up the entire visible portion of the eye. These pupils give them an alien look and allow them to see sharply even in very little light. + +Elves gradually adapt to their environment and their companions, and they often take on physical traits reflecting their surroundings. An elf who has dwelled in primeval forests for centuries, for example, might exhibit verdant hair and gnarled fingers, while one who's lived in a desert might have golden pupils and skin. Elves reach physical adulthood around the age of 20, though they aren't considered to be fully emotionally mature by other elves until closer to the passing of their first century. A typical elf can live to around 600 years old. + +## Society + +The inborn patience and intellectual curiosity of elves make them excellent sages, philosophers, and wizards, and their societies are built upon their inherent sense of wonder and knowledge. + +Elves hold deeply seated ideals of individualism, allowing each elf to explore multiple occupations before alighting on a particular pursuit or passion that suits her best. Elves bear notorious grudges against rivals, which elves call ‘ilduliel,' but these antagonistic relationships can sometimes blossom into friendships over time. An elf keeps their personal name secret among their family, while giving a nickname when meeting other people. This nickname can change over time, due to events in the elf's life or even on a whim. A single elf might be known by many names by associates of different ages and regions. Elven names consist of multiple syllables and are meant to flow lyrically—at least in the Elven tongue. + +### Sample Names + +Aerel, Amrunelara, Caladrel, Dardlara, Faunra, Heldalel, Jathal, Lanliss, Oparal, Seldlon, Soumral, Talathel, Tessara, Variel, Yalandlara, Zordlon + +## Beliefs + +Elves are often emotional and capricious, yet they hold high ideals close to their hearts. They prefer deities who share their love of all things mystic and artistic. Desna and Shelyn are particular favorites, the former for her sense of wonder and the latter for her appreciation of artistry. Calistria is the most notorious of elven deities, as she represents many of the elven ideals taken to the extreme. + +#### **Popular Edicts** + +find beauty in nature and art, explore things others would keep hidden, demonstrate superiority to your rival + +#### **Popular Anathema** + +abandon your own path, force another creature to do something + +## Elf Mechanics + +**Hit Points** 6 + +**Size** Medium + +**Speed** 30 feet + +**Ability Boosts** Dexterity, Intelligence, Free + +**Ability Flaw** Constitution + +**Languages** Common, Elven + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Empyrean, Fey, Gnomish, Kholo, Orcish, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Low-Light Vision + +## Elf Heritages + +[[Ancient Elf]] + +[[Arctic Elf]] + +[[Cavern Elf]] + +[[Desert Elf]] + +[[Seer Elf]] + +[[Whisper Elf]] + +[[Woodland Elf]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Fetchling.md b/content/mechanics/srd/Ancestries/Fetchling.md new file mode 100755 index 000000000..c99931927 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Fetchling.md @@ -0,0 +1,81 @@ +--- +title: "Fetchling" +noteType: ":sticky-note:" +aliases: "Fetchling" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.RlMgeku1FNJjF7YR +tags: + - JournalEntryPage +--- + +# Fetchling +_Once human and now something apart, fetchlings display the Shadow Plane's ancient influence through monochrome complexions, glowing eyes, and the casting of supernatural shadows._ + +* * * + +Fetchlings are a striking people whose skin appears entirely drained of color. These lithe and shadowy beings seem to sink and vanish into the gloom. They see in darkness, exercise control over shadows, and have strange occult powers. Some fetchlings develop their powers enough to pass between the Shadow and Material Planes, leaving other ancestries to whisper about figures that emerge from shaded corners and then vanish without a trace. Through magic and other means, they've spread across Golarion and the planes beyond, as adaptable as the humans they once were. + +The first fetchlings were refugees. Ages ago, when Earthfall destroyed ancient Azlant and cast the world into darkness, one small group of Azlanti pleaded for rescue. A mysterious hooded figure known as the Widow answered their call, slicing open a passage into the Shadow Plane. The Azlanti stepped through, trading the darkness of Earthfall for a deep shadow. As they navigated the plane's strange environs and dangerous inhabitants, its nature slowly worked monumental changes on the survivors. + +If you want a character more at home in a mirror world of shadow, infused with umbral gloom, and who embodies the dualities of light and darkness, you should play a fetchling. + +## You Might… + +* Live and work in gloomy areas of dim light with plenty of shadows, only providing bright light when expecting visitors. +* Look to people's shadows as a way of identifying them, alongside features like stature or facial structure. +* Maintain composure when faced with strange creatures and circumstances. + +## Others Probably… + +* Believe you have shadowy powers, such as the ability to consume light as food, melt into darkness, or travel between planes. +* Expect you to be cautious, reserved, and a loner. +* Express interest in your ancestral physiological connection to the Shadow Plane. + +## Physical Description + +Most of the Shadow Plane appears as an altered version of the Material Plane but leeched of color. These same forces in the Shadow Plane have touched fetchlings, whose skin tones fall on a monochromatic scale from stark white to deep black, and all the shades of gray between. Their bodies are just as diverse in shape and size as humans, though most display a certain fluidity of motion reminiscent of shifting shadows. Fetchlings' reflective, pupilless eyes can pierce darkness. A fetchling's most notable feature is their shadow, which almost never faithfully reflects their body. Instead, fetchling shadows might have incongruous shapes or sizes, while others flicker, move of their own accord, or imitate the shadow of another nearby creature. + +## Society + +Most fetchlings remain close to Golarion on either the Material or Shadow Planes, either forming majority-fetchling communities or forging solitary paths. Both planar groups tend to be insular; many fetchling cultures preserve memories of their early, perilous days confronting the Shadow Plane's hostile or beguiling denizens. Their predilection for forming tight communal bonds and adapting to local customs has spread to become part of broader fetchling culture, reinforced by two major fetchling groups—the Estlaris and Sharedars—who live in the shadow of more powerful entities. + +## Alignment and Religion + +A culture of survival passed down through generations means many fetchlings prefer to maintain a cautious worldview and adapt to prevailing circumstances. As a result, many trend toward a neutral outlook on life. Some choose to join with local powers for personal or communal advancement, or to tear systems down from the inside. Others attempt to shatter what they see as fetters that bind them and their communities. + +No small number of fetchlings are nonreligious, recognizing all gods' powers but revering none. Faithful fetchlings prefer gods that offer protection and stability, be it the pastoral embrace of Erastil or the binding chains of Zon-Kuthon. Those who travel alone or pass between planes seek the comfort of Alseta, Desna, and Gozreh. Calistria appeals to ambitious fetchlings, while Grandmother Spider and Sivanah help those who wish to move through the world unnoticed or unfettered. Some worship these three as a pantheon called the Laughing Veil; a few even include Norgorber as a fourth member. + +## Names + +Fetchlings adapted to a new world, and their names do the same. These names commonly include phonetic qualities from multiple languages or are simply local cultural names that fetchling families find compelling. Other dominant naming conventions include flowing sounds, harsh or hissing consonants, and surnames that refer to important relatives or community traits. + +### Sample Names + +Amelisce, Ashka, Drosil, Eitsanara, Eomva, Ikyamek, Inva, Jegan, Lirtae, Meotrai, Sorsul, Zokaratz + +## Fetchling Mechanics + +**Hit Points** 8 + +**Size** Medium + +**Speed** 25 feet + +**Ability Boosts** Dexterity, Free + +**Languages** Common, Shadowtongue + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, D'ziriak, Necril, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Darkvision + +## Fetchling Heritages + +[[Bright Fetchling]] + +[[Deep Fetchling]] + +[[Liminal Fetchling]] + +[[Resolute Fetchling]] + +[[Wisp Fetchling]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Fleshwarp.md b/content/mechanics/srd/Ancestries/Fleshwarp.md new file mode 100755 index 000000000..3c352667b --- /dev/null +++ b/content/mechanics/srd/Ancestries/Fleshwarp.md @@ -0,0 +1,91 @@ +--- +title: "Fleshwarp" +noteType: ":sticky-note:" +aliases: "Fleshwarp" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.vTB1bTYVE4onyyy1 +tags: + - JournalEntryPage +--- + +# Fleshwarp +_Fleshwarps are people whose forms were created or radically transformed by magic, alchemy, or unnatural energies. Their unorthodox appearance can make it difficult for them to find a place for themselves in the world._ + +* * * + +Magic and science that can warp bone and twist sinew are all too common on Golarion. Fleshwarps are those who have been permanently altered by such methods—sometimes a sapient being created whole cloth from inanimate flesh, but often a victim unwillingly transformed by strange energies or sadistic creators. + +The ancestry name "fleshwarp" is an umbrella term, since on Golarion the actual fleshwarping process is more infamously well-known than are alterations caused by uncontrolled magic, technology, or fringe science. Whether practiced by Thassilonian wizards, Nexian fleshcrafters, or the drow of the Darklands, fleshwarping is the craft of reshaping flesh and mind in vats of foul magical reagents. This has led some scholars of monsters to argue that only those beings created by traditional fleshwarping should be considered fleshwarps. Regardless of the source of their altered forms, fleshwarps bear their new shape forever, transformed beings living a wild and strange existence beyond what was possible for their original ancestry. + +Although fleshwarps are humanoid, no two look the same. One might possess limbs in unusual places and skin as smooth as glass, while another might have a thick matting of spiny fur. Some might have animalistic features, like a boar snout, scales, or cloven hooves. Others have entirely alien appearances, such as bulging eyes on the backs of their hands. Some may have only subtly uncanny features that differentiate them, such as glowing teeth, smoking eyes, or fingernails made of bone. The only commonality among fleshwarps is their mismatched nature. Let your imagination run wild when creating a fleshwarp character! + +If you want a character who is tough and hardy, can change their form as they grow, and can use their wholly unique appearance to inspire awe or fear in others, you should play a fleshwarp. + +## You Might... + +* Embrace your unusual appearance to inspire respect or fear. +* Be used to relying on yourself. +* Distrust large groups of people, particularly mobs, based on past experiences. + +## Others Probably... + +* Find your physiology fascinating or terrifying. +* Assume you are an expert on strange creatures or occult phenomena. +* Consider you an enigmatic and unpredictable—and perhaps even dangerous—outsider. + +## Physical Description + +Fleshwarps are humanoids, ranging from 5 to 7 feet tall and from just under 100 pounds to more than 300 pounds. The proportion and appearance of their limbs and features differ widely, but fleshwarps functionally have two legs, two arms, and a single head; a fleshwarp with more limbs than this should consider an appropriate ancestry feat to reflect this variance, or one of their limbs might be vestigial and mostly nonfunctional. Fleshwarps differ widely in their appearance due to the unique circumstances of their creation. Even fleshwarp siblings or two people transformed through the same procedure might look wildly different. + +## Society + +Fleshwarps are so few in number that congregations of them are rare. They most often live on their own, with a small family group, or at the outskirts of a community. Some thrive in cities, however, where they can remain anonymous among the crowds while pursuing careers that allow them to avoid contact with people who might fear or persecute them. + +Fleshwarps value endurance and are quick to learn from others, so those who come into contact with others of their kind usually share stories that help each other survive, hide, or thrive more effectively. How a fleshwarp formed can be a painful or horrifying subject, one they consider rude to discuss with anyone besides close friends or loved ones. + +## Alignment and Religion + +Fleshwarps have little to gain from the broader society, and therefore rarely work to support society in turn, beyond perhaps helping other fleshwarps. They need to be able to adapt quickly to survive on their own. As a consequence, few fleshwarps are lawful. Although bigoted or short-sighted people view fleshwarps as monsters, fleshwarps are no more or less prone to evil than any other people, and most seek only to live their lives without trouble. Most are neutral in alignment, for while alienation doesn't force a fleshwarp to feel contempt for others, neither does it encourage a fleshwarp to avoid it. This is especially true for fleshwarps living in the societies that gave birth to their traumatic transformation. Fleshwarps aren't often casually religious; most either have little to do with faith at all (viewing themselves as scorned by the gods or simply seeing faith as impractical for survival) or are exceptionally devout. Religious fleshwarps often revere Arazni, Calistria, Desna, or Gozreh; evil fleshwarps typically turn to Lamashtu, finding consolation in the Mother of Monsters. + +## Names + +Fleshwarps can come from-and thus have names from-any culture or ancestry, but some give themselves new names after being transformed, whether to celebrate the change, recognize a new phase of their lives, or conceal their past identity. Many fleshwarps also carry a descriptive nickname granted to them by others, such as "Triple Handed," "Barkfoot," or "Many-Mouth." + +Fleshwarps don't keep nicknames they find personally offensive, but they tend to keep ones that describe their distinctive appearances or that are given by people they care about. + +### Sample Names + +Borble, Dag, Feff, Hurn, Kemp, Omber, Ostro, Shurni, Surm, Wumpin + +## Fleshwarp Mechanics + +**Hit Points** 10 + +**Size** Medium or Small + +**Speed** 25 feet + +**Ability Boosts** Constitution, Free + +**Languages** Common + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, Dwarven, Elven, Goblin, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Low-Light Vision + +**Unusual Anatomy** Your unorthodox body resists physical afflictions meant for other creatures. You gain a +1 circumstance bonus to saves against diseases and poisons. + +## Fleshwarp Heritages + +[[Cataphract Fleshwarp]] + +[[Created Fleshwarp]] + +[[Discarded Fleshwarp]] + +[[Mutated Fleshwarp]] + +[[Shapewrought Fleshwarp]] + +[[Surgewise Fleshwarp]] + +[[Technological Fleshwarp]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Ghoran.md b/content/mechanics/srd/Ancestries/Ghoran.md new file mode 100755 index 000000000..2ceb3d163 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Ghoran.md @@ -0,0 +1,65 @@ +--- +title: "Ghoran" +noteType: ":sticky-note:" +aliases: "Ghoran" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.kRjkrWAqQNXj3LLP +tags: + - JournalEntryPage +--- + +# Ghoran +These intelligent plant people, created by a long-dead druid, possess a sort of immortality through their seeds—unless these are destroyed by external events other than merely the ravages of time. + +During the height of the wars between Geb and Nex long ago, the archmage Nex asked the renegade druid Ghorus to create a plant that would feed his people even in the most inhospitable land. Ghorus did so, developing a flower that would adapt to every environment and withstand every sort of magecraft and spellworking. He succeeded too well. In the strange soil of the Impossible Lands, the flower grew and soon began to think—and then to walk and speak. These were the first ghorans. Despite their new awareness, ghorans found that many other peoples were adept at ignoring inconvenient truths, especially those involving where their next meal might come from. Bit by bit, seed by seed, ghorans grew themselves into humanoid forms, hoping to engender sympathy by mirroring the appearance of humanoids. It eventually worked, and the ghorans won citizenship and protected status in the nation of Nex. Even so, time and predation has taken its toll; the population of ghorans is small and ever dwindling. + +Each ghoran is essentially an ancient spark of life that inhabits, successively, a series of plantlike bodies. Every twenty years or so, a ghoran produces a seed. Their old body withers away as their soul enters the seed, which then swiftly produces a new body. The process brings with it minor changes in personality and some loss of more distant memories, such that each new ghoran is related to their predecessor while still being a different individual. The art of creating more ghorans died with the druid Ghorus, so they're a tiny but stable minority in the Impossible Lands, dwindling bit by bit over the centuries as a few of them fall to violence and mischance. + +If you want a character who's an ancient and alien soul, trying to survive and thrive in a strange and hostile world, you should play a ghoran. + +## You Might... + +* Offhandedly mention events from thousands of years ago. +* Find "animal" behaviors strange. +* Constantly make small changes to your body. + +## Others Probably... + +* Have a hard time recognizing you after not seeing you for a while. +* Are either intimidated or fascinated by how long you've lived and how much you know. +* Have heard you're delicious. + +## Physical Description + +Roughly humanoid in size and shape, a ghoran's body is mostly made up of a fibrous plant material resembling a woody vine, with a face like an enormous, colorful flower. Ghorans have a great deal of control over the shape and structure of their bodies: with a few hours of effort, a ghoran might make themselves taller or shorter, long-limbed or barrel-chested. They have a reputation for tasting deliciously sweet and herbaceous. Most people merely find this quality a curiosity and don't attempt to take a bite, but animals in the wild will sometimes seek them out and attack them. Though they can learn to smile or laugh to fit in with other ancestries, they tend to use a different set of emotional signifiers, fluttering their face-petals to show happiness and making a rustling sound when agitated or upset. Every ghoran has a large cavity within their torso that contains a large seed. When a ghoran's body becomes too decrepit to function, they impart their memories into the seed and plant it into the ground. Within 1 to 2 months, a new ghoran body finishes growing from the seed, and the original ghoran collapses into a pile of inert organic matter. This curious method of propagation leaves a ghoran vulnerable, and many ghorans are defensive about the process among non-ghoran peoples.Being plants, ghorans have no innate understanding of gender in the human sense. Ghorans who find themselves in the company of other ancestries sometimes adopt a more masculine or feminine form, though just as many don't bother. + +## Society + +Ghorans originated in Nex, and most reside as a tiny minority population in that land. In its major cities, they have built little enclaves of their own in neighborhoods featuring sweeping parks and massive trees, with the largest of these enclaves being in Quantium. While they don't possess the magical ability to enter an extradimensional home within a tree like dryads, ghorans live among the trees, typically making their homes within the neighborhoods' big parks. They are extremely skilled at building their abodes so that they don't disrupt the lives of the local flora. Visitors to a ghoran enclave might not realize initially that they've entered a home, assuming instead that they're in a recreational public space. Ghorans don't typically mind the unexpected company so long as the visitors are respectful of the park, of their homes, and of any ghorans they meet. The ghorans who live in major cities are relatively social and accepting of other ancestries, and they tend to be eager to interact, learn about others, and engage in trade. Outside of these cities, ghorans inhabit small, remote communities in the foothills of the Shattered Range and dwell in secluded forests, and they tend to be much more isolationist. Remembering well that Ghorus originally created their ancestry as food for the "animals," they generally have no great desire to get to know other ancestries. However, as each new incarnation slightly shifts a ghoran's personality, they sometimes develop a wanderlust that spurs them to leave an isolated home and travel into the wider world. Often, such ghorans hold bits—or even troves—of ancient lore lost to the outside world for many years, so their journeys can sometimes lead to important new discoveries for others in the Impossible Lands and beyond. + +Among themselves, ghorans cooperate easily and instinctively, with no need for a formal government. Work is apportioned by a silent consensus derived from thousands of years of experience, as everyone does what they're best at to cover necessary tasks. This silent consensus is already practiced at determining how to adjust and adapt when one ghoran falls ill or changes in a new incarnation. The addition of new ghorans traveling from afar or of members of other ancestries can sometimes throw off this natural rhythm. The new addition is an unknown quantity, so the entire community keeps tabs on the newcomers, to a potentially unsettling extent, for a short period of analysis. This practice isn't out of any distrust or desire for harm, but rather out of curiosity and a need to understand what the newcomers do well and where they need assistance. Once the ghoran community has drawn a conclusion, they adjust their actions accordingly—everyone simply begins to perform tasks differently to allow newcomers to fit in and contribute, with no official meeting or declaration. In most cases, one of the members of the community realizes they should tell non-ghoran newcomers what the community expects of them, but sometimes no one realizes there's a need to communicate. When this happens, it can leave the ghoran community and the newcomers perplexed at the others' actions and choices, as the community expects the newcomers to simply pitch in and fill the need while the newcomers wait to be told what the community expects of them. + +Ghoran communities, operating on this ancient consensus, generally don't have anything resembling leaders. Nonetheless, a community will sometimes appoint a single ghoran as an envoy to outsiders and even give them a title to make the "animals" more comfortable when receiving a message from the whole community. + +## Alignment and religion + +Ghorans typically lack driving forces toward good or evil, though their plant-derived values can sometimes make them come across as amoral to people who are not likewise plant based. They have a slight tendency toward law, especially in their own communities. While most ghorans aren't particularly religious, spiritually oriented ones tend to worship nature by means of the Green Faith or, less commonly, Gozreh or one of the Eldest (such as the plantlike Green Mother). They rarely find interest in human-centric deities, as ghorans have distinctly different thought processes and priorities. Faith is a matter that usually doesn't change much from seed to seed and incarnation to incarnation, and that means that the newer deities, especially those ascended in the last few millennia ("recently," from the ghoran perspective) have almost no foothold in ghoran communities. + +## Names + +Most ghorans pick a new name with each incarnation, usually selecting a name or concept that they found pleasing in a past life. Occasionally, a ghoran might reuse a name for several incarnations in a row, especially if remaining in a community of other peoples, though each incarnation is still a distinct person. + +### Sample Names + +Amsalu, Ash, Emnet, Sieri, Ooniel, Arshmarish, Velt, Delphinium, Hach, Emerald, Sable + +## Ghoran Heritages + +Created with the express purpose of adapting to their environment, ghorans display several distinct physical morphs. Choose one ghoran heritage at 1st level. + +[[Ancient Ash]] + +[[Enchanting Lily]] + +[[Strong Oak]] + +[[Thorned Rose]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Gnoll.md b/content/mechanics/srd/Ancestries/Gnoll.md new file mode 100755 index 000000000..d98df73d8 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Gnoll.md @@ -0,0 +1,87 @@ +--- +title: "Gnoll" +noteType: ":sticky-note:" +aliases: "Gnoll" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.xBV8oGvecw7abZxc +tags: + - JournalEntryPage +--- + +# Gnoll +_Powerfully-built humanoids that resemble hyenas, gnolls are cunning warriors and hunters. Their frightening visage and efficient tactics have given them an ill-starred reputation._ + +* * * + +In lands to the east, such as Katapesh, gnolls have earned themselves well-deserved reputations as brutal slavers and demon-worshippers. Even in the Mwangi Expanse, many outsiders believe that gnolls are witches, cannibals, and worse. The truth is more complex. + +Mwangi gnolls, known to themselves as “kholo,” are eminently practical and pragmatic hunters and raiders. To gnolls, honor is just another word for pointless risk. Any loss of a gnoll affects not just the individual, but their packmates and kin as well. Wasting time on anything but victory, whether it's mercy or cruelty, is seen as little shy of immoral. Gnolls see effectiveness as a cardinal virtue and believe that the best fight is one that never gives the opponent a chance to strike back. Mwangi gnolls are masters of ambushes, tactical feints, and psychological warfare-none of which endears them to their neighbors. + +Equally misunderstood is the gnoll practice of ancestor worship and endocannibalism. Gnolls consume their dead as a sign of reverence, holding a grand feast and transforming the bones of the fallen into art or weapons. Gnolls extend this honor to respected foes, hoping to bring their enemy's cunning or strength into the clan. While it's a sign of admiration, not everyone sees it that way. + +## You Might... + +* Always try to work smarter, not harder. +* Be very physically demonstrative—often hugging, punching, or licking your friends. +* Keep a bone from a favorite relative to ask for advice. + +## Others Probably... + +* Are intimidated by your size, teeth, and eerie laugh. +* Assume that you are dishonorable or worse. +* Respect the brutal efficiency of your hunting style. + +## Physical Description + +Gnolls are large, hyena-like humanoids with short muzzles, sharp teeth, and large and expressive round ears. Their bodies are covered in shaggy fur, rougher on the back and softer and lighter on the stomach and throat, usually in an off-white, tan, or brown shade-spots and stripes are both common. Gnolls typically stand between six and seven feet tall. Women are usually about a head taller than men, and correspondingly stronger. Gnolls are considered adults at fifteen, and live about 60 years on average, though some can reach a hundred or more in good health. + +## Society + +Kholo generally live in clans of 10 to 20 interrelated family groups, containing between 100 to 200 gnolls. They are ruled by a council of female gnolls, typically selected from the oldest members of each family. This council of elders selects one of their number as a Chief Elder, who is essentially the first among equals and sets the agenda. The council is advised by the clan's bonekeeper and storyteller, as well as one or more younger gnolls who lead hunting and raiding packs. + +Bonekeepers focus on tending to the wishes of gnoll ancestors and gods-they take their name from the ancestral bones that festoon their clothing and homes. Storytellers serve as teachers and sages, and are expected to have an encyclopedic knowledge of clan history, regional lore, and anything else relevant to the clan. They usually speak several languages. + +Kholo women typically work as hunters, warriors, and leaders, while men become artisans, caretakers, and gatherers. However, adherence to gender roles varies from clan to clan. Members of either gender can become bonekeepers or storytellers, and these positions often routes to authority for male gnolls. + +## Alignment and Religion + +Mwangi gnolls have an unsentimental, matter-of-fact approach to life, and prioritize results over methods. They are usually loyal and generous to their people and ruthless toward outsiders-gnolls are typically chaotic neutral but can skew good or evil depending on who they view as “their people.” + +Gnolls appeal to their ancestors on a day-to-day basis, invoking their kin to bless cubs, ward off disease, or grant luck on hunts. Gnolls call upon the gods on special occasions or in times of great crisis. Most kholo give homage to Calistria and Shelyn as the Elder and Younger Sisters, twin goddesses of power and beauty. Nethys, the Brother, is the patron of bonekeepers, and Lamashtu, while a popular deity in other gnoll societies, is propitiated as the Old Mother, a goddess called upon only as a very last resort, and otherwise begged to stay away. + +## Names + +Newborn kholo are given a root name, typically that of a bone, plant, or animal (though never Hyena, as this is considered narcissistic and arrogant). As a gnoll reaches certain milestones in life, they add descriptors to their name. Root names are often passed down through families, while descriptors are chosen to fit the gnoll's personality, usually in raucous ceremonies. + +### Sample Names + +Baobab, Jackal, Onyx Elephant in Shadows, Red Thorn, Unbent Iron Reed, White Acacia, Wistful Tooth, Woodpecker + +## Gnoll Mechanics + +**Hit Points** 8 + +**Size** Medium + +**Speed** 25 feet + +**Ability Boosts** Strength, Intelligence, Free + +**Ability Flaw** Wisdom + +**Languages** Common, Gnoll + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Iruxi, Necril, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Low-Light Vision + +**Bite** Your sharp teeth and powerful jaws are fearsome weapons. You have a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group. + +## Gnoll Heritages + +[[Ant Gnoll]] + +[[Great Gnoll]] + +[[Sweetbreath Gnoll]] + +[[Witch Gnoll]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Gnome.md b/content/mechanics/srd/Ancestries/Gnome.md new file mode 100755 index 000000000..aba4172e2 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Gnome.md @@ -0,0 +1,83 @@ +--- +title: "Gnome" +noteType: ":sticky-note:" +aliases: "Gnome" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.qIu10HByKeRaPPvD +tags: + - JournalEntryPage +--- + +# Gnome +Long ago, early gnome ancestors emigrated from the First World, realm of the fey. While it's unclear why the first gnomes wandered to Golarion, this lineage manifests in modern gnomes as bizarre reasoning, eccentricity, obsessive tendencies, and what some see as naivete. Always hungry for new experiences, gnomes constantly wander both mentally and physically, attempting to stave off a terrible ailment that threatens all of their people. This affliction, known as the Bleaching, strikes gnomes who fail to dream, innovate, and take in new experiences. The Bleaching slowly drains the color—literally—from gnomes, and it plunges those affected into states of deep depression that eventually claim their lives. Very few gnomes survive this scourge, becoming deeply morose and wise survivors known as bleachlings. + +If you want a character with boundless enthusiasm and an alien, fey outlook on morality and life, you should play a gnome. + +## You Might... + +* Embrace learning and hop from one area of study to another without warning. +* Speak, think, and move quickly, and lose patience with those who can’t keep up. + +## Others Probably... + +* Appreciate your enthusiasm and the energy with which you approach new situations. +* Struggle to understand your motivations or adapt to your rapid changes of direction. + +## Physical Description + +Most gnomes stand just over 3 feet in height and weigh little more than a human child. They exhibit a wide range of natural skin, hair, and eye colors. For gnomes that haven't begun the Bleaching, nearly any hair and eye color other than white is possible, with vibrant colors most frequent, while skin tones span a slightly narrower spectrum and tend toward earthy tones and pinkish hues, though occasionally green, black, or pale blue. + +Gnomes typically reach physical maturity at the age of 18, though many gnomes maintain a childlike curiosity about the world even into adulthood. A gnome can theoretically live to any age if they can stave off the Bleaching indefinitely, but in practice gnomes rarely live longer than around 400 years. + +## Society + +While most gnomes adopt some of the cultural practices of the region in which they live, they tend to pick and choose, adjusting their communities to fit their own fey logic. This often leads to majority gnome communities eventually consisting almost entirely of gnomes, as other people, bewildered by gnomish political decisions, choose to move elsewhere. Gnomes have little culture that they would consider entirely their own. Exceptionally few gnome kingdoms or nations exist on the surface of Golarion, and most gnomes wouldn't know what to do with such a state if they had one. + +By necessity, few gnomes marry for life, instead allowing relationships to run their course before amicably moving on, the better to stave off the Bleaching with new experiences. Though gnome families tend to be small, many gnome communities raise children communally, with fluid family boundaries. Gnome names can get quite complex and polysyllabic. Gnomes rarely concern themselves with how easy their names are to pronounce, and they often go by shorter nicknames. Among gnomes, the shorter the name, the more feminine it's considered to be. + +### Sample Names + +Abroshtor, Bastargre, Besh, Fijit, Halungalom, Krolmnite, Neji, Majet, Pai, Poshment, Queck, Trig, Zarzuket, Zatqualmie + +## Beliefs + +Though gnomes are impulsive tricksters with inscrutable motives and confusing methods, many at least attempt to make the world a better place. They are prone to fits of powerful emotion and are rarely shy about helping those they believe deserve it. Gnomes most commonly worship deities that value individuality and nature, such as Cayden Cailean, Desna, Gozreh, and Shelyn. + +#### **Popular Edicts** + +seek new experiences, embrace your inspiration, move from obsession to obsession + +#### **Popular Anathema** + +slow down to explain yourself, deprive someone of all stimulation + +## Gnome Mechanics + +**Hit Points** 8 + +**Size** Small + +**Speed** 25 feet + +**Ability Boosts** Constitution, Charisma, Free + +**Ability Flaw** Strength + +**Languages** Common, Gnomish, Sylvan + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Elven, Goblin, Jotun, Orcish, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Low-Light Vision + +## Gnome Heritages + +[[Chameleon Gnome]] + +[[Fey-Touched Gnome]] + +[[Sensate Gnome]] + +[[Umbral Gnome]] + +[[Vivacious Gnome]] + +[[Wellspring Gnome]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Goblin.md b/content/mechanics/srd/Ancestries/Goblin.md new file mode 100755 index 000000000..36c2cb735 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Goblin.md @@ -0,0 +1,83 @@ +--- +title: "Goblin" +noteType: ":sticky-note:" +aliases: "Goblin" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.Gn0XGCWDb0N4zLE0 +tags: + - JournalEntryPage +--- + +# Goblin +The convoluted histories other people cling to don't interest goblins. These small folk live in the moment, and they prefer tall tales over factual records. Goblin virtues are about being present, creative, and honest. They strive to lead fulfilled lives, rather than worrying about how their journeys will end. To tell stories, not nitpick the facts. To be small, but dream big. Many goblins enjoy simpler delights like songs, fire, and eating, and hate reading, dogs, and horses. Other goblins might have more complex pursuits, though, such as tinkering with scraps or concocting snacks and explosives from most anything. + +If you want a character who is eccentric, enthusiastic, and fun-loving, you should play a goblin. + +## You Might... + +* Strive to prove that you have a place among other civilized peoples, perhaps even to yourself. +* Lighten the heavy emotional burdens others carry (and amuse yourself) with antics and pranks. + +## Others Probably... + +* Work to ensure you don’t accidentally (or intentionally) set too many things on fire. +* Wonder how you survive given your ancestry’s typical gastronomic choices, reckless behavior, and love of fire. + +## Physical Description + +Goblins are stumpy humanoids with large bodies, scrawny limbs, and massively oversized heads with large ears and beady red eyes. Their skin ranges from green to gray to blue, and they often bear scars, boils, and rashes. Goblins average 3 feet tall. Most are bald, with little or no body hair. Their jagged teeth fall out and regrow constantly, and their fast metabolism means they eat constantly and nap frequently. Mutations are also more common among goblins than other peoples, and goblins usually view particularly salient mutations as a sign of power or fortune. + +Goblins reach adolescence by the age of 3 and adulthood 4 or 5 years later. Goblins can live 50 years or more, but without anyone to protect them from each other or themselves, few live past 20 years of age. + +## Society + +Goblins tend to flock to strong leaders, forming small tribes. These tribes rarely number more than a hundred, though the larger a tribe is, the more diligent the leader must be to keep order—a notoriously difficult task. Play and creativity matter more to goblins than productivity or study, and their encampments erupt with songs and laughter. + +Goblins bond closely with their allies, fiercely protecting those companions who have protected them or offered a sympathetic ear. Goblins tend to assume for their own protection that members of taller ancestries, which goblins often refer to colloquially as "longshanks," won't treat them kindly. Learning to trust longshanks is difficult for a goblin, and it's been only in recent years that such a partnership has even been an option. Goblins keep their names simple. A good name should be easy to pronounce, short enough to shout without getting winded, and taste good to say. The namer often picks a word that rhymes with something they like so that writing songs is easier. + +### Sample Names + +Ak, Bokker, Frum, Guzmuk, Krobby, Loohi, Mazmord, Neeka, Omgot, Ranzak, Rickle, Tup, Wakla, Yonk, Zibini + +## Beliefs + +Even the most well-intentioned goblins have trouble following the rules, meaning goblin adventurers are often unsure whether they're on the right side of the law. Organized worship likewise confounds goblins, and most of them would rather pick their own deities, choosing powerful monsters, natural wonders, or anything else they find fascinating—sometimes even attributing deific status to fellow goblins of note. Goblins who spend time around people of other ancestries might adopt some of their beliefs, though, and many goblin adventurers adopt the worship of Cayden Cailean. + +#### **Popular Edicts** + +invent songs for every occasion, turn trash into your treasures, solve problems with fire + +#### **Popular Anathema** + +trust a dog or horse, learn to read + +## Goblin Mechanics + +**Hit Points** 6 + +**Size** Small + +**Speed** 25 feet + +**Ability Boosts** Dexterity, Charisma, Free + +**Ability Flaw** Wisdom + +**Languages** Common, Goblin + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Gnomish, Kholo, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Darkvision + +## Goblin Heritages + +[[Charhide Goblin]] + +[[Irongut Goblin]] + +[[Razortooth Goblin]] + +[[Snow Goblin]] + +[[Tailed Goblin]] + +[[Unbreakable Goblin]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Goloma.md b/content/mechanics/srd/Ancestries/Goloma.md new file mode 100755 index 000000000..932dbcbac --- /dev/null +++ b/content/mechanics/srd/Ancestries/Goloma.md @@ -0,0 +1,77 @@ +--- +title: "Goloma" +noteType: ":sticky-note:" +aliases: "Goloma" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.jKglnHBFvzI80tIe +tags: + - JournalEntryPage +--- + +# Goloma +_Golomas fear most other people and deliberately use their unusual biology to frighten off those they consider to be dangerous predators. Rarely seen and poorly understood, golomas' many-eyed and wooden faced visages instill terror in most they meet._ + +* * * + +Though just as capable of being dangerous as any intelligent creature on Golarion, golomas have a deep-rooted psychological understanding that they are prey, and that all two-eyed people are predators. As a result, golomas rarely reveal themselves to others, and when they do, they often adopt threatening personas as a means to protect themselves. Even those few golomas who venture out into greater Mwangi society often have trouble relating to other ancestries, due to their strong differences in perception and mindset. + +## You Might... + +* Instinctively process large amounts of disparate information quickly and efficiently. +* Project an air of intimidation to conceal your nervous disposition. +* Have difficulty distinguishing individual objects or people from others that are similar. + +## Others Probably... + +* Are frightened by your strange physiology. +* Mistake your difficulties with identifying distinct people from one another as indifference. +* Are awed by your skill at noticing minute details at a glance and drawing rapid conclusions. + +## Physical Description + +Golomas are humanoids with rough skin that ranges in color from warm brown to ebony, although sickly gray or white individuals with albinism are not uncommon. Their fingers and feet are coated with a thin layer of chitin. A goloma's face is an oblong wedge made of smooth chitin, almost resembling a wooden mask. Protruding from this face are eight gelatinous, shining eyes. A goloma's mouth and jaw are located beneath their face-plate, and a bony crest juts from the top of their chitinous visage. The back of a goloma's head and neck is coated in black hair that is filled with thousands of tiny, peering eyes. These eyes tend to glow and squirm as they look around-an unsettling sight for most. + +## Society + +An ancient goloma story states that during a calamity unleashed long ago, gods and demons burst forth from the earth to steal the eyes from other creatures. Only the golomas and others who were in hiding were spared-yet golomas soon began to be hunted by the now two-eyed people, who were hungry to take goloma eyes to replace what they had lost. This accurately sums up most golomas' mentalities: to be exposed is to be vulnerable, and to trust a stranger is deadly. Golomas usually travel and live with groups of other golomas, as this is where they feel most comfortable. + +Golomas learn at a young age to be vigilant at all times, observing the environment for any irregularities and then reacting with quick, calculated instinct rather than deliberative action. Other ancestries often perceive golomas to be paranoid and hypervigilant. Golomas are also better at wide-scale observation than observation of specific things-they can easily notice commonalities across large fields but have difficulty remembering what a specific object or creature looked like. This only increases their paranoia, as they have trouble visually distinguishing known friends from potentially hostile foes. + +## Alignment and Religion + +Golomas tend to focus on their own survival and thus are typically neutral, though those who find more comfort in conformity than others trend toward lawful alignments. Golomas often pay homage to Kalekot, a deity of protective fear, as the guardian of their people, though not one to be trusted. Kalekot is called upon to curse those who victimize golomas, as most feel that justice can only be attained using supernatural means. Other popular gods include Mazludeh and Grandmother Spider, who encourage the strength of community, though a typical goloma's idea of community is often very insular. + +## Names + +A goloma's true name is kept among golomas, as there are hundreds of cautionary tales of what could happen if another creature learns a goloma's true name. Names tend to lack soft syllables, which golomas often struggle to pronounce, and typically consist of hard consonants and individually enunciated vowels instead. Among other people, golomas tend to use names that are intended to be intimidating, taking elements and sounds from Aklo, Necril, or words from local languages that seem to cause strong reactions. + +### Sample Names + +Biqkuul, Ehbouja, Haamaah, Kouzo, Quaerjii, Tebaazu, Uruueda, Zekuukeu + +## Goloma Mechanics + +**Hit Points** 8 + +**Size** Medium + +**Speed** 30 feet + +**Ability Boosts** Wisdom, Free + +**Languages** Goloma, Mwangi + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Abyssal, Aklo, Draconic, Elven, Halfling, Necril, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region) + +**Eyes in Back** You have eyes that point in several different directions and instinctively notice movement in the peripheries of your vision. When you use the Seek basic action, you can look for creatures in two areas instead of one. If precision is necessary, you can select two 30-foot cones or 15-foot bursts within line of sight instead of one. + +## Goloma Heritages + +[[Farsight Goloma]] + +[[Frightful Goloma]] + +[[Insightful Goloma]] + +[[Vicious Goloma]] + +[[Vigilant Goloma]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Grippli.md b/content/mechanics/srd/Ancestries/Grippli.md new file mode 100755 index 000000000..4ff6b3ad4 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Grippli.md @@ -0,0 +1,75 @@ +--- +title: "Grippli" +noteType: ":sticky-note:" +aliases: "Grippli" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.FhIJtKcINEe7fipX +tags: + - JournalEntryPage +--- + +# Grippli +_Gripplis are a shy and cautious people who generally seek to avoid being drawn into the complicated and dangerous affairs of others. Despite their outlook and small stature, gripplis often take bold and noble action when the situation demands it._ + +* * * + +Reclusive and canny, gripplis are treetop survivalists who harvest their homes' bounty and defend themselves against terrible threats. Their reliance on cunning and simple tools has led to gripplis being mischaracterized as primitive, yet this overlooks their shaping of the land with hidden orchards and camouflaged causeways that allow gripplis to live in prosperous peace. Gripplis are most likely to emerge from their forest homes to trade, explore, and combat threats that would despoil the world. + +## You Might... + +* Seek out clever ways to exploit your environment when overcoming challenges. +* Make friends slowly, concerned by cautionary tales of exploitative strangers. +* Be fiercely protective of your home or community. + +## Others Probably + +* Assume you dislike cities and people who live in them. +* Trust in your impartial, measured approach to understanding situations and solving problems. +* Give you space, fearing that touching you would prove toxic. + +## Physical Description + +Gripplis resemble humanoid tree frogs, with oversized eyes, wide mouths, and gangly physiques. Their slight frames and large toes afford excellent grip while climbing, while their colorful skin provides reliable camouflage that varies by their home environment-green and brown for jungle-dwelling groups, blue and orange for riparian communities, and many other colors between. A grippli grows quickly, reaching adult size of about 2 feet in height about 3 years after hatching, though they're only considered adults around age 12. Gripplis rarely live beyond 60 years, though exceptional individuals occasionally live as long as a century. + +## Society + +Gripplis lead a sophisticated hunter-gatherer lifestyle with which they reshape the landscape to suit their needs: building spillways to trap fish, seeding fruit-bearing trees, sowing cover-granting foliage for future hunts, and more techniques that often escape an agriculturist's eye. These strategies rely on community cooperation as well as dispersed populations, so gripplis commonly live in small villages, each part of a complex web of alliances and relationships. Reclusiveness has preserved grippli lives and lifestyles for millennia, yet they increasingly find themselves threatened by ancient evils and new explorers alike. + +## Alignment and Religion + +Taught to wait, observe, and respect natural processes of life and death, many gripplis adopt neutral alignments. Those who take a more active role suppressing evils that take refuge in the jungles are often neutral good, most notably those rare fiend-keepers who absorb an evil being into their soul to contain and eventually transform its villainy through virtuous acts. Nature deities such as Gozreh or Erastil often earn gripplis' respect, yet communities often prefer less prominent, more intimate divinities such as empyreal lords, psychopomp ushers, or the fey Eldest. + +## Names + +Grippli names often include resonant vowels and chirped consonants that remain difficult for non-gripplis to vocalize properly. Gripplis that travel widely often adopt one or more names more easily replicated by their associates. + +### Sample Names + +Aalpo'ol, Bogwynne, Ctaprak, Eegru, Gpoun, Gruoksh, Hrrauti, Iopo, Iykiki, Kyrsiik, Mhruugu, Oplugo, Quaasol, Yolkuu, Ztaal + +## Grippli Mechanics + +**Hit Points** 6 + +**Size** Small + +**Speed** 25 feet + +**Ability Boosts** Dexterity, Wisdom, Free + +**Ability Flaw** Strength + +**Languages** Common, Grippli + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Abyssal, Aquan, Boggard, Draconic, Elven, Iruxi, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Low-Light Vision + +## Grippli Heritages + +[[Poisonhide Grippli]] + +[[Snaptongue Grippli]] + +[[Stickytoe Grippli]] + +[[Windweb Grippli]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Halfling.md b/content/mechanics/srd/Ancestries/Halfling.md new file mode 100755 index 000000000..d26e27d89 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Halfling.md @@ -0,0 +1,85 @@ +--- +title: "Halfling" +noteType: ":sticky-note:" +aliases: "Halfling" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.voI7uPS9vsG74JIn +tags: + - JournalEntryPage +--- + +# Halfling +Claiming no place as their own, halflings control few settlements larger than villages. Instead, they frequently live among humans within larger cities, carving out small communities alongside taller folk. Optimistic, cheerful, and driven by powerful wanderlust, halflings make up for their short stature with an abundance of bravado. At once excitable and easygoing, halflings are the best kind of opportunists, and their passions favor joy over violence. While their curiosity sometimes drives them toward adventure, halflings also carry strong ties to house and home. + +If you want to play a character who must contend with these opposing drives toward adventure and comfort, you should play a halfling. + +## You Might... + +* Get along well with a wide variety of people and enjoy meeting new friends. +* Find it difficult to resist indulging your curiosity, even when you know it’s going to lead to trouble. + +## Others Probably... + +* Appreciate your ability to always find a silver lining or something to laugh about, no matter how dire the situation. +* Think you bring good luck with you. + +## Physical Description + +Halflings are short humanoids who look vaguely like smaller humans. They rarely grow to be more than 3 feet in height. Halfling proportions vary, with some looking like shorter adult humans with slightly larger heads and others having proportions closer to those of a human child. + +Most halflings prefer to walk barefoot rather than wear shoes, and those who do so develop roughly calloused soles on their feet over time. Tufts of thick, often-curly hair warm the tops of their broad, tanned feet. Halfling skin tones tend toward rich, tawny shades like amber or oak, and their hair color ranges from a light golden blond to raven black. + +Halflings reach physical adulthood around the age of 20. A typical halfling can live to be around 150 years old. + +## Society + +Despite their jovial and friendly nature, halflings don't usually tend to congregate. They have few cultural centers in the Inner Sea region, and they instead tend to weave themselves throughout the societies of the world. Halflings eke out whatever living they can manage, many performing menial labor or holding simple service jobs. Some halflings reject city life, instead turning to the open road and traveling from place to place in search of fortune and fame. These nomadic halflings often travel in small groups, sharing hardships and simple pleasures among close friends and family. Halfling names are usually two to three syllables, with a gentle sound that avoids hard consonants. Preferring their names to sound humble, halflings see overly long or complex names as a sign of arrogance for their people. However, they understand that elves and humans might have longer names to suit their own aesthetics. + +### Sample Names + +Anafa, Antal, Bellis, Boram, Etune, Filiu, Jamir, Kaleb, Linna, Marra, Miro, Rillka, Sistra, Sumak, Yamyra + +## Beliefs + +Halflings are loyal to their friends and their family, but they aren't afraid to do what needs to be done in order to survive. Wherever halflings go, they seamlessly blend into the society they find themselves in, adapting to the culture and beliefs of the predominant ancestry around them and adding their uniquely halfling twists, creating a blend of cultural diffusion that enriches both cultures. Halflings favor gods that either grant luck, like Desna, or encourage guile, like Norgorber, and many appreciate Cayden Cailean's role as a liberator, as well as any religions common among other ancestries around them. + +#### **Popular Edicts** + +share good meals with friends and strangers alike, stand up to bullies and oppressors, stay beneath the taller folk's notice + +#### **Popular Anathema** + +take your luck for granted + +## Halfling Mechanics + +**Hit Points** 6 + +**Size** Small + +**Speed** 25 feet + +**Ability Boosts** Dexterity, Wisdom, Free + +**Ability Flaw** Strength + +**Languages** Common, Halfling + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Dwarven, Elven, Gnomish, Goblin, and any other languages to which you have access (such as the languages prevalent in your region). + +**Keen Eyes** Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. + +## Halfling Heritages + +[[Gutsy Halfling]] + +[[Hillock Halfling]] + +[[Jinxed Halfling]] + +[[Nomadic Halfling]] + +[[Observant Halfling]] + +[[Twilight Halfling]] + +[[Wildwood Halfling]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Hobgoblin.md b/content/mechanics/srd/Ancestries/Hobgoblin.md new file mode 100755 index 000000000..c29de3cb4 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Hobgoblin.md @@ -0,0 +1,89 @@ +--- +title: "Hobgoblin" +noteType: ":sticky-note:" +aliases: "Hobgoblin" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.DuWzeY4zugKFFthl +tags: + - JournalEntryPage +--- + +# Hobgoblin +_Taller and stronger than their goblin kin, hobgoblins are equals in strength and size to humans, with broad shoulders and long, powerful arms._ + +* * * + +The reputation of hobgoblins in the Inner Sea region has been upended by Oprak, the hobgoblin nation established recently in the mountains between Nidal and Nirmathas. The Ironfang Legion that stormed through Molthune and Nirmathas only a few years ago made a calculated decision to cease fighting, claim Oprak as a new homeland, and seek peace with its neighbors. Now under strict orders to not start conflicts with other nations, the hobgoblins of Oprak have begun to cautiously investigate Avistan in the spirit of cooperation rather than conquest. Many people, especially those that suffered terrible cruelties under the Ironfang Legion, fear that this is simply a pause in aggression while Oprak gains enough strength to crush its rivals. Others hope these bold soldiers might prove to be allies against the endless hordes of the Whispering Tyrant. + +## You Might... + +* Seek out the most effective and practical solutions to any problem. +* Encourage a clear chain of command among any group you travel with, following orders even if you disagree with them. +* Look for opportune alliances with other creatures, even if you don't fully understand or trust them. + +## Others Probably... + +* Consider you dangerous, due to your reputation and intimidating appearance. +* Assume you hate magic and other mystical arts. +* Recognize your incredible endurance, dedication, and discipline. + +## Physical Description + +Hobgoblins stand nearly as tall as humans, though they tend to have shorter legs and longer arms and torsos. They have the bald, wide heads and beady eyes, and gray skin that becomes steely blue when tanned. Hobgoblins are remarkably hardy; they recover from illnesses quickly and are able to exert themselves for long periods of time with little difficulty. + +Hobgoblins mature quickly, and most can walk, talk, and hold a weapon by the time they are 1 year old, reaching adolescence by the age of 8 to 12 and adulthood around 14. Hobgoblins typically live up to 70 years of age. + +## Society + +Hobgoblins structure their society after military hierarchies. Even civilian groups such as farming collectives or trading houses organize into regiments, companies, and divisions. Most hobgoblins fixate on social status, and many constantly strive to advance their social position. Hobgoblin punishments are primarily social demotions, although execution or slavery are common for serious crimes, such as arson or desertion. + +Hobgoblin veterans hold a high place in their society, usually becoming leaders or advisors. Magic is rarely practiced and often derided, as most hobgoblins don't trust it over the strength of their own sword arms. Their arts tend to have a military bent; many hobgoblins consider stirring marches and weaponsmithing the only artistic endeavors worth pursuing, though Oprak's enforced era of peace is beginning to change this. + +## Alignment and Religion + +Though familiar with the chaos of war, most hobgoblins have orderly minds and prefer to live within established hierarchies. While many hobgoblins consider sentimentality weak, those with mild temperaments have recently found success in diplomacy and international outreach. As a result, hobgoblin adventurers are usually lawful neutral, with only those rejecting or raised outside of their militaristic society chaotic. Faith has little place in hobgoblin society, as many feel it is impractical, though religious hobgoblins can gain a begrudging modicum of acceptance due to their useful healing magic. + +## Adventurers + +Hobgoblin society's rigid militaristic hierarchy produces excellent adventurers, as hobgoblins reach adulthood trained for combat. Due to their upbringing, many hobgoblins have the warrior background. The laborer, martial disciple, miner, and scout backgrounds are also common. Hobgoblins raised away from their people often have the criminal, hermit, or nomad backgrounds instead. Hobgoblins are most often fighters, rangers, or rogues, although hobgoblin rogues approach their class with a disciplined mindset. Hobgoblins hold an ancestral grudge against elves and a distrust of arcane magic, which they call 'elf magic.' Hobgoblin practitioners of arcane magic are exceedingly rare and usually shunned by other hobgoblins. Particularly clever hobgoblins usually become alchemists. + +## Names + +Like goblins, hobgoblin names tend to be simple, though hobgoblin names usually sound more guttural and forceful. On rare occasions, hobgoblins will alter their names, keeping the core but adding aspects, usually in response to an extreme trauma or a life-altering event. Hobgoblins have no surnames, considering them both pointless and presumptuous; an individual's merits and demerits are to be earned by their actions, not by an association with a particular lineage. + +### Sample Names + +Aze, Druknar, Ghargam, Hathkren, Imakra, Kralaeng, Mazkol, Olzu, Rezal, Sivkrag, Volmak, Zornum + +## Hobgoblin Mechanics + +**Hit Points** 8 + +**Size** Medium + +**Speed** 25 feet + +**Ability Boosts** Constitution, Intelligence, Free + +**Ability Flaw** Wisdom + +**Languages** Common, Goblin + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Gnoll, Jotun, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Darkvision + +## Hobgoblin Heritages + +[[Elfbane Hobgoblin]] + +[[Runtboss Hobgoblin]] + +[[Shortshanks Hobgoblin]] + +[[Smokeworker Hobgoblin]] + +[[Steelskin Hobgoblin]] + +[[Warmarch Hobgoblin]] + +[[Warrenbred Hobgoblin]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Human.md b/content/mechanics/srd/Ancestries/Human.md new file mode 100755 index 000000000..996ab6c24 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Human.md @@ -0,0 +1,99 @@ +--- +title: "Human" +noteType: ":sticky-note:" +aliases: "Human" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.7pU8yM7yPMw92SY3 +tags: + - JournalEntryPage +--- + +# Human +As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea. + +Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can. + +If you want a character who can be just about anything, you should play a human. + +## You Might... + +* Strive to achieve greatness, either in your own right or on behalf of a cause. +* Seek to understand your purpose in the world. +* Cherish your relationships with family and friends. + +## Others Probably... + +* Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness. +* Distrust your intentions, fearing you seek only power or wealth. +* Aren't sure what to expect from you and are hesitant to assume your intentions. + +## Physical Description + +Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived. + +Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans have exceptionally mutable physical characteristics compared to other ancestries, with greater variance in height, weight, and other physical parameters. + +## Beliefs + +Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old. + +#### **Popular Edicts** + +explore the world, strive for greatness, devote yourself to a moral outlook + +#### **Popular Anathema** + +waste what little time you have + +## Names + +Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances. + +### Ethnicities + +A variety of human ethnic groups populates the continents within Golarion's Inner Sea region and in the lands beyond it. Human characters can be of any ethnicity, regardless of what lands they call home. Some examples of Golarion's ethnicities are presented below. + +Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon regional language. + +* Garundi span the nations along the southern shores of the Inner Sea. +* Keleshites trace their origins to the Keleshite Empire in the eastern deserts. +* Kellids live among the mountains and steppes of northern Avistan. +* Mwangi are spread across the vast continent of Garund. +* Shoanti make their homes in the harsh badlands of the Storval Plateau. +* Taldans occupy much of Avistan thanks to a fallen empire. +* Tians originally come from the far-off continent of Tian Xia. +* Ulfens reside in coastal towns of western Avistan. +* Varisians historically favored a nomadic life of roving caravans. +* Human Mechanics +* **Hit Points** 8 + + **Size** Medium + + **Speed** 25 feet + + **Ability Boosts** Two free ability boosts + + **Languages** Common + + **Additional Languages** equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region). + + ## Human Heritages + + [[Skilled Heritage]] + + [[Versatile Heritage]] + + [[Wintertouched Human]] + + ## Beginner Box Heritages + + _These heritages are from the Beginner Box and grant non-standard heritage features._ + + [[Battle-Trained Human (BB)]] + + [[Warden Human (BB)]] + + ## Half-Human Heritages + + [[Aiuvarin]] + + [[Dromaar]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Kashrishi.md b/content/mechanics/srd/Ancestries/Kashrishi.md new file mode 100755 index 000000000..323d0e635 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Kashrishi.md @@ -0,0 +1,77 @@ +--- +title: "Kashrishi" +noteType: ":sticky-note:" +aliases: "Kashrishi" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.IJOH7nk0w1IybAhp +tags: + - JournalEntryPage +--- + +# Kashrishi +Kashrishi make their homes in remote areas of the world. These quiet beings have stout, durable frames and distinctive crystalline horns. Their inherent psychic abilities make them natural empaths but also occasionally burden them with the unceasing thoughts of their neighbors. + +Kashrishi occupy a unique evolutionary branch native to the lands bordering the northern stretches of the Obari Ocean. Resembling halfling-sized bipedal rhinoceroses with the occasional odd insectile feature, kashrishi adapt to their environs with unusual efficiency, using a combination of rapid physical evolutions and inherent psychic powers. Kashrishi are often mistakenly referred to as having hive minds, though they're actually natural empaths, capable of discerning a creature's emotional state and impulses through proximity. This near-oracular behavior occasionally leads to misunderstandings with humanoids who think a kashrishi is reading their thoughts or otherwise magically influencing the conversation, though peoples more familiar with kashrishi come to value their unique insights and intuitive diplomacy. + +Kashrishi have an atypical level of control over their physical forms, thanks to their psychic powers, and can evolve new features over the course of a single generation. Typically, these features are intentionally cultivated to help deal with a particular environmental obstacle, such as a change in weather patterns, or if an invasive species affects available food supplies near their settlements. + +Kashrishi often tailor their evolutions to match the most successful creatures in their environment. Whether a testament to the resilience of insects or simply a quirk of their environment, many kashrishi evolutions are directly inspired by creatures like the rhinoceros beetle or giant water bug. + +If you want a character that's visually distinct, able to naturally access the occult powers of the mind, and great at quickly making friends wherever they go, you should play a kashrishi. + +## You Might... + +* Be easily taken aback by people who are particularly loud, expressive, or emotional. +* Prefer the peaceful quiet of remote islands, treetops, and caverns. +* Act as a parental figure for the more excitable among your companions. + +## Others Probably... + +* Underestimate your strength and resilience. +* Mistake you for being unsociable when you're actually taking time to process mental and physical cues of which they're completely unaware. +* Value you for your patience and insights. + +## Physical Description + +Kashrishi have short but wide frames with remarkable strength for their size. All have signature crystalline horns, though these can grow in a variety of configurations. The most common kashrishi, xyloshis, have a large primary horn and between one and three smaller horns, typically arranged linearly from the tip of their nose and spanning along their nose and brow. + +While most kashrishi have light sandy or gray skin tones, their coloration can also echo the tones of their crystalline horns; sapphire, ruby, or emerald patterns aren't so uncommon as to cause another kashrishi to take notice. Kashrishi with strong connections to specific creatures with whom they share their home environments might take on skin patterns or colorations that mirror those creatures. Some stories even talk about kashrishi with wings and butterfly patterns that cover their bodies, though no such kashrishi has been seen in the Impossible Lands for at least a century. + +## Society + +Despite their small stature, kashrishi tend to be terrible at hiding. Their crystalline horns are likely to flare with magical light when they exercise their innate magical powers, and they're raised in an environment where their parents or guardians can almost always find them by feeling for their emotions. As a result, kashrishi tend to be excessively honest and kind, avoiding harmful deceptions but also employing enough tact to ensure they don't evoke unpleasant emotional reactions from others. + +Kashrishi lack a clear concept of charity, not because they're cruel or inconsiderate, but rather because their worldview is inherently inclusive of the people around them. Rare indeed is the kashrishi who exercises casual cruelty or who leaves another member of the community in need. Such actions lead to emotional reactions that cause turmoil for all kashrishi in the vicinity. + +Kashrishi enjoy various team games, employing games of trivia as measures of both knowledge and psychic ability. They also appreciate games that involve bluffs and double-bluffs with blind cards, testing their abilities to keep their minds clear and their thoughts organized. Kashrishi don't generally condone the act of gambling with outsiders, as many find it challenging to deal with the implications of their psychic abilities, even if they strive to keep their powers secret. + +Kashrishi generally engage in monogamous relationships with no real preference toward any particular gender pairing. The height of intimacy for a kashrishi is opening their mind fully to the psychic link of another kashrishi, an act much more personal than anything physical. This act doesn't let kashrishi know whether someone is perfectly compatible with them or that the two mesh entirely—simply that from moment to moment, their inner feelings are more accessible and open, so communication becomes not a guessing game but an entirely wholesome, true experience. Some kashrishi believe that psychic communication should be held exclusively for these intimate moments. + +Kashrishi can be found in small groups on the island of Jalmeray and in larger communities occupying the many smaller islands surrounding it. Kashrishi in the Inner Sea region rarely venture beyond the Impossible Lands, though some of their oldest stories speak of a harrowing voyage across the Obari Ocean when their kind fled some long-past disaster. + +Kashrishi have no natural enemies. They host pirates and merchants with equal hospitality, so long as that hospitality is respected by their guests. While kashrishi are exceptionally tolerant of the quirks and foibles of other species, they draw a hard line at anyone bringing outside conflicts into their communities. More than one canny pirate captain docks their ship at a kashrishi island after a particularly heated conflict, knowing the pirate hunters and military vessels seeking them won't encroach on kashrishi lands. Escaped criminals hoping to find a new lease on life might also hide in a kashrishi community, doing whatever they can to assist their hosts until whoever is hunting them gives up the chase. + +## Alignment and religion + +Most kashrishi are good, and almost instinctively kind because of their empathic abilities and tight-knit communities. Kashrishi are rarely interested in religion, though a few deities are more likely to be worshipped by kashrishi than others. Desna is known to kashrishi as "The Crystal Butterfly," and when a kashrishi child goes missing, their parents might pray the Crystal Butterfly uses the light of her wings to guide the child home. Besmara is also unusually likely to be worshipped by kashrishi, though her dogma among them is essentially a splinter faith that focuses on her primacy over sea monsters and storms with little regard to the piratical teachings for which most other ancestries know the goddess. + +## Names + +The empathic sense of a kashrishi has its own "mental fingerprint" that's unique to each member of the species, and this mental fingerprint can be conveyed through psychic communications as a name. Kashrishi who adventure with non-kashrishi often adopt descriptive names that their companions can more easily speak and remember. + +### Sample Names + +Climber, Firehorn, Guardian, Healer, Lantern, Mother, Scout, Softhand, Tempest, Warrior + +## Kashrishi Heritages + +A kashrishi's heritage reflects the unique evolutionary qualities they've adapted for their chosen environments. Choose one kashrishi heritage at 1st level. + +[[Athamasi]] + +[[Lethoci]] + +[[Nascent]] + +[[Trogloshi]] + +[[Xyloshi]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Kitsune.md b/content/mechanics/srd/Ancestries/Kitsune.md new file mode 100755 index 000000000..a64b2011a --- /dev/null +++ b/content/mechanics/srd/Ancestries/Kitsune.md @@ -0,0 +1,87 @@ +--- +title: "Kitsune" +noteType: ":sticky-note:" +aliases: "Kitsune" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.26YL1jOPQQS6k7A9 +tags: + - JournalEntryPage +--- + +# Kitsune +_Kitsune are a charismatic and witty people with a connection to the spiritual that grants them many magical abilities, chiefly the power to shapechange into other forms. Whether they pass unseen among other peoples or hold their tails high, kitsune are clever observers of the societies around them._ + +* * * + +Kitsune are shapechangers with two forms: one of a fox-headed humanoid and one largely depending on where they were raised. Those raised in populated areas typically have what's called a tailless form—a humanoid body without any fox features that resembles a more common ancestry, such as an elf or a human. In wooded or rural areas, their second form is more likely to be that of a fox. + +Though all-kitsune settlements exist, most live among people of other ancestries, granting them a degree of external insight into social rules or dynamics that others process only subconsciously. Kitsune enjoy subverting expectations as much as they do going along with them. Their fondness for jokes, stories, and wordplay, especially when the twist of a riddle hinges on the listener's assumptions, reinforces their reputation as tricksters. + +With dual forms and a connection to both the material and spiritual worlds, kitsune have diverse concepts of self and identity. Some even view their forms as separate individuals altogether, using them to explore different aspects of their personality. + +If you want to play a character with innate magical talents and countless hidden facets, each revealed with a glint of the eye and a twisting grin, you should play a kitsune. + +## You Might... + +* Studiously observe the habits of those around you, taking mental notes on how to imitate them better. +* Delight in jokes, clever wordplay, pranks, or unnecessarily complex plots. +* Present a different, but authentic, side of yourself in each new situation. + +## Others Probably... + +* Are taken in by your magnetic personality and enigmatic nature. +* Marvel at your many supernatural abilities. +* Wonder what you aren't telling them. + +## Physical Description + +Kitsune have alert vulpine ears, pointed snouts, and short, semi-retractable claws on their fingers and toes. Their fur is dense, countershaded, and most often red,tan, black, or white in color. Kitsune have bushy tails that grow in number as they hone their innate magical abilities, to as many as nine. + +## Society + +Kitsune are rarely the majority in whatever communities they inhabit, and many go their whole lives without meeting another kitsune beyond their family. Their society, as much as it exists, centers primarily around the commonalities that kitsune find as they pass among other peoples. The same social perspective that helps them imitate others also makes them quick to notice signs that someone may need help or a kind word. Due to this, kitsune often form strong interpersonal relationships and tend to anchor their social circles. + +When two kitsune do meet, they may find themselves exchanging light verbal repartee, enjoying the sport of trying to outwit each other. While it's considered a grave offense to outright give away another kitsune's shapechanging nature, kitsune relish surreptitiously forcing another to "break character," shocking the other into disrupting their transformation through a well-placed comment. + +## Alignment and Religion + +Kitsune often have neutrality in their alignment from balancing their dual natures, though their instinct for stirring up trouble leads many to lean slightly toward chaos. Some possess the ability to control or bend the will of others, but even among those that do, only the evilest use these arts flippantly or selfishly. + +The patron kitsune deity is Daikitsu, the goddess of crafting and agriculture. Though not all kitsune necessarily worship Daikitsu, most respect her as the purported source of their powers. Kitsune in Tian Xia often revere both Shizuru and Tsukiyo, seeing the duality of the sun and moon in their own multifaceted nature. A small sect of Avistani kitsune worship Sivanah, the goddess of illusion, respecting her position between perception and reality and believing the goddess's true form to be that of a kitsune-hidden behind not seven veils, but nine. + +## Names + +While kitsune have some traditional names, they're more likely to use names that are unremarkable in their local society, the better to pass unnoticed. Some have different names for each form: a kitsune name for their kitsune form, a regional name for a tailless form, and possibly no name at all for a fox form. + +### Sample Names + +Hamako, Haohiko, Kitsukou, Kon, Kwan-la, Talaro + +## Kitsune Mechanics + +**Hit Points** 8 + +**Size** Medium + +**Speed** 25 feet + +**Ability Boosts** Charisma, Free + +**Languages** Common + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Elven, Gnomish, Goblin, Halfling, Dwarven, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Low-Light Vision + +**Change Shape**(concentrate, divine, kitsune, polymorph, transmutation) You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again. + +## Kitsune Heritages + +[[Celestial Envoy Kitsune]] + +[[Dark Fields Kitsune]] + +[[Earthly Wilds Kitsune]] + +[[Empty Sky Kitsune]] + +[[Frozen Wind Kitsune]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Kobold.md b/content/mechanics/srd/Ancestries/Kobold.md new file mode 100755 index 000000000..75a419f3b --- /dev/null +++ b/content/mechanics/srd/Ancestries/Kobold.md @@ -0,0 +1,99 @@ +--- +title: "Kobold" +noteType: ":sticky-note:" +aliases: "Kobold" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.naQrTTE7CXu5lnNt +tags: + - JournalEntryPage +--- + +# Kobold +_Every kobold knows that their slight frame belies true, mighty draconic power. They are ingenious crafters and devoted allies within their warrens, but those who trespass into their territory find them to be inspired skirmishers, especially when they have the backing of a draconic sorcerer or true dragon overlord. However, these reptilian opportunists prove happy to cooperate with other humanoids when it's to their benefit, combining caution and cunning to make their fortunes in the wider world._ + +* * * + +Kobolds are resourceful survivors whose snare-guarded warrens and opportunistic scavenging have cast them as villains to most other humanoids, with their draconic reverence lending them a reputation as mere minions and nuisances. Yet some kobolds have emerged from their secluded warrens seeking the relative safety of surface settlements, the lucrative prospects of the adventuring life, or validating awe from followers of their own. + +If you want a character with oversized confidence, deadly cunning, and the ancient power of dragons flowing through their veins, you should play a kobold. + +## You Might... + +* Take pride in your draconic connections, whether you believe dragons are your ancestors or simply patrons. +* Analyze your surroundings, always looking for ambushes, advantageous terrain, and escape routes. +* Naturally observe, adopt, and respect group dynamics, whether as leader, subordinate, or equal. + +## Others Probably... + +* Assume that you are cowardly and won't stick around in the face of danger. +* Appreciate your ingenuity and resourcefulness, especially when it comes to building defenses. +* Consider your claims of draconic power to be overblown, delusional, or endearing. + +## Physical Description + +Kobolds are short (about 3 feet tall) reptilian humanoids with slender bodies and long tails. They often boast distant draconic ancestry, and every kobold displays one or more draconic features, such as stout horns, razor-sharp teeth, or—more rarely—vestigial wings or draconic breath. They mature quickly, reaching adulthood by about 12 years and living to about 60. + +The color of a kobold's scales can vary widely. Most often, they mimic the hues of chromatic or metallic dragons, with a mix of slightly darker or lighter scales that create a mottled appearance. The scales of newly hatched kobolds often reflect the community's draconic exemplar, whether that's the dragon they currently serve or the dragon type from which they're descended. + +## Society + +Kobolds have an ingrained cautiousness that keeps them alive. They're secretive or subservient around powerful creatures to avoid becoming victims. This meekness fades once kobolds secure either a formidable patron (like a dragon) or a potent source of supernatural power (like an artifact or sorcerous leader). They often achieve an unshakable fervor and loyalty to their new cause or leader. However, kobolds are infamous for sensing a proverbial sinking ship, and once their source of power fails or seems doomed, their morale breaks swiftly. + +Whether led by a dragon or not, kobolds almost always identify themselves with a type of dragon that serves as their spiritual exemplar. Their societies regularly adopt laws and cultural norms inspired by the exemplar's personality. + +## Alignment and Religion + +All but the most iconoclastic kobolds have a natural respect for hierarchies and rules, and so kobolds are rarely chaotic. Kobold adventurers tend to be lawful neutral or neutral, relying on their ancestral social strategies for survival. + +Organized religion feels natural for most kobolds, especially when a deity assumes a commanding or tyrannical disposition. Many gravitate toward Abadar's order or Shelyn's artistic flair. More sinister communities uphold Asmodeus and other archdevils as common patrons. The dragon deities Apsu and Dahak are also common subjects of worship. Kobolds also often find themselves drawn to cults, particularly those with dragons or devils as figureheads. + +## Adventurers + +Kobolds often adventure in pursuit of the power, lore, and treasure that they feel befit their disproportionately large egos. When adventurers, militias, or careless tyrants shatter a kobold community, the survivors often latch onto new families, seeking emotional solace—and sometimes revenge. Typical kobold backgrounds include artisan, artist, criminal, hunter, miner, scout, and tinker, plus bandit, cultist, scavenger, and servant. Kobolds excel as bards, rangers, rogues, and sorcerers, though they also often channel their ingenuity as alchemists or wizards. + +## Names + +A young kobold's given name is rarely more than a syllable or two. However, as they age, achieve status, and accomplish great deeds, kobolds add more syllables to their names, imitating a common draconic practice. Kobolds rarely have surnames except in an effort to better fit into a community, in which case they typically adopt the surname of an inspiring figure in that group. + +### Sample Names + +Azrnak, Draahzin, Enga, Fazgyn, Fazij, Jekkajak, Kib, Kirrok, Mirkol, Tarka, Urkak, Varshez, Vroklan, Zekstikah, Zgaz + +* * * + +**PFS Note** Due to years of successful Pathfinder Society activities, all characters have access to the kobold ancestry. + +## Kobold Mechanics + +**Hit Points** 6 + +**Size** Small + +**Speed** 25 feet + +**Ability Boosts** Dexterity, Charisma, Free + +**Ability Flaw** Constitution + +**Languages** Common, Draconic + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Aklo, Dwarven, Gnomish, Infernal, Terran, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Darkvision + +**Draconic Exemplar** You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM's discretion. Your exemplar may also determine details of other abilities you have, using the [[Draconic Exemplar|Draconic Exemplars table]]. + +## Kobold Heritages + +[[Caveclimber Kobold]] + +[[Cavern Kobold]] + +[[Dragonscaled Kobold]] + +[[Spellscale Kobold]] + +[[Strongjaw Kobold]] + +[[Tunnelflood Kobold]] + +[[Venomtail Kobold]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Leshy.md b/content/mechanics/srd/Ancestries/Leshy.md new file mode 100755 index 000000000..1ce7590dc --- /dev/null +++ b/content/mechanics/srd/Ancestries/Leshy.md @@ -0,0 +1,87 @@ +--- +title: "Leshy" +noteType: ":sticky-note:" +aliases: "Leshy" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.SWkwNivrfzWZqas9 +tags: + - JournalEntryPage +--- + +# Leshy +Leshies are immortal spirits of nature temporarily granted physical forms. As guardians and emissaries of the environment, leshies are "born" when a skilled druid or other master of primal magic conducts a ritual to create a suitable vessel, and then a spirit chooses that vessel to be their temporary home. Leshies are self-sufficient from the moment the ritual ends, though it isn't uncommon for leshies to maintain lifelong bonds with their creators. Many leshies relish the opportunity to interact with the physical world. While most leshy spirits are ancient, they rarely recall past lifetimes and see their new life as a chance to experience the wonders of the world once more. If you want to play a character who is curious and connected to nature, you should play a leshy. + +## You Might... + +* Act as a traveling agent for natural guardians who are unable to leave their territories. +* Encourage civilizations to cooperate with nature and build their cities in ecologically friendly ways. + +## Others Probably... + +* Think you are a curiosity due to your spiritual origins. +* Assume you know only about nature and are unfamiliar with civilization and society. + +## Physical Description + +Leshies are as varied as the material used to create their vessels, usually appearing as a bizarre mishmash of various plants or fungi. Their bodies are vaguely humanoid in shape, with numerous characteristics of the plant or fungus from which they were made. A typical leshy is about 3 feet tall. Leshies begin their lives as adults and don't age. + +## Society + +To most leshies, the concept of family is not a matter of birth, but rather determined by bonds of loyalty and friendship. Leshies are dedicated allies, but they have little tolerance for those who would despoil nature. As much as they are happy to accept someone who earns their trust into their family, they expect family members to look out for them and their natural wards in return. Leshies are grouped into categories akin to ethnicities, but these are not connected to physical features; rather, they represent broad categories of characteristics of their spirits. Certain spirits are more likely to gravitate toward particular physical bodies, though this predisposition is far from absolute. Leshies' genders are determined by the spirits that inhabit their bodies. Some leshies are exclusively male or female, while many consider themselves both. Others, particularly fungus leshies, tend toward far more complex expressions of gender, or eschew the concept entirely. Leshies choose and change their names multiple times throughout their lives. + +### Sample Names + +Scarlet in Summer, Verdant Taleweaver, Lurking Hunter, Masterful Sun Drinker, Noon Sky Evening Song, Snowy Pine Branch, Cascading Rapids + +## Beliefs + +Leshies' beliefs generally focus on the natural world. Those with a philosophical bent lean toward the Green Faith, and Gozreh is the most popular deity among faithful leshies. Some leshies also venerate green men, powerful spirits of nature. + +#### **Popular Edicts** + +experience the physical world, form a family through loyalty and trust, protect parts of nature you embody + +#### **Popular Anathema** + +embrace unnatural magic or influences + +## Leshy Mechanics + +**Hit Points** 8 + +**Size** Small + +**Speed** 25 feet + +**Attribute Boosts** Constitution, Wisdom, Free + +**Ability Flaw** Intelligence + +**Languages** Common, Sylvan + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Low-Light Vision + +**Plant Nourishment** You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp). + +## Leshy Heritages + +[[Cactus Leshy]] + +[[Fruit Leshy]] + +[[Fungus Leshy]] + +[[Gourd Leshy]] + +[[Leaf Leshy]] + +[[Lotus Leshy]] + +[[Pine Leshy]] + +[[Root Leshy]] + +[[Seaweed Leshy]] + +[[Vine Leshy]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Lizardfolk.md b/content/mechanics/srd/Ancestries/Lizardfolk.md new file mode 100755 index 000000000..6a89c4ab4 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Lizardfolk.md @@ -0,0 +1,89 @@ +--- +title: "Lizardfolk" +noteType: ":sticky-note:" +aliases: "Lizardfolk" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.cbLJs37Nc8FveriK +tags: + - JournalEntryPage +--- + +# Lizardfolk +_Lizardfolk are consummate survivors, heirs to empires considered ancient even by the elves._ + +* * * + +Lizardfolk move through the societies of other humanoids with the steely reserve of born predators. They have a well-deserved reputation as outstanding rangers and unsentimental fighters. Though lizardfolk have adapted to many different environments, many of them still prefer to remain near bodies of water, using their ability to hold their breath to their advantage. As a result, lizardfolk usually prefer equipment that is not easily damaged by moisture, eschewing leather and metal for gear made of stone, ivory, glass, and bone. + +## You Might... + +* Demonstrate extreme patience, even when pressured to act. +* Hold your people's history in high regard and look to the past for solutions to present problems. +* Strive to adapt perfectly to your environment while also keeping your culture and traditions intact. + +## Others Probably... + +* Assume you are beholden to tradition and have ancient knowledge. +* See you as cold-blooded and callous due to your subdued physical reactions. +* Respect your impressive strength and your knowledge of natural areas. + +## Physical Description + +Lizardfolk vary depending on their environment, but share toothy snouts and long and powerful tails. Those from temperate or desert regions tend toward gray, green, or brown scales that aid in camouflage, while those from tropical climes are brightly colored. Many sport dorsal spikes or garish neck frills that hint at their clan lineage. Lizardfolk reach physical adulthood at age 15 and live up to 120 years. The average lizardfolk stands 6 to 7 feet tall, but grows throughout their lifetime, gaining strength and size with age. + +## Society + +Known among themselves as iruxi, lizardfolk are raised communally from the moment they break from their shells. They have an oral tradition stretching back thousands of years, brought to life through epic poems, evocative carvings, and ancestral rites performed among fields of fossilized bone. Lizardfolk are passionate astrologers with one eye on the future. If they seem slow to act, it is because their long history has taught them the value of patience. + +The simple villages most outsiders associate with iruxi are the homes of migrants in outlying regions. True iruxi settlements are often overlooked, as they are partially or mostly submerged in water. These glass and stone complexes bear the mark of every generation of lizardfolk that lived within them, and lizardfolk bones often adorn the walls, as many lizardfolk believe these remains can be animated by ancestral spirits when the residents are in danger. + +## Alignment and Religion + +Most iruxi are unconcerned with heavy questions of morality and are therefore usually neutral in alignment. Adventuring iruxi who leave their people to travel might have any number of reasons for doing so and can be of any alignment. Iruxi religion plays a large role in their culture, but it is heavily practical, blending animism and ancestor worship with druidic rites. Of the gods, only Gozreh is commonly revered, but lizardfolk may call upon other powers devoted to ancient wyrms, astrology, nature, rivers, and might of arms, from kindly Desna to cruel Hanspur and certain demon lords. + +## Adventurers + +Some background options are particularly suitable for lizardfolk. Wilderness or martial backgrounds like the animal whisperer, hunter, scout, or warrior are ideal. Living at the margins of human civilization means an iruxi might have grown up as a hardy street urchin, traveled as a nomad or sailor, or found work as a laborer or gladiator. Lizardfolk's ties to the wilderness make them excellent rangers or druids. Their outstanding strength serves them well if they select the barbarian, fighter, or monk classes, though they can also strike from stealth as a rogue. Iruxi also have a strong oral tradition kept alive by lizardfolk bards and sorcerers. + +## Names + +Lizardfolk names come from their ancient language and tend to be traditional. Names are typically chosen by the clan's astrologer in accordance to omens and which star signs are ascendant when an iruxi egg hatches, though occasionally an iruxi's parents may name a hatchling for an ancestor or a beloved historical hero. + +### Sample Names + +Arasheg, Barashk, Essaru, Enshuk, Gishkim, Hazi, Inishish, Kutak, Nasha, Shulkuru, Tizkar, Utakish, Zelkekek + +## Lizardfolk Mechanics + +**Hit Points** 8 + +**Size** Medium + +**Speed** 25 feet + +**Ability Boosts** Strength, Wisdom, Free + +**Ability Flaw** Intelligence + +**Languages** Common, Iruxi + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Amurrun, Aquan, Boggard, Draconic, Elven, Jotun, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region). + +**Claws** Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits. + +**Aquatic Adaptation** Your reptilian biology allows you to hold your breath for a long time. You gain the Breath Control general feat as a bonus feat. + +## Lizardfolk Heritages + +[[Cliffscale Lizardfolk]] + +[[Cloudleaper Lizardfolk]] + +[[Frilled Lizardfolk]] + +[[Sandstrider Lizardfolk]] + +[[Unseen Lizardfolk]] + +[[Wetlander Lizardfolk]] + +[[Woodstalker Lizardfolk]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Nagaji.md b/content/mechanics/srd/Ancestries/Nagaji.md new file mode 100755 index 000000000..4e23a02d9 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Nagaji.md @@ -0,0 +1,67 @@ +--- +title: "Nagaji" +noteType: ":sticky-note:" +aliases: "Nagaji" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.TlTIwW61zK0dk95v +tags: + - JournalEntryPage +--- + +# Nagaji +With humanoid figures and serpentine heads, nagaji are heralds, companions, and servitors of powerful nagas. They hold a deep reverence for holy areas and spiritual truths, an aspect many others find as intimidating as a nagaji's appearance. + +Nagaji are creations of the goddess Nalinivati, who was inspired by both humans and nagas. This inspiration, alongside nagaji's devotion to nagas, has led many to claim nagaji were created to be servants. However, Nalinivati created nagaji simply for the sake of creating. She envisioned a world where nagas and nagaji worked together to succeed, with nagas serving as sacred guardians, and nagaji living as mortals upon Golarion, respecting nagas for their strength and wisdom. Nagaji live up to this expectation, forming nations, temples, and villages with as many varied governments, societies, and traditions as there are scales on a serpent's back. If nagaji can be said to share any trait, it's devotion, be it to a community, a temple, a concept, or a lifestyle. Most nagaji are also drawn to the spiritual in all its expressions, even the darker aspects of philosophies and religions. + +If you want a character who combines the crushing strength and the sinuous mystery of a serpent, you should play a nagaji. + +## You Might... + +* Enjoy the intersection of spirituality and everyday life. +* Have deep reserves of patience for tasks others might find boring. +* Adhere to strong beliefs and traditions about your place in the universe. + +## Others Probably... + +* Assume you have no goals or interests beyond serving nagas. +* Find your unblinking eyes and serpentine features intimidating. +* Are awed by your connection and dedication to holy natural places. + +## Physical Description + +Nagaji are prone to sharp differences in appearance. Some have tails alongside legs, some have sharp claws on their hands and feet, and some are so unique from their kin that they're mistaken for lamias rather than nagaji. The most common nagaji features are a serpentine head and a humanoid body. They usually have the unblinking eyes of a snake, though other peoples often claim a nagaji's gaze is far more intense. Scales cover nagaji bodies, with patterns that resemble those of snakes or nagas. Depending on their heritage, a nagaji's neck might be as long as a swan's or as short as a human's, and many have a frill of skin or scales down their back. Nagaji tend to possess crushing strength, but how it manifests can vary; some have bulky figures, while others have the slender yet powerful musculature of a snake. + +## Society + +Nagaji communities widely vary, from ancient empires to tiny fishing villages. They tend to be isolated from other peoples, more as a matter of convenience than choice; nagaji have different physical needs than most ancestries, so even when integrated into mixed communities, they tend to live with other nagaji. Everything from marriage traditions, religion, social roles, valued arts, and methods of governance differs in specific nagaji communities. Within these communities, however, nagaji often have very strict and traditional views on these topics. Multiple instances of wars between nagaji have come about due to one group of nagaji finding another's practices unacceptable. This perspective applies to relations with other peoples as well. For instance, most nagaji consider themselves rivals and enemies of garudas due to their historical legends, even if the nagaji involved have never even seen a garuda. + +Nagaji originated in the Tian Xia region of Nagajor. Though they have since spread across Golarion to regions such as Vudra and Jalmeray, many of them still carry traditions from their ancestral homeland. Tian and Vudrani concepts of elements, medicine, and spirituality are highly common among nagaji, especially given their tendency of seeing themselves as highly pious beings. Nagaji mostly eschew the human concept of castes, beyond the vague view of a "natural order" that sees nagas as holy guides to mortal nagaji, but they can see the appeal of the concept of karma and the righteousness of fulfilling their proper role in the universe. While they have little physical need for clothes, as they stick to hot and humid environments, nagaji wear them with pride and treat them as decorative elements in the same manner as jewelry. + +As nagas are usually matriarchal, nagaji have a strong respect for women in leadership positions. Not all nagaji follow suit with matriarchal societies, but they tend to trace lineage through the mother, and almost no nagaji societies are strictly patriarchal. + +## Alignment and religion + +Nagaji are most commonly neutral but otherwise don't have any strong pull toward specific alignments. The presence of a naga can sway nagaji toward that naga's ethos, but a nagaji's view on life tends to be determined by the culture to which they belong. + +Nagaji overwhelmingly worship Nalinivati, their creator, to the point that any nagaji who pay homage to a different god over Nalinivati provoke strong negative reactions from their kin. While nagaji believe reverence for Ravithra, the supposed mother of nagas, to be proper and accept it more readily than other faiths, most believe Ravithra shouldn't be troubled with the requests of mortal adherents. A very small minority of nagaji in Jalmeray are drawn to the worship of the war god Diomazul; these adherents are tolerated by other nagaji, but seen as just as terrifying and dangerous as their patron god and usually avoided. + +## Names + +Nagaji names vary depending on what region of the world they occupy, but they tend to possess short vowels when they have any at all. Nagaji usually name themselves or allow groups of siblings to name each other as children, a tradition that often sees nagaji eagerly shedding these names for new ones when they reach adulthood. + +### Sample Names + +Adesha, Garija, Kaya, Kuwana, Onok, Paravata, Sheni, Takasha, Tasi, Ulu, Vaski, Yulbin + +## Nagaji Heritages + +Nagaji physiology commonly varies between individuals. Choose one nagaji heritage at 1st level. + +[[Hooded Nagaji]] + +[[Sacred Nagaji]] + +[[Titan Nagaji]] + +[[Venomshield Nagaji]] + +[[Whipfang Nagaji]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Orc.md b/content/mechanics/srd/Ancestries/Orc.md new file mode 100755 index 000000000..80e36bfe0 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Orc.md @@ -0,0 +1,83 @@ +--- +title: "Orc" +noteType: ":sticky-note:" +aliases: "Orc" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.GCxhDyf1ZNlLiDKZ +tags: + - JournalEntryPage +--- + +# Orc +Orcs are forged in the fires of violence and conflict, often from the moment they are born. As they live lives that are frequently cut brutally short, orcs revel in testing their strength against worthy foes, often by challenging a higher-ranking member of their community for dominance. Orcs often struggle to gain acceptance among other communities, who frequently see them as brutes. Those who earn the loyalty of an orc friend, however, soon learn that an orc's fidelity and honesty are unparalleled. Orc culture teaches that they are shaped by the challenges they survive, and the most worthy survive the most hardships. Orcs who attain both a long life and great triumphs command immense respect. + +If you want a character who is hardy, fearsome, and excels at feats of physical prowess, you should play an orc. + +## You Might... + +* Eagerly meet any chance to prove your strength in a physical contest. +* View dying in glorious combat as preferable to a mundane death from old age or illness. + +## Others Probably... + +* See you as violent or lacking in discipline. +* Admire your forthrightness and blunt honesty. + +## Physical Description + +Orcs are tall and powerfully built, with long arms and stocky legs. Many orcs top 7 feet in height, though they tend to adopt broad, almost bow-legged stances and slouch forward at the shoulders. Orcs have rough skin, thick bones, and rock-hard muscles, making them suited to war and other physically demanding tasks. Orc skin color is typically some shade of green, though some orcs have other skin colors that reflect adaptations to their environments. + +Orcs consider powerful builds, heavily scarred skin, large tusks, and tattoos attractive, regardless of gender. Orcs reach physical adulthood around the age of 17, with many orcs living to be up to 60 years old. + +## Society + +Most orc communities—known as holds—define themselves through two things: pain and glory. Each earns respect in near equal measure, so long as the pain is borne with stoicism. An orc with many scars who walks uncomplaining with a broken leg draws as much admiration as one who wins a great victory on the battlefield. Additionally, power defines the dynamics among families and holds. Weaker orcs work at the behest of the strong, with power constantly shifting between orcs that prove their might. Orcs tend to share in familial duties, raising children as a community and sharing responsibilities among the entire hold. + +### Sample Names + +Arkus, Durra, Grask, Grillgiss, Krugga, Mahja, Murdut, Ollak, Onyat, Thurk, Uirch, Unach + +## Beliefs + +A common orc saying is "you are the scars that shape you." Violent, chaotic lives in violent, chaotic lands mean that most orcs tend to expect and accept violence. Lamashtu, and Rovagug are commonly worshiped among more war-minded orc communities, while less violent holds worship gods like Sarenrae, whose tenets of fire, redemption, and glory all hold some appeal to orc sensibilities. + +While there are orc deities, their worship is surprisingly uncommon among orcs. Orcs believe that if a creature has a face and a name, it can be killed, and so their own deities are often targets, rather than objects of reverence. Some orc holds teach that the greatest members of the hold can earn a chance to challenge the orc deities for a place amid the pantheon. + +#### **Popular Edicts** + +become even stronger, share knowledge you won through pain, destroy the undead + +#### **Popular Anathema** + +accept defeat without proof of strength, reshape or reanimate a creature into something lesser + +## Orc Mechanics + +**Hit Points** 10 + +**Size** Medium + +**Speed** 25 feet + +**Attribute Boosts** Two free attribute boosts + +**Languages** Common, Orcish + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Goblin, Jotun, Petran, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Darkvision + +## Orc Heritages + +[[Badlands Orc]] + +[[Battle-Ready Orc]] + +[[Deep Orc]] + +[[Grave Orc]] + +[[Hold-Scarred Orc]] + +[[Rainfall Orc]] + +[[Winter Orc]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Poppet.md b/content/mechanics/srd/Ancestries/Poppet.md new file mode 100755 index 000000000..e3b9160cb --- /dev/null +++ b/content/mechanics/srd/Ancestries/Poppet.md @@ -0,0 +1,109 @@ +--- +title: "Poppet" +noteType: ":sticky-note:" +aliases: "Poppet" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.Ck8L9livQph1GFal +tags: + - JournalEntryPage +--- + +# Poppet +_Poppets are small, basic constructs that typically help their owners with simple tasks. Occasionally, poppets gain sapience, independence, and a spark of life. Elevated beyond mere helpers or playthings, these poppets are free to chart their own destinies._ + +* * * + +Most commonly made of cloth, wicker, and wood, poppets are among the simplest of constructs. They serve as helpers to fetch tools, clean dishes, tidy rooms, or perform other light tasks. Their size and appearance vary, but nearly all poppets appear humanoid in shape and between 1 to 3 feet tall. They're usually roughly made with button eyes sewn onto blank faces, strings of yarn in place of hair, and a simple dress or tunic made from coarse, cheap cloth. Wealthy families sometimes purchase poppets as toys, with their squishy bodies and stitched smiles, to keep their children company. Most poppets can't speak and lack the intellect to understand speech beyond preprogrammed orders. Poppets can become familiars. + +Very, very rarely, a common poppet spontaneously manifests a spark of life-a tiny bit of life essence- and becomes a thinking, independent creature. These events are exceedingly rare; fewer than one in a thousand gain this spark. A poppet might manifest this life essence through a magical fluke in its construction, a brush with ephemeral spirits, or even the fervent wish of a loving child. Whatever their origin, the poppets described here as an ancestry have their own life and free will. They might consider their creators or former owners to be friends, but they acknowledge no one as their master and often leave comfortable homes or workshops to seek their place in the world. + +Sapient living poppets usually refer to themselves as "awakened" to indicate the moment they gained clear and true self‑awareness. Poppets might talk about this event as the time they "popped up," "woke up," or "sparked alive." Most poppets celebrate two special anniversaries each year: the day of their initial creation (which, for most poppets, they must learn secondhand or by studying their creator's records) and the day they awoke to true consciousness. + +## You Might... + +* Like surprising others with your unexpected cleverness and eloquence. +* Seek out other self-aware beings that most people might overlook. +* Rely on your harmless appearance to trick others. + +## Others Probably... + +* Mistake you for a toy. +* Doubt your ability to handle tasks that require any dexterity or complex thought. +* Wonder whether your mundane form conceals other magical marvels. + +## Physical Description + +Living poppets are both humanoids and constructs, which gives them some of the benefits and drawbacks of each category. Their bodies are usually made of wood and wicker, but they can be made of cloth, leather, tin, stuffing, or delicate clockwork. Either way, poppets burn or melt quickly and must take care to avoid fire. They virtually never look alike, as each is created from unique and unusual circumstances. + +Poppets are fully alert and self‑aware when they awaken to sentience; although they might not know much at first, they instantly gain intelligence and consciousness. They must breathe and sleep, and they must consume food and water each day; through a sort of magical digestion they can restore rips, tears, or scuffs in their physical form. Poppets don't age the same way fleshy creatures do, but they slowly wear down in physical form as well as in mental acuity. A poppet that tends to their body and mind (and takes care to avoid fire) can live up to 30 years. + +## Society + +Free‑willed poppets are so rare that almost no such poppet has met another. Poppets normally live with larger creatures, though not always their creators, and tend to get along well in societies sized for larger creatures. Most live in cities because that's where toy makers, clockwork crafters, and other specialists have their shops, but poppets created by lonely hermits or reclusive inventors might prefer a life in the wilderness. Poppets often stay on the lookout for other creatures who, like them, have stumbled into self‑awareness. They might have regular conversations with animated objects, golems, houseplants, statues, or toys, in which they're deeply polite out of a desire to leave a good impression for the time when the object "wakes up." + +## Alignment and Religion + +Ordinary poppets are built as helpers and companions, and awakened poppets tend to retain this drive to aid others. They're therefore generally good, and more poppets are lawful than chaotic. Some spend their time trying to uncover secrets of their creation, find others like them, or keep out of trouble; these poppets are generally neutral in alignment. Poppets aren't typically religious unless a particular faith defined their creation, such as being made from scraps of Iomedaean altar cloth or woven from reeds around a sacred Gozren pool. These poppets tend to be vocally religious, even zealous, in their faith. Poppets who find religion later in their lives often revere Brigh, Casandalee, or Nethys. + +## Names + +Poppets generally choose their own names, usually descriptive nicknames based on their materials, patterns, size, or demeanor. They tend to pick up and shed nicknames throughout their lives, and they happily adopt nicknames given to them by people they like. A poppet fashioned to look like a particular person, such as a doll sewn to resemble a deceased child, might proudly take the name of that person. + +### Sample Names + +Burlap, Buttoneyes, Checker, Clockwhirr, Fivestitch, Nettle, Scramble, Stuffing, Taffeta, Tattercap + +## Poppets of the Inner Sea + +Awkward and endearing, poppets are well‑regarded in all but the most insular and superstitious communities of Golarion. They're known to be able, helpful, and loyal little creatures who support a master's work or make an aristocrat's life easier, which is particularly true in large trade cities such as Absalom, Almas, the city of Katapesh, and Katheer. The key difference between ordinary poppets and living poppets, in most people's experiences, is responsive speech. Ordinary poppets usually can't talk; if they can, they reproduce only a few preprogrammed phrases by rote. They normally communicate with strangers via notes pinned to their bodies, like walking note boards. Awakened poppets not only talk but carry on lengthy, expressive conversations, which likely strikes even the most jaded urbanite as a marvelous wonder. + +In regions where an entrenched nobility enjoys flaunting their wealth, poppets are even built specifically as toys. Taldor and Cheliax teem with aristocrats who pamper their children, grooming them for a life of leisure and devotion to family honor. These children have the best and most expensive toys, including poppets in fancy, frilly clothing. Such poppets are sometimes armed with subtle weaponry to fight against kidnappers or assassins who threaten their charges. Commoners in these nations treat poppets with deference and caution, as no one wants to risk the wrath of a spoiled scion. Awakened poppets from these lands sometimes believe themselves members of the aristocracy and can be snooty. + +In nations such as Nex, Osirion, and Katapesh, where magic flows freely, construct servitors are common. As many people expect to see familiars and homunculi in their daily routines, a busy poppet rarely draws much attention. Such poppets are assumed to be on tasks for powerful masters, but they don't command too much respect-after all, if the task were truly important, the master wouldn't have sent a simple poppet. Poppets in these regions can expect to have to wait in lines, pester trade workers to get their attention, or barter like anyone else. They also tend to have simple and functional appearances with few ornamentations and a tendency to look shabby from years of work. Thus, poppets from these lands have a deeper understanding of common folk from spending so much time shoulder to shoulder (or, more likely, shoulder to thigh) among them. + +Some poppets originate from crafted sophistication more so than magical skill. They might be cunning clockworks with interlocking piston‑powered gears or simply wood and wicker with ingenious hinges and well‑calibrated mechanisms inside. Others might look like toy soldiers or have visages of smooth, thin metal. Such poppets are most common in Alkenstar, Numeria, or around Absalom's Clockwork Cathedral. They often worry about rust, grit, or water spoiling their inner workings, to the point of being fussy. + +There are few areas where poppets are outright feared, but Ustalav is one of them. Whispered stories of ghosts or curses tell tales of common objects, or even toys, given dread animation to inflict misery on a household, making citizens highly suspicious of poppets. This belief is unfortunate because Ustalav has more than its share of the creatures; eccentric inventors, professors desperate to prove abstruse theories, and possessing spirits from beyond the grave might give a poppet the spark of life. These poppets learn caution quickly, lest they be thrown into a bonfire or lake. + +Because they're made from fragile materials, most poppets don't last very long before breaking down. A few rare exceptions survive from powerful ancient empires with well‑known mastery of constructs, such as the Azlanti Empire or the Jistka Imperium. These poppets might be incredibly old-older than they'll ever know, as such poppets awakened recently within an ancient ruin usually have no solid recollections of their creators or their original purpose. These poppets pose perhaps the deepest mysteries, as they might hold the keys to unlock secrets of lost civilizations. + +## Poppet Origins + +It's rare to find two poppets that look alike, but the most significant and defining characteristic of a poppet isn't what they're made of. Rather, it's how they were imbued with life and independent thought. Magic animates most poppets, and those awakened gain their spark of life and sentience when something goes slightly off‑kilter with their enchantment. For unknown reasons-perhaps an accident or a creator's errant tinkering-a spark of life explodes into being, and a formerly lifeless series of nested commands and calculations synthesize together as true thought. The poppet suddenly gains life and self‑awareness, the ability to speak and reason, and a desire for freedom. + +In some cases, a poppet's life essence originally belonged to another being. An errant fragment of a departed soul, psychic impression, or similar ephemeral sliver lodges within the little construct, and the poppet's magic fashions an entirely unique personality around it. A poppet awakened this way might have occasional glimpses into the being who donated this essence, but their life, mind, and soul are thereafter their own. + +The rarest, and perhaps most precious, poppets are brought to life with love. These are faithful assistants or beloved toys that someone earnestly, honestly wished would become "real." There's more magic in the world than found in formulas and litanies, and this wish magic awakens poppets in the best of circumstances: knowing they're cherished and able to respond with love of their own. + +## Poppet Mechanics + +**Hit Points** 6 + +**Size** Small + +**Speed** 25 feet + +**Ability Boosts** Constitution, Charisma, Free + +**Ability Flaw** Dexterity + +**Languages** Common + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Elven, Gnomish, Goblin, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Darkvision + +**Constructed** The materials of your body resist ailments that assail the flesh. You gain a +1 circumstance bonus to saving throws against death effects, disease, and poison as well as to saving throws against effects that would give you the drained, paralyzed, or sickened conditions. Your spark of life means that you're a living creature, and you can be healed by vitality energy and harmed by void energy as normal. + +**Flammable** You have weakness to fire damage equal to one-third your level (minimum 1). + +## Poppet Heritages + +[[Ghost Poppet]] + +[[Stuffed Poppet]] + +[[Toy Poppet]] + +[[Windup Poppet]] + +[[Wishborn Poppet]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Ratfolk.md b/content/mechanics/srd/Ancestries/Ratfolk.md new file mode 100755 index 000000000..a9bf54db4 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Ratfolk.md @@ -0,0 +1,101 @@ +--- +title: "Ratfolk" +noteType: ":sticky-note:" +aliases: "Ratfolk" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.zoSkNev57C8OEDYL +tags: + - JournalEntryPage +--- + +# Ratfolk +_Ysoki—as ratfolk call themselves—are a clever, adaptable, and fastidious ancestry who happily crowd their large families into the smallest of living spaces._ + +* * * + +Most surface-dwelling humanoids call ysoki 'ratfolk' and know them as a communal people who prefer cramped conditions, with up to 100 individuals living in a given house. If they can't find homes in town, ysoki may instead live in caves and cavern complexes, as these provide great storage for the many and varied goods they bring back from trading expeditions. + +Ratfolk love to travel, and they can often be found on the road in merchant caravans. They're good with their hands and have a keen eye for spotting anything out of the ordinary, from threats to treasures. They're also inveterate hoarders; ysoki warrens are crammed full of unusual odds and ends gathered by previous generations and stowed away in preparation for some future emergency. + +If you want a character who is smart, fast, well-traveled, and adaptable, try playing a ysoki! + +## You Might... + +* Have pride in your large extended family, and stay in contact with everyone in it. +* Like to travel near and far in search of new experiences, likely collecting trinkets along the way. +* Work well with others. + +## Others Probably... + +* Mistake you for a wererat or another monster. +* Are surprised by your careful grooming and other fastidious habits. +* Think you're crowding them and invading their personal space. + +## Physical Description + +Ratfolk have whiskered snouts, large ears, and hairless tails, and typically have red eyes and short brown or black fur. A common ysoki is 4 feet tall and weighs around 80 pounds. Ratfolk vary considerably, however; even a single family group can exhibit substantial variation in hair color, eye color, or size. + +Instinct drives ysoki to maintain cleanliness, though this is also reinforced through their strong social structures. Other condescending humanoids often presume ratfolk are dirty or diseased, but in actuality, they are meticulous about personal hygiene. Because their appearance is often considered unnatural—and other people mistake them for wererats—ysoki often conceal their physical features with hoods, gloves, shoes, long-sleeved tunics, robes, and other layers of clothing when moving through spaces dominated by other ancestries. + +## Society + +Ysoki culture values cooperation and community. Every ysoki learns—through communal games, social occasions, and sports—to forge fast friendships and connections with ysoki outside their family. You may never know whose help you're going to need, but when you do, you're going to need it now. + +With a long tradition of working as traders and tinkers, ysoki travel frequently from one town to another. Their wagons are usually grouped into caravans of up to half a dozen vehicles. Ysoki wagons are pulled by exceptionally large giant rats; many ysoki can speak to such animals. + +Discrimination against ysoki has shaped their culture, prompting them to rely on each other and strengthening their family and communal bonds. Ysoki are very good at differentiating between bad actors and those who are simply acting out of ignorance, modeling good behavior and slowly working to reverse generations of discrimination for those willing to learn. They are always on the lookout for members of other ancestries who don't judge them for their appearance, embracing these individuals as true friends and welcoming them into their communities. But they also can quickly spot determined bigots prone to violence and steer clear of such individuals, minimizing any opportunity for tragedy. + +## Alignment and Religion + +Ysoki care more about their family than abstract concepts of good and evil. Their warrens might be chaotic dens filled with hoarded knickknacks, but they also obey strict social codes. Most ysoki are neutral. + +Though ysoki revere their ancestors and tend to acknowledge whatever deity is prevalent in their local area, Lao Shu Po has a special role in ysoki culture. Grandmother Rat, as she is sometimes known, embodies many things that are otherwise antithetical to ratfolk—she urges followers to put their own interests above others, and she encourages deceit and trickery. To most ysoki, Grandmother Rat accomplishes all those things ratfolk need done, but which no reasonable ratfolk would wish to do. + +## Adventurers + +Ratfolk might take up the adventuring life to explore and travel, to defend their family or community, or for any number of other reasons. + +Their natural wit and nimble fingers make ratfolk excellent alchemists and rogues, while some specialize in ranged weapons as fighters or rangers. + +Typical ratfolk backgrounds include animal whisperer, artisan, merchant, medic, nomad, scout, and tinker, plus bandit, barber, scavenger, and teacher. + +## Names + +Every ysoki family has perhaps two dozen names that have been passed down from generation to generation, sometimes with minor alterations or alternative nicknames. A grandfather might be Grivver, for example, while his daughter goes by Griva and her son is simply Griv. Ratfolk are often assigned nicknames and sobriquets by humanoids they interact with, but most ysoki find these names distasteful and endure them only when outside ysoki communities. + +### Sample Names + +Barnan, Chikis, Chonan, Deto, Jass, Jix, Knagi, Kubi, Lolo, Ninnec, Nos, Rak, Renzi, Skigim, Tali, Zess + +## Ratfolk Mechanics + +**Hit Points** 6 + +**Size** Small + +**Speed** 25 feet + +**Ability Boosts** Dexterity, Intelligence, Free + +**Ability Flaw** Strength + +**Languages** Common, Ysoki + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, Dwarven, Gnoll, Gnomish, Goblin, Halfling, Orcish, Undercommon, or any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Low-Light Vision + +## Ratfolk Heritages + +[[Deep Rat]] + +[[Desert Rat]] + +[[Longsnout Rat]] + +[[Sewer Rat]] + +[[Shadow Rat]] + +[[Snow Rat]] + +[[Tunnel Rat]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Shisk.md b/content/mechanics/srd/Ancestries/Shisk.md new file mode 100755 index 000000000..a35b5eb37 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Shisk.md @@ -0,0 +1,79 @@ +--- +title: "Shisk" +noteType: ":sticky-note:" +aliases: "Shisk" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.qsbc1ZLCWzfl1sfZ +tags: + - JournalEntryPage +--- + +# Shisk +_Shisks are secretive mountain-dwellers, bone-feathered humanoids who lurk underground in dark tunnels and caverns. Their fascination with collecting and protecting esoteric knowledge is one of the few things that can persuade them to explore the outside world._ + +* * * + +Shisks rarely encounter other peoples, even in the Mwangi Expanse. Shisks subsist on low-calorie diets of vegetables and insects, causing them to rarely compete with others for resources or seek out people to trade. They have a tight-knit society, wary of outsiders, though they don't outright attack visitors. Their history is passed down verbally and musically, and they rarely maintain written records in order to keep their knowledge safe. Often the only proof that shisks exist comes from explorers finding signs of their architecture: organic and low-impact adobe buildings carved out of mountains rather than built atop them. + +## You Might... + +* See yourself as a part of nature and avoid taking anything you don't need. +* Be wary of others getting one over on you by tricking you into revealing something. +* Love warmth and enjoy sunbathing despite your subterranean nature. + +## Others Probably... + +* Are concerned by your diet and how little you eat. +* Become confused or annoyed by your refusal to give information freely. +* Appreciate your incredible memory and knowledge. + +## Physical Description + +Shisks have features and skin-tones similar to humans, usually ranging from deep tan to deep black. They are lighter than their body size might indicate, due to having hollow bones. Shisks have no body hair-instead, their backs are covered in vestigial plumage that now grow only as bony quills that resemble calcified pin feathers. Though shisks can't fly, these spines are longer around their arms, as if they once had wings. A shisk's eyes contract into slits in the sunlight and are typically warmly colored, from hazel and brown to more unique colors like red or amber. Shisks have two prominent narrow fangs as the front teeth on their upper jaw, causing some people to mistake them for asanbosams or vampires. + +## Society + +Though rarely encountered, shisks are willing to speak, host, and trade with outsiders. Their economy might be confusing to others: they greatly eschew materialism in favor of information and the arts. They freely give away material goods for knowledge or even performances, considering themselves on the “winning” side of a bargain if people are willing to take material things in exchange for valuable information. They never give away information for material goods, only for other knowledge, and they rarely ask for material goods in trades. + +Shisk are so paranoid that different communities of shisks have been known to clash with one another over secrets. Wars are fought not over territory or resources, but over coveted information. On a few occasions, when shisk sages or diplomats convinced different groups of shisks to put aside their differences and collaborate, great puzzles and mysteries of Golarion have been solved in a matter of hours. + +Shisk clothing is loose and breathable, and often minimal to avoid catching on their bony feathers. Due to their society's disregard for materialism, the shisk live in great harmony with nature around them, taking only what they need. Shisk often take up simple hobbies, such as sunbathing. + +## Alignment and Religion + +Seeing themselves as part of the natural world and typically focused on their own pursuits instead of society, most shisks adopt neutral alignments. Some shisks are patrons of gods that have been long forgotten. Many shisks worship the sun god Chohar, a fact which might seem odd for people who dwell underground. The Green Faith is highly common among shisks, but when seeking out personal gods to revere, most shisks prefer gods of knowledge and secrets such as Irez, Nethys, or Norgorber. + +## Names + +Shisk names are usually granted by their parents, though these names often have secret meanings known only to their families. They are often filled with sibilant syllables, occasionally punctuated by sharp vowels. + +### Sample Names + +Adomssha, Asjossa, Chishinsa, Dalissho, Lessia, Lishassha, Somissu, Quinshu + +## Shisk Mechanics + +**Hit Points** 8 + +**Size** Medium + +**Speed** 25 feet + +**Ability Boosts** Intelligence, Free + +**Languages** Mwangi, Shisk + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from any Common language, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Darkvision + +## Shisk Heritages + +[[Lorekeeper Shisk]] + +[[Quillcoat Shisk]] + +[[Spellkeeper Shisk]] + +[[Stonestep Shisk]] + +[[Stronggut Shisk]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Shoony.md b/content/mechanics/srd/Ancestries/Shoony.md new file mode 100755 index 000000000..51f0744ff --- /dev/null +++ b/content/mechanics/srd/Ancestries/Shoony.md @@ -0,0 +1,87 @@ +--- +title: "Shoony" +noteType: ":sticky-note:" +aliases: "Shoony" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.j2hOTtHcdu2SA8Ha +tags: + - JournalEntryPage +--- + +# Shoony +_Diminutive humanoids who resemble squat, bipedal dogs, shoonies are sometimes mistaken for weak and insular pacifists. However, their sheer perseverance, incredible work ethic, and resourceful use of diplomacy make shoonies far from helpless._ + +* * * + +According to shoonies, Aroden created their kind to provide him with pleasant company soon after he created the Isle of Kortos. Shoony culture is rooted in this myth and its implications, which help to explain the ancestry's long reputation for hospitality, good will, and pacifism. War is antithetical to the shoony way of life; shoonies rely on cooperation and persistence to make their way through a world that can seem at times hellbent on destroying them. Shoonies are unflappable in their optimism and always see the best in others, even when faced with frequent subjugation and exploitation that might create bitterness or xenophobia among other societies. To shoonies, peace is a goal always worth striving for, and no villain is beyond redemption, so they aim to resolve problems with peaceful solutions. + +## You Might... + +* Fight to protect those you care about and strive to do the right thing. +* Work hard for long hours in a focused pursuit of distant goals. +* Provide comfort, necessities such as food, and a sense of kinship to those in distress. + +## Others Probably... + +* Involuntarily fawn over (or recoil from) your physical appearance. +* Protect you from scary situations or terrifying phenomena, out of either friendship or overprotectiveness. +* Appreciate your pragmatism and natural ability to care for others. + +## Physical Description + +Shoonies are squat, furry humanoids with flattened canid faces and wet, black eyes. Their fur can be a variety of hues and patterns, with the most common colors being fawn or black, and their loose skin gives even the fittest shoony a pudgy appearance. Shoonies have short, curly tails that sometimes wag involuntarily when the shoony is content or particularly excited or pleased. Like canines, shoonies cannot sweat; they pant to mitigate heat and exertion, and it is not uncommon to see a shoony with a perpetually lolling tongue. + +A shoony reaches maturity after just 8 to 10 years, and the elders of their villages rarely reach the age of 50. Little differentiates male and female shoonies except during the late stages of pregnancy, and as they age, both sexes develop graying facial fur, wrinkled skin, and frail joints. The average shoony is 3-1/2 feet tall and weighs 100 pounds. + +## Society + +Despite the shoony drive toward communal living, most shoony settlements are farming villages with populations of no more than a hundred. Shoonies work hard to make their lands bountiful and recognize that large, dense populations can negatively affect the ecosystem. Monster attacks, natural disasters, and exploitation from stronger cultures have all also limited the spread of shoonies across the Inner Sea region. + +Despite their short lifespans, shoonies are happy-go-lucky people with an irrepressible love for the land and their fellow shoonies, and remain optimistic even under the worst circumstances. The simple pleasures of living on this beautiful world, engaging in hard work, and surrounding themselves with loved ones motivate shoonies to push through the hardships that all too often befall their people. + +## Alignment and Religion + +Most shoony societies encourage empathy and loyalty, so they're rarely evil, but they're also practical, traditional, and timid. Most shoony adventurers are neutral good or lawful good. Religion is a cornerstone of shoony village life; shoonies primarily worshipped Aroden until his apparent death. In his absence, many shoonies have adopted Erastil as their patron deity because his emphasis on family, community, and living off the land naturally meshes with typical shoony values. Noble shoonies-especially warriors-sometimes look to Iomedae as an exemplar of integrity, hard work, and sacrifice. + +## Adventurers + +Few shoonies willingly choose to leave their homeland and friends in favor of facing the unknown, and the circumstances that lead a shoony to adventure are often dramatic and life-altering, if not tragic. That said, some shoonies do travel the world in search of riches to bring back to their village or to avenge their kinfolk, and shoony adventurers who show bravery or ingenuity are sure to earn a place in the legends of their people. + +Typical shoonies have the acolyte, farmhand, hunter, laborer, or warrior backgrounds, or the animal wrangler or rigger backgrounds. Many shoony adventurers are fighters who hone their skills to become stalwart defenders of their friends. Some shoonies pursue religious study and become clerics or champions, while others develop their foraging and hunting skills as talented druids and rangers. + +## Names + +With their strong family values and emphasis on found friends, it's no wonder that shoonies take particular pride in naming their children after other loved ones. Shoony names are short, guttural, and often sound like loose strings of unassociated vowels and soft consonants to people of other ancestries. Shoonies value names and take great care to learn and speak the correct pronunciations of their friends' names. + +### Sample Names + +Ahogo, Arnbin, Bighmor, Bondin, Domwurd, Ebmeur, Gopor, Gurna, Hiemgur, Mufurlo, Oriog, Pulumar, Raliamar, Ruggion, Uhulrig, Ungrin. + +## Shoony Mechanics + +**Hit Points** 6 + +**Size** Small + +**Speed** 25 feet + +**Ability Boosts** Dexterity, Charisma, Free + +**Ability Flaw** Constitution + +**Languages** Common, Shoony + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Dwarven, Gnomish, Goblin, Halfling, Terran, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Low-Light Vision + +**Blunt Snout** Your small, blunt snout and labyrinthine sinus system make you resistant to phenomena that assail the nose. When you roll a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), you get the outcome one degree of success better than the result of your roll. + +## Shoony Heritages + +[[Bloodhound Shoony]] + +[[Fishseeker Shoony]] + +[[Paddler Shoony]] + +[[Thickcoat Shoony]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Skeleton.md b/content/mechanics/srd/Ancestries/Skeleton.md new file mode 100755 index 000000000..dd9929eec --- /dev/null +++ b/content/mechanics/srd/Ancestries/Skeleton.md @@ -0,0 +1,83 @@ +--- +title: "Skeleton" +noteType: ":sticky-note:" +aliases: "Skeleton" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.EcNSrvwIj22Jxkjz +tags: + - JournalEntryPage +--- + +# Skeleton +_Skeletons are considered among the lowest types of undead. They're typically mindless creatures, lacking many of the abilities that make other undead a serious threat. However, the animated bones of dragons, giants, and other great beasts make for dangerous foes. Powerful living creatures can retain some of their might and intellect upon returning as a skeleton. Some necromancers turn their strongest enemies into skeletal undead servants, assuming they can keep control of them._ + +* * * + +Skeleton adventurers were usually skilled and powerful in their former lives. Through unremitting force of will or extraordinary circumstances, their ego and ideals persist even in death. However, the very act of rising as a skeletal undead is traumatic. Memories of one's former life are usually fractured or hazy, if anything can be remembered at all. For some, these memories return with time; for others, they're gone forever. For the most part, this comes down to how the skeleton views themself: either as a continuation of the person they once were, or an entirely new being. + +Skeleton adventurers often set themselves apart from other skeletons by dressing as flamboyantly as their station allows. Large, feathered caps, ornate armor, embroidered silks, or glittering jewelry are likely staples of their wardrobe. Some carve intricate "tattoos" into their bones or paint their skulls to maintain a sense of self that simple skeletons lack, and to signal to the living they're not like other undead. + +Skeleton adventurers must come to terms with their new identity. They aren't bound by the limitations of the living and are often underestimated. + +## You Might... + +* Work harder than most to prove you're a capable and distinct individual. +* Wade into danger with little regard for the safety of your undead body. +* Desperately seek the acceptance of the society you once moved through with ease. + +## Others Probably... + +* Assume you're the servant of a necromancer, working to advance their agenda. +* Have difficulty empathizing with you. +* Regard your undeath with either pity or envy. + +## Physical Description + +Aside from their complete lack of flesh and organs, skeletons vary widely in appearance, reflecting the broad diversity of all living beings. They can be tall, short, or anywhere in between. Skeletons of creatures with horns, wings, or tails retain them, although they are usually useless in their skeletal state. Skeletons raised from fresh remains tend to have stark white bones, while older ones tend to be gray or yellowed. Skeletons who adventure for a while often possess faint lines crisscrossing their bones like scars, indicating where they were injured in previous battles. + +## Society + +Across Golarion, intelligent skeletons rarely gather in large enough numbers to constitute any kind of settlement. Even in Geb, where their numbers are highest, they typically mingle with other undead rather than band together. Many skeletons would rather keep company with those who remind them of their former life (although such reminders can just as easily lead to revulsion derived by the void energy infused within them). Gebbite skeletons are usually treated as members of the servant class and rarely have any upward social mobility. + +Outside Geb, skeletons are far more solitary. Some might hide on the outskirts of society or move about in disguise, but it's difficult for them to find acceptance among the living. While they may not be feared in places like Nidal or Sekamina, they're also not likely to be respected. + +## Alignment and religion + +While undead are almost always evil, some intelligent skeletons manage to stave off the corruption of the void energy that powers them. Other than the tendency to become twisted toward evil over time, skeletons typically lean toward the alignments of their creators or their former selves. Skeletons without any particular loyalty or allegiance trend toward neutral evil alignment, or neutral if they can stave off evil. + +Skeletons who embrace their undeath often worship gods of death, such as Urgathoa, while those who resent it typically look toward gods of life and redemption. Accepting deities without particularly zealous anti-undead dogma, such as Shelyn, are popular among those who wish to fight against their destructive influences and become something greater than the purpose for which they were created. + +## Names + +No widespread naming convention exists for skeletons. When necromancers bother to name skeletons they've raised, they typically choose names that suit their own tastes, the way one would name a pet. Others might be named for their role or job. Skeletons with their memories intact might choose to keep their name from when they were alive, but others might choose new names based on their undead experiences. + +### Sample Names + +Clatterjaw, Creaker, Doorstop, Final Sacrifice, Gochiyo, Lectern, Macefodder, Sixth Lancer, Skulldyr, Xelim + +## Skeleton Mechanics + +**Hit Points** 6 + +**Size** Medium + +**Speed** 25 feet + +**Ability Boosts** Dexterity, Charisma, Free + +**Ability Flaw** Intelligence + +**Languages** Common, Necril + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Aklo, Dwarven, Elven, Infernal, Orcish, Undercommon, and any other languages to which you have access (such as languages prevalent in your region). + +**Undeath** You have [[Basic Undead Benefits]]. For your undead hunger, you don't eat flesh like ghouls or drink blood like vampires, but you do collect bones you can use to help yourself mend. + +## Skeleton Heritages + +[[Compact Skeleton]] + +[[Fodder Skeleton]] + +[[Monstrous Skeleton]] + +[[Sturdy Skeleton]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Sprite.md b/content/mechanics/srd/Ancestries/Sprite.md new file mode 100755 index 000000000..8615e9b70 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Sprite.md @@ -0,0 +1,87 @@ +--- +title: "Sprite" +noteType: ":sticky-note:" +aliases: "Sprite" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.rvbMGyBr6y5K7HDP +tags: + - JournalEntryPage +--- + +# Sprite +_Sprites are diminutive, whimsical, and exuberant creatures from the fey realm known as the First World. They love playing pranks, exploring new things, and embracing everything to do with magic._ + +* * * + +When most people picture a fey, chances are they're thinking of a sprite. The majority of sprites remain in the First World, where they are essentially immortal, reincarnating to a new form of fey when their life eventually comes to an end. Some even meld together with others to form a more substantial body or split apart into multiple smaller fey. However, sprites are incredibly curious about all forms of magic, leading a significant number to risk the mortal world to explore the new possibilities offered by the unusually static nature of mortal existence. These creatures mix in with other, smaller groups of Material Plane comrades, including exiles from the First World, those whose family swore pacts to mortals, and even contemplative individuals curious to enter the mortal cycle of souls. + +The first generation of Material Plane sprites were content to guard magical locations or objects, learn music, and play pranks on the unsuspecting. Panic struck when children born in the mortal world didn't form wings upon adulthood-some sprites transitioning to the mortal world likewise lost their wings after a time. Believing this to be a sign that the mortal world was too alien for them to live there, many of the initial sprite explorers returned to the safety of the First World. + +However, their wingless children exhibited a potential unmatched by any of their ancestors, as well as a particular magical affinity for the mortal world. They became the mightiest of sprite heroes, but also, on occasion, the most dangerous villains. As they came close to reaching their full strength, many of them did grow their wings at long last: larger, unique, and more vibrant than any from the First World had seen before, a sign of their limitless potential. + +If you want a character who is tiny, mercurial, and curious, you should play a sprite. + +## You Might... + +* Play good-natured pranks on those around you, intended to teach a lesson, aid in locating a lost item, or even help find love. +* Become sidetracked by something new and eye-catching before you have fully followed through on your previous plan. +* Find something magical that's so important to you, you can't help but protect it with every ounce of your strength. + +## Others Probably... + +* Expect you to know strange fey mysteries and perform fantastical primal magic well beyond your actual abilities. +* Consider you the prime suspect whenever unexplained hijinks or serendipity comes their way. +* Misconstrue the way your mind works, seeing your flitting attention as a sign of being scatterbrained. + +## Physical Description + +Sprites are tiny faeries whose features vary wildly based on their heritage. The Wingless-those with the potential to become powerful heroes and villains, including all PC sprites-slowly grow their wings over time as their magical potential manifests, though some never grow wings at all. Those sprites with humbler destinies typically grow wings when reaching full adulthood and mastering their innate magic. Sprites reach adulthood at around the same rate as humans do, but a typical fey who can manage to stay out of mischief and danger can live 1,000 years or more. Material Plane sprites who sense their time is coming to an end usually return to the First World to be reborn and start their adventure all over again. + +## Society + +Sprites habitually live in tiny, reclusive villages in areas with abundant magic, natural beauty, or other curiosities of interest. Other sprites live as loners or with small family or peer groups, traveling across the land in search of excitement. + +## Alignments and Religion + +Sprites run the gamut of alignments but are rarely lawful or evil. They are far more likely to worship the Eldest-the peculiar deities of the fey-than those of the mortal world. They have a particular affinity for Shyka, the many-formed Eldest of time, and the Lantern King, the trickster among their ranks. Among mortal deities, sprites appreciate Desna the most, and due to her iconic depiction as a butterfly-winged woman, some Desnan sprites claim her as one of their own. Sprites also readily comprehend the doctrines of Cayden Cailean and Shelyn, and the goddess of beauty and art is a particular favorite among grigs. + +## Names + +Sprite names are based entirely on their parents' whimsy. Sprites often adopt additional monikers later in life or change those assigned to them at birth; this is neither frowned upon nor considered abnormal. + +### Sample Names + +Bree, Plumgrass, Cowrie, Flit, Moth, Zephyr, Naatalu, Pinebrush, Zandivar + +## Sprite Mechanics + +**Hit Points** 6 + +**Size** Tiny + +**Speed** 20 feet + +**Ability Boosts** Dexterity, Intelligence, Free + +**Ability Flaw** Strength + +**Languages** Common, Sylvan + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Celestial, Draconic, Elven, Gnomish, Goblin, Jotun, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Low-Light Vision + +**Magical Strikes** Your inherent magic pervades your entire being. All your Strikes are magical, whether with unarmed attacks or weapons. + +## Sprite Heritages + +[[Draxie]] + +[[Grig]] + +[[Luminous Sprite]] + +[[Melixie]] + +[[Nyktera]] + +[[Pixie]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Strix.md b/content/mechanics/srd/Ancestries/Strix.md new file mode 100755 index 000000000..df06a6745 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Strix.md @@ -0,0 +1,83 @@ +--- +title: "Strix" +noteType: ":sticky-note:" +aliases: "Strix" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.N8aShsDuf3ur0vZ2 +tags: + - JournalEntryPage +--- + +# Strix +_Known as itarii in their own language, strix are reclusive avian humanoids devoted to their homelands and their tribes. They defend their precious communities with broad wingspans and razor talons._ + +* * * + +Strix value ferocity, vengeance, and devotion above all else. Their dark, formidable wingspans and long history of taking revenge for their fallen family members have painted them as winged devils in the eyes of neighboring human populations. In contradiction to their misunderstood nature, strix boast a spiritual, artistic, and compassionate culture that is rarely seen outside of their roosts. + +As strix populations begin to resurge and spread beyond the mountainous region known as the Devil's Perch, their tribes now speckle the landscape of Cheliax and surrounding nations. Soaring over mountains, forests, and beaches, strix are always brought home by the deep connections they share with their kinfolk. + +If you want a character who is loyal yet enigmatic, fierce yet artistic, and who yearns to soar above the world, you should play a strix. + +## You Might... + +* Dedicate and endear yourself to your family, friends, or community. +* Harbor an inherited distrust of humans. +* Keep strangers at arm's length and perhaps exhibit naivete about the world beyond your homeland. + +## Others Probably... + +* Appreciate your dedicated friendship, even if they don't grasp the cultural history behind it. +* Treat you on occasion like a carrier pigeon, asking you to deliver letters or other similar favors. +* Find your appearance frightening due to complete inexperience with strix. + +## Physical Description + +Strix are avian-influenced humanoids with intimidating talons and feathered wings sprouting from their backs. With an average height of 6 feet, strix are taller than most humans but are very light for their size. Strix are considered mature at 14 years of age and have an average lifespan of 40 years. They have pointed ears and large eyes that are typically black from sclera to pupil, but occasionally appear as a piercing golden color. Strix lack the ability to move their eyes independently of their head, resulting in distinctive jerky movements as their gaze snaps between targets. Their bodies are usually taut with defined musculature-a result of the strength necessary to flex their wings. + +## Society + +Strix are rare and reclusive people who cling to their ancestral territories. They live in modest-sized tribes, but some reside in smaller bands of tight-knit individuals. The largest settlements of strix reside on Devil's Perch, but a small number of their ilk have traveled far across Golarion. Strix feel an intense empathy and attachment to their family and other community members. They prioritize the needs of their community over their individual desires, and their bands and tribes benefit from an easy yet expertly organized division of labor. Strix tribes are led by a rokoa, a female tribal leader. + +A long history of conflict with the nearby nation of Cheliax as bred into most strix a deep fear and suspicion of humans-who they call kotaara. Strix have struggled to keep hold of their territories and maintain their numbers in the face of constant conflict with these enemies who, in addition to trying to destroy what they believe to be winged devils, vastly outnumber them. Due to their strongly bonded groups, the loss of a single tribe member is devastating. + +## Alignment and Religion + +Due to their deep respect for the rules of a functioning society, strix are rarely chaotic, but some may be flexible on adopting the rules of outside societies. Strix are typically nonreligious and instead use stories from an epic known as the Korrsat Akra, or “The Scattered Nest,” to tell them of their origins and give them direction on their current place in the world. They have a deep investment in the lives of their fellows and experience intense grief at their passing. Pharasma is a common influence among religious strix due to the popularity of religious and spiritual practices honoring the lives and deaths in their beloved community. Gozreh is also an everyday influence for many strix, who beseech the Wind and the Waves to give them satisfying tailwinds for flight and protect their kin when the sky turns dark with fury. Erastil and even Torag represent two versions of social order and may be unifying deities across entire tribes. + +## Names + +Strix names consist of sounds that are reminiscent of chirping, screeches, or trilling by various birds, and their naming conventions are influenced primarily by tradition and spirituality. Strix in small communities might share a common syllable among all their names to express their unity. Due to their deep affection for their family members, naming children after other loved ones is very common, occasionally with an additional syllable or slight change to the pronunciation. + +### Sample Names + +Chiit-iir, Cicreeti, Ikatarii, Irkoata, Kaata, Kiilo, Kirii, Rahka, Roatatwiil, Turiilo, Turuk, Twilii + +## Strix Mechanics + +**Hit Points** 8 + +**Size** Medium + +**Speed** 25 feet + +**Ability Boosts** Dexterity, Free + +**Languages** Common, Strix + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Gnome, Infernal, Jotun, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Low-Light Vision + +**Wings** All strix possess powerful wings. While not all strix focus on honing their flying skills, a strong flap of their wings allows strix to travel longer distances when jumping. When Leaping horizontally, you move an additional 5 feet. You don't automatically fail your checks to High Jump or Long Jump if you don't Stride at least 10 feet first. In addition, when you make a Long Jump, you can jump a distance up to 10 feet further than your Athletics check result, though still with the normal maximum of your Speed. + +## Strix Heritages + +[[Nightglider Strix]] + +[[Predator Strix]] + +[[Scavenger Strix]] + +[[Shoreline Strix]] + +[[Songbird Strix]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Tengu.md b/content/mechanics/srd/Ancestries/Tengu.md new file mode 100755 index 000000000..b094ec694 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Tengu.md @@ -0,0 +1,101 @@ +--- +title: "Tengu" +noteType: ":sticky-note:" +aliases: "Tengu" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.YGIwmuVOJI7uNhGM +tags: + - JournalEntryPage +--- + +# Tengu +_Tengus are a gregarious and resourceful people that have spread far and wide from their ancestral home in Tian Xia, collecting and combining whatever innovations and traditions they happen across with those from their own long history._ + +* * * + +Tengus are survivalists and conversationalists, equally at home living off the wilderness and finding a niche in dense cities. They accumulate knowledge, tools, and companions, adding them to their collection as they travel. + +The tengu diaspora has spread across Golarion in search of a better life, bringing their skill with blade crafting to lands far from their home. In maritime regions, tengus notably work as fishers, blacksmiths, and 'jinx eaters'—members of ships' crews who are believed, accurately or otherwise, to absorb misfortune. Having lived in a variety of conditions and locations, tengus tend to be nonjudgmental, especially with regard to social station, though their willingness to associate with lawbreakers has often led some to look at them with suspicion. + +If you want to play a character hailing from a rich history of artisanship and tradition, but who happily picks up new practices, companions, words, and items as needed, you should play a tengu. + +## You Might... + +* Be gregarious and eager to find a flock of your own. +* Voraciously absorb the practices of those around you, sometimes even forgetting where they came from. +* Be willing to take on any task or job, no matter what others think. + +## Others Probably... + +* Look to you as a source of eclectic skills and knowledge, especially relating to languages. +* Get confused by your simultaneous respect for and disregard of tradition. +* Have trouble reading your expressions or regard you with suspicion and superstition. + +## Physical Description + +Tengus have many avian characteristics. Their faces are tipped with sharp beaks and their scaled forearms and lower legs end in talons. As closed footwear tends to fit poorly unless custom made, many tengus wear open sandals or simply go barefoot. Tengus are rarely more than 5 feet tall, and they are even lighter than their smaller frames would suggest, as they have hollow bones. A small number of tengus have vestigial wings incapable of true flight. + +Tengus hatch from eggs and are featherless for their first year of life, during which they rarely leave home. They soon grow a downy gray coat, which is replaced by a dark covering of adult feathers by the time they come of age at around 15 years. Tengus use their shed feathers in a variety of tools, from simple writing quills to magical fans to focus their ancestral magic. Many tengus modify their appearance by dyeing patterns into their feathers or talons, which amplifies their body language and has the added benefit of aiding other humanoids in understanding their expressions. + +## Society + +Tengus are extremely social, banding together in extended communities with many families living in adjacent houses and sharing the work of the household. In cities, a community may also contain members of other ancestries. Tengu children raised in the same unit consider each other siblings, usually forgetting which of them share a biological connection. + +The greatest divide in tengu society is between tengus remaining in their ancestral home and those who have dispersed across the world. Tengus refer to these two groups as those 'in the roost' and those 'migrating,' respectively. Roosted tengus tend to be more traditionalist and conservative and are especially concerned with preserving their culture in the face of years of erosion from oppression. Migrating tengus, on the other hand, voraciously absorb the culture of the various nations and settlements that they now call home. + +## Alignment and Religion + +Tengus often follow the faith of the region in which they were raised, though the tengu ancestral deity is the storm god Hei Feng. This god's notorious drunken carousing and emotional swings causes many tengus to instead focus their attention on gods of freedom and travel, such as Desna or Cayden Cailean, or deities of nature, such as Gozreh. Besmara is also a common subject of tengu worship, especially among tengus who live on the sea. + +Before their diaspora, tengus practiced a syncretic faith that blended a polytheistic worship of the deities responsible for creating the natural world. As tengu folklore posits that tengus long ago descended from the night sky on shooting stars to rest upon Golarion's highest peaks, animist rites were practiced on mountains and other great natural features. Even today, tengus rarely differentiate between divine and primal worship. + +Tengus are far more concerned with the balance between traditionalism and adaptability than they are with good and evil, with lawful tengus more common among the roosted and chaotic tengus more common among the migratory. + +## Adventurers + +A tengu that leaves the ancestral homeland feels an intense pull toward adventure, to cross vast distances, collect beautiful treasures, and brave the challenges of combat or the rolling sea. + +Tengu backgrounds might reflect their place in the homeland or the tengu diaspora. These could include acrobat, barkeep, charlatan, emissary, entertainer, fortune teller, gambler, merchant, nomad, or sailor, plus bandit, courier, insurgent, refugee, and scavenger. + +Tengus often become rogue, bard, oracles, rangers, or swashbucklers. + +## Names + +Though roosted tengus tend toward more traditional names with the hard consonants often seen in the Tengu language, migrating tengus' tendency to readily absorb and repurpose the culture of those around them has led to names that combine elements of whatever languages suited the namer's fancy. + +### Sample Names + +Arkkak, Chuko, Dolgra, Dorodara, Kakkariel, Kora, Marrak, Mossarah, Pularrka, Rarorel, Ruk, Tak-Tak, Tsukotarra + +## Tengu Mechanics + +**Hit Points** 6 + +**Size** Medium + +**Speed** 25 feet + +**Ability Boosts** Dexterity, Free + +**Languages** Common, Tengu + +**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Dwarven, Elven, Halfling, Gnomish, Goblin, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region). + +**Senses** Low-Light Vision + +**Sharp Beak** With your sharp beak, you are never without a weapon. You have a beak unarmed attack that deals 1d6 piercing damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits. + +## Tengu Heritages + +[[Dogtooth Tengu]] + +[[Jinxed Tengu]] + +[[Mountainkeeper Tengu]] + +[[Skyborn Tengu]] + +[[Stormtossed Tengu]] + +[[Taloned Tengu]] + +[[Wavediver Tengu]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Vanara.md b/content/mechanics/srd/Ancestries/Vanara.md new file mode 100755 index 000000000..5ca8548d7 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Vanara.md @@ -0,0 +1,63 @@ +--- +title: "Vanara" +noteType: ":sticky-note:" +aliases: "Vanara" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.40koksC576nYV2Tf +tags: + - JournalEntryPage +--- + +# Vanara +Vanaras are inquisitive and mischievous monkey-like humanoids with short, soft fur, expressive eyes, and long, prehensile tails. Their handlike feet and agile builds serve them well in the jungle realms where most vanaras live. + +Vanaras were born of the monkey god Ragdya's ambitious folly ages ago, to spread and applaud his mischief and to serve as ba-sadhak, blessed seekers of fortune who would draw their creator's eye to the cruelly hoarded treasure of mortal lords and immortal fiends. They earned the enmity of ancient rakshasa maharajahs for their derring-do, the scorn of the naga empire for their valor, and the friendship of many rural Vudrani who viewed them as a wild folk of deep divine portent. Such is the history of vanaras and their long survival against their many foes, from within the mahajanapadas of the deep jungle lands, the mountain ghats of Vudra, and the Impossible Lands. If you want to play a character who embodies the struggle between self-betterment and self-expression, you should play a vanara. + +## You Might... + +* Find it difficult to avoid pursuing a mystery or exploring a hidden area. +* Thoughtfully consider the consequences of your pranks or actions. +* Enjoy sharing the knowledge of things you've discovered with your friends. + +## Others Probably... + +* Assume you have an animalistic demeanor and habits. +* Take a dismissive or hostile view of your pranks. +* Covet your easy grace and unquenchable curiosity. + +## Physical Description + +Vanaras are humanoids with simian features, including a long, prehensile tail and handlike feet. They're rarely much taller than 5 feet, but they usually look smaller because of their slight, nimble builds. Vanaras are covered with a thin layer of soft fur over their entire bodies. This fur can be tan, brown, or golden and rarely has spots or stripes. The hair on a vanara's head grows thicker and more luxurious; it's easy to arrange into elaborate hairstyles, and many vanaras like to do so. This hair is nearly always of the same color as the vanara's body fur, with the exception of rare "whitecape" vanaras with manes of fine, pale hair, who might be born into any vanara family. Vanaras have large, expressive eyes and mouths with blunt teeth and pointed incisors. Vanaras are adults at 13 years old and usually live about 60 years. + +## Society + +Vanaras are a varied folk who seek balance and comfort in their lives. Many are devout without being fanatics, tricksters without being malicious, daring without being foolish, and curious without being obsessive. Although aware of their deep ancestral connection to Ragdya, many vanaras feel a powerful desire to live beyond the grace of their god and his weight in their history, pursuing their own paths to enlightenment. Those vanaras who live in Vudra feel this need the most strongly, as they want to pursue virtue and self-knowledge to be fulfilled when their souls are next reborn into the world. + +Although created by Ragdya, vanaras feel themselves apart from him in a way some find uncomfortable. Ragdya is the eternal trickster with supreme recklessness yet unchanging in his immortal permanence. Though most vanaras cherish Ragdya's mischief and feats of folly on religious holidays, they also know he shall never fade from this world or find himself reincarnated into forms other than that from which the vanaras were shaped. Yet, vanaras aren't so immutable. A vanara must reflect on their own impermanent nature and consider its effect on their soul and their soul's quest for enlightenment. For all the mischief and daring Ragdya might enjoy without consequence, vanaras know recklessness and harmful tricks can impede their personal pursuit of enlightenment. The drive toward mischief and spontaneity instilled within them by their creator is hard for many vanaras to overcome and can create a lifetime of internal turmoil. This source of conflict has colored their development as a people who seek balance and virtue. + +Vanaras look to the legends of heroic vanaras of the past for lessons on how to live their lives. The most notable and lauded accomplishment of these legendary vanaras, that which has them known even in the most far-flung ashram in the snow-capped border mountains of Vudra, was their grand act of trickery against Ravana, the greatest of all the rakshasa immortals. Ravana had tyrannically forced many noble souls, vanara and human alike, to construct a resplendent bridge of azure stones that would cross the planes from Vudra to the rakshasa's realm. Ravana demanded that each stone be carved to display a mewling visage of the mortal who toiled to cut and shape it. Through mischief and artifice, vanaras altered the carvings so that, when assembled, they subtly displayed components of a prayer to all the Vudrani pantheon. When the bridge was finally finished and Ravana marched across it with his army of fiends in a profligate parade, the shuddering of the stones beneath their footsteps mimicked the movements of the communal prayer. Deities drawn by this display toppled the immortal maharajah, and he still blames mischief-making vanaras for this humiliation. Many vanaras thus see it as their legacy to bring shame to the wicked and powerful by means of clever tricks and communal effort. + +## Alignment and religion + +Vanaras are tricksters who love pranks, but they temper this tendency toward mischief with good intentions and a love of their community—however they personally define that community. They're rarely agitators or troublemakers simply for the sake of causing chaos; they do so to encourage humility among the inflexible or humorless. Most vanaras are mindful of the virtues necessary to elevate their immortal souls and try to act accordingly. Vanaras are thus most likely to be neutral good. + +Most vanaras live in Vudra, where they're exposed to the dizzyingly abundant array of Vudran deities. Nevertheless, devout vanaras nearly always venerate Ragdya above all others. Priests of Ragdya lead most vanara villages. Even vanaras who aren't religious might call upon Ragdya to help them make wise decisions in times of danger or for guidance when an unlucky prank has caused them trouble they're unsure how to escape. Vanaras interested in developing self-control might worship Irori instead, and regions with local vanara hero-gods or avatars might engender faithful sects of worshippers on a small scale. Some vanaras revere the evil simian hunter Lahkgya, but almost never openly, as this deity of ferocious and sudden violence is unwelcome in most vanara communities. Some communities instead make offerings to turn Lahkgya's attention from them. + +## Names + +Newborn vanaras aren't given names other than descriptors of their infant personalities or habits, like "Grip-Hand" or "Wailer." When they learn to speak, vanaras are given another name based on important historical or mythological figures, or they're given the name of a specific ancestor they resemble in appearance or attitude (or whom their community hopes they'll grow to resemble). The chosen name usually contains consonants or vowels the young vanara frequently uses, as vanaras don't see a lot of use in giving someone a name they can't easily pronounce. + +### Sample Names + +Ashpaka, Chichipi, Haangeno, Hasa, Huanu, Kana, Nammem, Roprutu, Thathona, Unulu, Vivatu + +## Vanara Heritages + +Both within and outside Vudra, vanaras have a variety of heritages. Choose one of the following vanara heritages at 1st level. + +[[Bandaagee Vanara]] + +[[Lahkgyan Vanara]] + +[[Ragdyan Vanara]] + +[[Wajaghand Vanara]] \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Versatile Heritages.md b/content/mechanics/srd/Ancestries/Versatile Heritages.md new file mode 100755 index 000000000..5e9848ff6 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Versatile Heritages.md @@ -0,0 +1,73 @@ +--- +title: "Versatile Heritages" +noteType: ":sticky-note:" +aliases: "Versatile Heritages" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.u6IGUd8Gtarj6h7K +tags: + - JournalEntryPage +--- + +# Versatile Heritages +_The peoples of Golarion are many, and they have a long history of intermingling or dabbling with forces capable of altering the very fabric of a mortal body or soul. The children born to such parents might have traits from each of their parents or physiological manifestations of the forces their ancestors were influenced by, manifesting as a specific heritage._ + +* * * + +The most common of these by far are the aiuvarin and dromaar versatile heritages, usually born to a human parent on one side and either an elf or orc parent on the other. Other individuals are born under far stranger circumstances, such as having a parent who was affected by monstrous, undead, or extraplanar energies. As these circumstances aren't unique to a single ancestry, these heritages—called versatile heritages—are likewise shared by many ancestries. + +The peoples of Golarion are many, and they have a long history of intermingling or dabbling with forces capable of altering the very fabric of a mortal body or soul. The children born to such parents might have traits from each of their parents or physiological manifestations of the forces their ancestors were influenced by, manifesting as a specific heritage. + +## Versatile Heritages + +Golarion is home to a variety of versatile heritages. Some are born to unusual creatures or arise through specific mundane or supernatural circumstances. Many, however, result from an infusion of extraplanar energy, whether through direct parentage, more distant ancestors, or simply direct exposure to the quintessence of that plane. These individuals are known as planar scions. + +Because the circumstances that give rise to versatile heritages aren't limited to a single ancestry, a versatile heritage can be chosen by a character of nearly any ancestry. Some versatile heritages are more common among some ancestries than others, and some might list additional restrictions specific to that heritage. Your GM may place other restrictions on which ancestries can use a given versatile heritage based on the story and setting. Unlimited Possibilities! + +Though a character can have only one heritage and one lineage feat, the possible permutations of a character's background and family tree are virtually unlimited. An aiuvarin character might still have a changeling parent whose nature is visible in the coloration of their eyes even if they don't have access to changeling ancestry feats, and a pitborn dwarf might very well have an ancestor with fey influences on their bloodline, reflected with a fey muse or patron gained through their class alongside their ancestral fiendishness. + +## Playing A Versatile Heritage + +To play a character with a versatile heritage, first select your ancestry, just like you would for any character. You gain Hit Points, size, Speed, attribute boosts and attribute flaws, languages, traits, and other abilities from that ancestry. Then, instead of choosing a heritage from those normally available to that ancestry, apply your chosen versatile heritage. You gain all the features from your versatile heritage, some of which might modify or replace statistics, abilities, or traits from your ancestry. + +Since a versatile heritage is a heritage, you can have only one, and you can't have any other heritage in addition to your versatile heritage. Sometimes a versatile heritage might give you an ability that conflicts with an ability from your ancestry. In these cases, you choose which of the conflicting abilities your character has. + +When selecting ancestry feats, you can choose from those available to your ancestry as well as those specific to your versatile heritage. + +## Lineage Feats + +Some ancestry feats within a versatile heritage have the lineage trait. These feats specify a physiological lineage your character has—such as the type of hag that birthed a changeling character, or the type of extraplanar entity that influenced a nephilim's birth. You can have only one lineage feat; you can select such a feat only at 1st level, and you can't retrain into or out of this feat. + +## Versatile Heritages + +[[Aphorite]] + +[[Ardande]] + +[[Beastkin]] + +[[Changeling]] + +[[Dhampir]] + +[[Duskwalker]] + +[[Ganzi]] + +[[Ifrit]] + +[[Nephilim]] + +[[Oread]] + +[[Reflection]] + +[[Suli]] + +[[Sylph]] + +[[Talos]] + +[[Undine]] + +## Other Halves + +By default, [[Aiuvarin]] and [[Dromaar]] descend from humans, but your GM might allow you to be the offspring of an elf, orc, or different ancestry. In these cases, the GM will let you select the aiuvarin or dromaar heritage as the heritage for this other ancestry. The most likely other parent of a aiuvarin are gnomes and halflings, and the most likely parents of a dromaar are goblins, halflings, and dwarves. \ No newline at end of file diff --git a/content/mechanics/srd/Ancestries/Vishkanya.md b/content/mechanics/srd/Ancestries/Vishkanya.md new file mode 100755 index 000000000..64fecd612 --- /dev/null +++ b/content/mechanics/srd/Ancestries/Vishkanya.md @@ -0,0 +1,71 @@ +--- +title: "Vishkanya" +noteType: ":sticky-note:" +aliases: "Vishkanya" +foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.1lCAkGgIYYkczZ28 +tags: + - JournalEntryPage +--- + +# Vishkanya +Vishkanyas are ophidian humanoids who carry potent venom within their blood and saliva. Largely misunderstood due to old tales of their toxicity and natural finesse, vishkanyas work to grow into more than just what stories paint them to be. + +The true nature of vishkanyas' origin is a matter of debate. Some vishkanyas believe they are rejected spawn of Ravithra, which explains the animosity between vishkanyas and nagas. Others believe themselves the stolen offspring of a forgotten progenitor whose name was excised from history. Regardless, one thing is quite clear: vishkanyas are survivors. Throughout history, fear of their deadly abilities forced vishkanyas to experience subjugation, exploitation, and ostracizing. Yet through it all, they endured. Now free of chains to bind them, vishkanyas live in close-knit groups, and use their love of storytelling and the arts to keep a detailed history of their people while they determine how best to proceed in a world ripe with opportunity. + +## You Might... + +* Have a powerful sense of community. +* Find peace and fulfillment in having a creative pursuit. +* Be adept at matching the environment around you to fit into any number of diverse situations. + +## Others Probably... + +* Initially mistake you for having a tiefling or draconic heritage. +* Think you are an expert in poisons, toxins, and espionage. +* Misunderstand the nature of your venom and fear physical contact. + +## Physical Description + +Vishkanyas are humanlike in appearance with ophidian features that become clear in close proximity. They are naturally tall and lithe with bright golden eyes, vertical pupils, and a forked tongue. Their small, smooth scales range from earthy tones of browns and greens to bright displays of colored patterns. Hair color is typically of darker shades, though there are occasional instances of brighter colors through parts of the hair. Vishkanyan women are usually taller than the men, though neither ever truly stops growing. As such, vishkanyas can reach heights of 7 feet or taller in old age. + +Mixed vishkanya families aren't unknown. Vishkanya offspring from this background sometimes strongly resemble their non-vishkanya parent, with only a few stray tells, such as sharp canine teeth, to indicate their heritage. Vishkanyas sometimes refer to these children as "scaleless" or "subtle" but otherwise welcome them as any other among their kin, though sadly their appearance can fuel paranoia among other ancestries toward a people who are already misunderstood. + +## Society + +Vishkanyas live in small, tight-knit communities between 50 and 100 individuals who assimilate discreetly into larger societies, with many such groups scattered within a larger area. At the head of these groups is a selection of women chosen for their wisdom and knowledge. Vishkanyas often have multiple partners, give birth in multiples, and adhere to maternal inheritances. Children are generally free to choose their occupation and the nature of their contribution to the larger community, with many vishkanyas pursuing some sort of craft or art. Some roles are burdened with the responsibility of cultural and historical record-keeping, however, and these important tasks continue across generations. Traditionally, these culturally minded vishkanyas regularly meet in secret congregations for the purpose of sharing stories, information, and resources, providing support for youth and creating advisory bodies to help make large-scale decisions for vishkanyas of a given area. The desire to preserve vishkanyan culture has kept this practice going for centuries, yet recently, some have called for more open interaction with the world in an attempt to proudly share vishkanyan culture. + +Vishkanyas are often mischaracterized as indiscriminately venomous or inherently malicious by other ancestries, which has led to them having very strong concepts of their own ethnicity and their separation from those they consider "outsiders." While most vishkanyas are gracious and hospitable to non-vishkanya visitors, a large stir often arises around the concept of allowing such people into their communities in a more involved capacity. Parents carefully watch any children who seem too attached to non-vishkanya friends, and talk of romance and marriage with another ancestry will inevitably provoke many a long family discussion—though not necessarily hostile ones. + +## Alignment and religion + +Concerned mainly with the preservation of their communities, vishkanyas tend to adopt neutral alignments. Vishkanyas who take to individualistic travel to teach others about their ancestry, or simply to experience the world, might be neutral or chaotic good. The topic of faith can be quite different among vishkanyan groups, with some sticking to old vishkanyan beliefs, and some to Vudrani deities like Likha or Ashukharma. Other groups outside Vudra might embrace local gods with tenets of freedom or the arts, such as Arazni, Cayden Cailean, or Shelyn, or divinities more specific to individual pursuits. + +## Names + +Vishkanyan names often include short vowel sounds in the middle of the name, with a large number of fricative consonants pronounced most accurately with a forked tongue. Names are often chosen from momentous events in vishkanyan history or from matters related to the maternal line of the child. When they go through significant life events, vishkanyas may choose new names for themselves, and many often do so multiple times. Each name represents an important part of the individual's story—who they were, and who they have become. + +### Sample Names + +Ashath, Casuthis of Guiding Hands, Enysi, Izith, Othasee, Riddle of Esaviz, Salthazar, Thasi the Ragebreaker + +## Vishkanya Venom + +All vishkanya carry toxins in their veins, which manifest as follows. + +### Innate Venom + +Your blood carries toxins deadly to all but yourself. You gain the Envenom action, which can deliver minor vishkanyan venom. The save DC for your venom is equal to the higher of your class DC or spell DC. + +## Vishkanya Heritages + +[[Elusive Vishkanya]] + +[[Keen-Venom Vishkanya]] + +[[Old-Blood Vishkanya]] + +[[Prismatic Vishkanya]] + +[[Scalekeeper Vishkanya]] + +[[Venom-Resistant Vishkanya]] \ No newline at end of file diff --git a/content/mechanics/setting/Domains/desktop.ini b/content/mechanics/srd/Ancestries/desktop.ini old mode 100644 new mode 100755 similarity index 100% rename from content/mechanics/setting/Domains/desktop.ini rename to content/mechanics/srd/Ancestries/desktop.ini diff --git a/content/mechanics/srd/Ancestry Features/Advanced Undead Benefits.md b/content/mechanics/srd/Ancestry Features/Advanced Undead Benefits.md new file mode 100755 index 000000000..8a5c07417 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Advanced Undead Benefits.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +title: "Advanced Undead Benefits" +cssclasses: pf2e,pf2e-action +tags: + - trait/common + - category/ancestryfeature +aliases: "Item.cxq1V6w2UYe3RHTN" +license: OGL +--- +# Advanced Undead Benefits + +### + +**Category** ancestryfeature; + + + + +**Darkvision:** You gain darkvision if you don't already have it. + +**Greater Disease and Poison Protection:** Your bonus against disease and poison increases to +2. You gain poison resistance equal to half your level. + +**Paralysis and Sleep Protection:** You gain a +1 circumstance bonus to saving throws (or any other defense) against effects that would make you [[Conditions/Paralyzed|Paralyzed]] or have the sleep trait. + +*Source: Pathfinder Book of the Dead* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Animal Attack.md b/content/mechanics/srd/Ancestry Features/Animal Attack.md new file mode 100755 index 000000000..d5cc9fa61 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Animal Attack.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +title: "Animal Attack" +cssclasses: pf2e,pf2e-spell +tags: + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.rgQKdpzO0Dd5DBWc" +license: ORC +--- +# Animal Attack +## Feat 1 +### + +**Category** ancestryfeature; + + + + +Your heritage gives you a special unarmed attack instead of the fist unarmed attack humanoids typically gain. This attack is in the brawling weapon group. Work with your GM to determine which one you have, using the type of animal you are and suggestions in your heritage for guidance. For example, you might choose a beak, talon, or wing for an eagle, a fist or tail for a monkey, or a tongue or jaws for a toad. + + + +| Unarmed Attack | Damage | Traits | +| --- | --- | --- | +| **Antler** | 1d6 P | Finesse, unarmed | +| **Beak** | 1d6 P | Finesse, unarmed | +| **Claw** | 1d4 S | Agile, finesse, unarmed | +| **Fangs** | 1d6 P | Finesse, unarmed | +| **Fist** | 1d4 B | Agile, finesse, nonlethal, unarmed | +| **Horn** | 1d6 P | Finesse, unarmed | +| **Jaws** | 1d6 P | Finesse, unarmed | +| **Tail** | 1d6 B | Finesse, trip, unarmed | +| **Talon** | 1d4 P | Agile, finesse, unarmed | +| **Tongue** | 1d6 B | Finesse, unarmed | +| **Wing** | 1d4 B | Agile, finesse, unarmed | + +*Source: Pathfinder Howl of the Wild* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Aquatic Adaptation.md b/content/mechanics/srd/Ancestry Features/Aquatic Adaptation.md new file mode 100755 index 000000000..fe7d3cf38 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Aquatic Adaptation.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +title: "Aquatic Adaptation" +cssclasses: pf2e,pf2e-action +tags: + - trait/lizardfolk + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.s9wa61GeXF9hx08O" +license: ORC +--- +# Aquatic Adaptation + +### [[lizardfolk]] + +**Category** ancestryfeature; + + + + +Your reptilian biology allows you to hold your breath for a long time. You gain the [[Feats/Breath Control|Breath Control]] general feat as a bonus feat. + +*Source: Pathfinder Player Core 2* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Aquatic Grace.md b/content/mechanics/srd/Ancestry Features/Aquatic Grace.md new file mode 100755 index 000000000..a6f9d8048 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Aquatic Grace.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Aquatic Grace" +cssclasses: pf2e,pf2e-action +tags: + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.EpJPeXDByir877DM" +license: ORC +--- +# Aquatic Grace + +### + +**Category** ancestryfeature; + + + + +When you roll a success on a saving throw against a water effect, you get a critical success instead. + +*Source: Pathfinder Howl of the Wild* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Automaton Core.md b/content/mechanics/srd/Ancestry Features/Automaton Core.md new file mode 100755 index 000000000..9c31212bf --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Automaton Core.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Automaton Core" +cssclasses: pf2e,pf2e-action +tags: + - trait/automaton + - trait/common + - category/ancestryfeature +aliases: "Item.bNweU5vYA9VOfWDY" +license: OGL +--- +# Automaton Core + +### [[automaton]] + +**Category** ancestryfeature; + + + + +Your body contains an automaton core infused with planar quintessence that grants you power to perform various tasks and houses your soul and life energy. This life energy flows through you much like the blood of humanoids. As a result, you are a living creature. You don't have the typical construct immunities, can be affected by effects that target a living creature, and can recover Hit Points normally via vitality energy. Additionally, you are not destroyed when reduced to 0 Hit Points. Instead, your life energy attempts to keep you active even in dire straits; you are knocked out and begin dying when reduced to 0 Hit Points. + +*Source: Pathfinder Guns & Gears* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Awakened Form.md b/content/mechanics/srd/Ancestry Features/Awakened Form.md new file mode 100755 index 000000000..b6b9790b5 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Awakened Form.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Awakened Form" +cssclasses: pf2e,pf2e-spell +tags: + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.dSix1xueqrfGXayR" +license: ORC +--- +# Awakened Form +## Feat 1 +### + +**Category** ancestryfeature; + + + + +Awakening altered your form, enabling you to speak verbally and stand on two legs. You can wear, hold, wield, and use items. Which limbs you use to manipulate items and how many are determined by you and your GM, but for the rules you function like a humanoid with two hands. + +*Source: Pathfinder Howl of the Wild* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Awakened Mind.md b/content/mechanics/srd/Ancestry Features/Awakened Mind.md new file mode 100755 index 000000000..2390e68ca --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Awakened Mind.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Awakened Mind" +cssclasses: pf2e,pf2e-spell +tags: + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.jiqtzjxljE7U2eI2" +license: ORC +--- +# Awakened Mind +## Feat 1 +### + +**Category** ancestryfeature; + + + + +Awakening altered your mind. You are no longer an animal, but you can still ask questions of, receive answers from, and use the Diplomacy skill with animals of your kind. By remembering your instincts, you can allow yourself to be affected by spells and other effects as though you were an animal. + +*Source: Pathfinder Howl of the Wild* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Basic Undead Benefits.md b/content/mechanics/srd/Ancestry Features/Basic Undead Benefits.md new file mode 100755 index 000000000..7832df85f --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Basic Undead Benefits.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +title: "Basic Undead Benefits" +cssclasses: pf2e,pf2e-action +tags: + - trait/common + - category/ancestryfeature +aliases: "Item.uX1qCPuLZoh76dxx" +license: OGL +--- +# Basic Undead Benefits + +### + +**Category** ancestryfeature; + + + + +**Necril:** You know the Necril language. + +**Undead Vision:** You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. + +**Void Healing:** You are damaged by vitality damage and aren't healed by vitality healing effects. You don't take void damage and are healed by void effects that heal undead. + +**Negative Survival:** Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful void energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead. + +**Immunity to Death Effects:** You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it. + +**Disease and Poison Protection:** You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. + +**Undead Hunger:** While you don't eat or drink the same food as humanoids do, you usually have thirsts and hungers related to your undead state, such as a ghoul's hunger for humanoid flesh, a zombie's craving for brains, and a vampire's desire for blood. Additionally, while you don't sleep, you enter a state of quiescence for at least 4 hours a day to recuperate, which lets your undead flesh reknit and recover naturally. Many undead choose to rest when the sun is at its highest. + +*Source: Pathfinder Book of the Dead* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Bite.md b/content/mechanics/srd/Ancestry Features/Bite.md new file mode 100755 index 000000000..277b217d1 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Bite.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +title: "Bite" +cssclasses: pf2e,pf2e-action +tags: + - trait/gnoll + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.JiOhY7vL214AV9dz" +license: ORC +--- +# Bite + +### [[gnoll]] + +**Category** ancestryfeature; + + + + +Your sharp teeth and powerful jaws are fearsome weapons. You have a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group. + +*Source: Pathfinder Player Core 2* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Blunt Snout.md b/content/mechanics/srd/Ancestry Features/Blunt Snout.md new file mode 100755 index 000000000..5c4a6efb0 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Blunt Snout.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Blunt Snout" +cssclasses: pf2e,pf2e-action +tags: + - trait/shoony + - trait/common + - category/ancestryfeature +aliases: "Item.qnpp6f0jxlZKQ4Qk" +license: OGL +--- +# Blunt Snout + +### [[shoony]] + +**Category** ancestryfeature; + + + + +Your small, blunt snout and labyrinthine sinus system make you resistant to phenomena that assail the nose. When you roll a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), you get the outcome one degree of success better than the result of your roll. + +*Source: Pathfinder #153: Life's Long Shadows* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Change Shape.md b/content/mechanics/srd/Ancestry Features/Change Shape.md new file mode 100755 index 000000000..aaad322fc --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Change Shape.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +title: "Change Shape" +cssclasses: pf2e,pf2e-spell +tags: + - trait/common + - category/ancestryfeature +aliases: "Item.bZ4I6I6HKssYyeN5" +license: OGL +--- +# Change Shape +## Feat 1 +### + +**Category** ancestryfeature; + + + + +As a kitsune, you gain the [[Actions/Change Shape|Change Shape]] ability. + +*Source: Pathfinder Lost Omens: Ancestry Guide* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Clan Dagger.md b/content/mechanics/srd/Ancestry Features/Clan Dagger.md new file mode 100755 index 000000000..acb56e1a7 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Clan Dagger.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Clan Dagger" +cssclasses: pf2e,pf2e-action +tags: + - trait/dwarf + - trait/common + - category/ancestryfeature +aliases: "Item.PcjyNmeY0ZQjZgUV" +license: OGL +--- +# Clan Dagger + +### [[dwarf]] + +**Category** ancestryfeature; + + + + +You get one [[Equipment/Clan Dagger|Clan Dagger]] of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves. + +*Source: Pathfinder Core Rulebook* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Claws.md b/content/mechanics/srd/Ancestry Features/Claws.md new file mode 100755 index 000000000..2e8bfd135 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Claws.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +title: "Claws" +cssclasses: pf2e,pf2e-action +tags: + - trait/lizardfolk + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.bhQLcBxhobvFY8eg" +license: ORC +--- +# Claws + +### [[lizardfolk]] + +**Category** ancestryfeature; + + + + +Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits. + +*Source: Pathfinder Player Core 2* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Constructed (Poppet).md b/content/mechanics/srd/Ancestry Features/Constructed (Poppet).md new file mode 100755 index 000000000..60a4d5101 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Constructed (Poppet).md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Constructed (Poppet)" +cssclasses: pf2e,pf2e-action +tags: + - trait/poppet + - trait/common + - category/ancestryfeature +aliases: "Item.pl0BFUTVMkNrAsiZ" +license: OGL +--- +# Constructed (Poppet) + +### [[poppet]] + +**Category** ancestryfeature; + + + + +The materials of your body resist ailments that assail the flesh. You gain a +1 circumstance bonus to saving throws against death effects, disease, and poison as well as to saving throws against effects that would give you the drained, paralyzed, or sickened conditions. Your spark of life means that you're a living creature, and you can be healed by vitality energy and harmed by void energy as normal. + +*Source: Pathfinder Lost Omens: The Grand Bazaar* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Constructed Body.md b/content/mechanics/srd/Ancestry Features/Constructed Body.md new file mode 100755 index 000000000..1b214bbfd --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Constructed Body.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Constructed Body" +cssclasses: pf2e,pf2e-action +tags: + - trait/automaton + - trait/common + - category/ancestryfeature +aliases: "Item.IxifeHI2SKQVH5PD" +license: OGL +--- +# Constructed Body + +### [[automaton]] + +**Category** ancestryfeature; + + + + +Your physiological needs are different than those of living creatures. You don't need to eat or drink. You don't need to sleep, but you still need a daily period of rest. During this period of rest, you must enter a recuperating standby state for 2 hours, which is similar to sleeping except you are aware of your surroundings and don't take penalties for being [[Conditions/Unconscious|Unconscious]]. Much like with sleeping, if you go too long without entering your standby state, you become [[Conditions/Fatigued|Fatigued]] and can't recover until you enter standby for 2 hours. + +*Source: Pathfinder Guns & Gears* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Constructed.md b/content/mechanics/srd/Ancestry Features/Constructed.md new file mode 100755 index 000000000..b591b202a --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Constructed.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Constructed" +cssclasses: pf2e,pf2e-action +tags: + - trait/android + - trait/common + - category/ancestryfeature +aliases: "Item.74ftEzfkbHi8p9Rn" +license: OGL +--- +# Constructed + +### [[android]] + +**Category** ancestryfeature; + + + + +Your synthetic body resists ailments better than those of purely biological organisms. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and radiation. + +*Source: Pathfinder Lost Omens: Ancestry Guide* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Cryptomnesia.md b/content/mechanics/srd/Ancestry Features/Cryptomnesia.md new file mode 100755 index 000000000..304ca2e12 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Cryptomnesia.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +title: "Cryptomnesia" +cssclasses: pf2e,pf2e-spell +tags: + - trait/samsaran + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.UpM9roufTRcZiOnx" +license: ORC +--- +# Cryptomnesia +## Feat 1 +### [[samsaran]] + +**Category** ancestryfeature; + + + + +You retain bits of knowledge from your former lives. You gain a +1 circumstance bonus to untrained skill checks. + +*Source: Pathfinder Lost Omens: Tian Xia Character Guide* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Draconic Exemplar.md b/content/mechanics/srd/Ancestry Features/Draconic Exemplar.md new file mode 100755 index 000000000..a0d5e3dea --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Draconic Exemplar.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +title: "Draconic Exemplar" +cssclasses: pf2e,pf2e-action +tags: + - trait/kobold + - trait/common + - category/ancestryfeature +aliases: "Item.riz9xWCNxohwM48J" +license: OGL +--- +# Draconic Exemplar + +### [[kobold]] + +**Category** ancestryfeature; + + + + +You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM's discretion. Your exemplar may also determine details of other abilities you have, using the Draconic Exemplars table. + +### **Table 1-1 Draconic Exemplars** + + + +| Dragon | Breath Weapon Shape | Damage Type | Saving Throw | +| --- | --- | --- | --- | +| Black | Line | Acid | Reflex | +| Blue | Line | Electricity | Reflex | +| Green | Cone | Poison | Fortitude | +| Red | Cone | Fire | Reflex | +| White | Cone | Cold | Reflex | +| Brass | Line | Fire | Reflex | +| Bronze | Line | Electricity | Reflex | +| Copper | Line | Acid | Reflex | +| Gold | Cone | Fire | Reflex | +| Silver | Cone | Cold | Reflex | + +*Source: Pathfinder Advanced Player's Guide* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Emotionally Unaware.md b/content/mechanics/srd/Ancestry Features/Emotionally Unaware.md new file mode 100755 index 000000000..b2e64143b --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Emotionally Unaware.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Emotionally Unaware" +cssclasses: pf2e,pf2e-action +tags: + - trait/android + - trait/common + - category/ancestryfeature +aliases: "Item.KGJ7IiVVR3qRYKkn" +license: OGL +--- +# Emotionally Unaware + +### [[android]] + +**Category** ancestryfeature; + + + + +You find it difficult to understand and express complex emotions. You take a -1 circumstance penalty to Diplomacy and Performance checks, and on Perception checks to Sense Motive. + +*Source: Pathfinder Lost Omens: Ancestry Guide* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Empathic Sense.md b/content/mechanics/srd/Ancestry Features/Empathic Sense.md new file mode 100755 index 000000000..2681c09fa --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Empathic Sense.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +title: "Empathic Sense" +cssclasses: pf2e,pf2e-action +tags: + - trait/common + - category/ancestryfeature +aliases: "Item.TtZHwSnTqaVkONoP" +license: OGL +--- +# Empathic Sense + +### + +**Category** ancestryfeature; + + + + +Kashrishi are able to get a vague sense of the current emotional state of others within 15 feet of them. This manifests as a general feeling of happiness, anger, or fear, without any specific details. For those with whom kashrishi have an emotional connection, physical touch can heighten this sense to greater degrees of detail and understanding, increasing with the strength of their bond. This also functions as an imprecise sense alerting you to the presence, but not the precise location, of non-mindless creatures within the area. You gain a +2 circumstance bonus on Perception checks to [[Actions/Sense Motive|Sense Motive]] against non-mindless creatures within the area of your empathic sense. + +*Source: Pathfinder Lost Omens: Impossible Lands* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Eyes in Back.md b/content/mechanics/srd/Ancestry Features/Eyes in Back.md new file mode 100755 index 000000000..7877b653e --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Eyes in Back.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Eyes in Back" +cssclasses: pf2e,pf2e-action +tags: + - trait/goloma + - trait/common + - category/ancestryfeature +aliases: "Item.TJ5yzL8JLtmJWQvF" +license: OGL +--- +# Eyes in Back + +### [[goloma]] + +**Category** ancestryfeature; + + + + +You have eyes that point in several different directions and instinctively notice movement in the peripheries of your vision. When you use the Seek basic action, you can look for creatures in two areas instead of one. If precision is necessary, you can select two 30-foot cones or 15-foot bursts within line of sight instead of one. + +*Source: Pathfinder Lost Omens: The Mwangi Expanse* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Fangs (Nagaji).md b/content/mechanics/srd/Ancestry Features/Fangs (Nagaji).md new file mode 100755 index 000000000..87a5d45dc --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Fangs (Nagaji).md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +title: "Fangs (Nagaji)" +cssclasses: pf2e,pf2e-action +tags: + - trait/common + - category/ancestryfeature +aliases: "Item.DiVg72V30ZFTxT4s" +license: OGL +--- +# Fangs (Nagaji) + +### + +**Category** ancestryfeature; + + + + +Your mouth contains either rows of hooked, needle-sharp teeth or a pair of vicious serpent fangs. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the finesse and unarmed traits. + +*Source: Pathfinder Lost Omens: Impossible Lands* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Fangs.md b/content/mechanics/srd/Ancestry Features/Fangs.md new file mode 100755 index 000000000..75eb1e40e --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Fangs.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Fangs" +cssclasses: pf2e,pf2e-action +tags: + - trait/anadi + - trait/common + - category/ancestryfeature +aliases: "Item.fTDzi8lrDUGe6QK0" +license: OGL +--- +# Fangs + +### [[anadi]] + +**Category** ancestryfeature; + + + + +You were born with a natural means for hunting and self-defense. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the finesse and unarmed traits. + +*Source: Pathfinder Lost Omens: The Mwangi Expanse* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Flammable.md b/content/mechanics/srd/Ancestry Features/Flammable.md new file mode 100755 index 000000000..535f886d5 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Flammable.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +title: "Flammable" +cssclasses: pf2e,pf2e-action +tags: + - trait/common + - category/ancestryfeature +aliases: "Item.pZ2Isr5lhs5nriYi" +license: OGL +--- +# Flammable + +### + +**Category** ancestryfeature; + + + + +You have weakness to fire damage equal to one-third your level (minimum 1). + +*Source: Pathfinder Lost Omens: The Grand Bazaar* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Glowing Horn.md b/content/mechanics/srd/Ancestry Features/Glowing Horn.md new file mode 100755 index 000000000..76a32dd67 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Glowing Horn.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +title: "Glowing Horn" +cssclasses: pf2e,pf2e-action +tags: + - trait/common + - category/ancestryfeature +aliases: "Item.Ppb6IvwERitzANm0" +license: OGL +--- +# Glowing Horn + +### + +**Category** ancestryfeature; + + + + +Your horn reacts to psychic energy by softly glowing. The horn emanates dim light in a 10-foot emanation until the start of your next turn whenever you use an occult action you gained from an ancestry feat, cast an innate occult spell, or Cast a Spell that has the mental trait. + +*Source: Pathfinder Lost Omens: Impossible Lands* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Greater Darkvision.md b/content/mechanics/srd/Ancestry Features/Greater Darkvision.md new file mode 100755 index 000000000..21df8d018 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Greater Darkvision.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +title: "Greater Darkvision" +cssclasses: pf2e,pf2e-action +tags: + - trait/common + - category/ancestryfeature +aliases: "Item.Bq7r95zfRH9OyXTJ" +license: OGL +--- +# Greater Darkvision + +### + +**Category** ancestryfeature; + + + + +You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. Some forms of magical darkness, such as a 4th-rank [[Spells/Darkness|Darkness]] spell, block normal darkvision. You, however, can see through even these forms of magical darkness. + +*Source: Pathfinder Advanced Player's Guide* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Head Gem.md b/content/mechanics/srd/Ancestry Features/Head Gem.md new file mode 100755 index 000000000..e00b130c6 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Head Gem.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +title: "Head Gem" +cssclasses: pf2e,pf2e-spell +tags: + - trait/sarangay + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.UM2qpPUmyuu4n8nZ" +license: ORC +--- +# Head Gem +## Feat 1 +### [[sarangay]] + +**Category** ancestryfeature; + + + + +Upon your brow is a gem that houses your soul. When casting any spell or ritual to return you to life, your intact [[Equipment/Head Gem|Head Gem]] can be substituted for your body. While you can freely remove your head gem, it's typically impossible for another creature to forcibly remove or destroy your head gem unless you're killed or permanently incapacitated first; at the GM's discretion, powerful magic or abilities can circumvent this restriction. If your head gem is removed or destroyed, it can be regrown using a day-long ritual. When this occurs, any remains of the previous gem immediately crumble to dust. + +*Source: Pathfinder Lost Omens: Tian Xia Character Guide* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Horns (Minotaur).md b/content/mechanics/srd/Ancestry Features/Horns (Minotaur).md new file mode 100755 index 000000000..4524fdfce --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Horns (Minotaur).md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +title: "Horns (Minotaur)" +cssclasses: pf2e,pf2e-spell +tags: + - trait/minotaur + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.T97rZAIixgbnEEus" +license: ORC +--- +# Horns (Minotaur) +## Feat 1 +### [[minotaur]] + +**Category** ancestryfeature; + + + + +Your sharp horns are as deadly as spears. You have a horns unarmed attack that deals 1d8 piercing damage. Your horns are in the brawling group and have the unarmed trait. + +*Source: Pathfinder Howl of the Wild* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Horns (Sarangay).md b/content/mechanics/srd/Ancestry Features/Horns (Sarangay).md new file mode 100755 index 000000000..fd63d35bb --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Horns (Sarangay).md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +title: "Horns (Sarangay)" +cssclasses: pf2e,pf2e-spell +tags: + - trait/sarangay + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.RME51Q9hF1psTJ2Z" +license: ORC +--- +# Horns (Sarangay) +## Feat 1 +### [[sarangay]] + +**Category** ancestryfeature; + + + + +Your powerful horns are formidable weapons. You have a horns unarmed attack that deals 1d6 piercing damage and has the shove trait. Your horns are in the brawling group. + +*Source: Pathfinder Lost Omens: Tian Xia Character Guide* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Hydration (Merfolk).md b/content/mechanics/srd/Ancestry Features/Hydration (Merfolk).md new file mode 100755 index 000000000..5c3ca812d --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Hydration (Merfolk).md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Hydration (Merfolk)" +cssclasses: pf2e,pf2e-action +tags: + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.7FaoUzvFVUYBmR0R" +license: ORC +--- +# Hydration (Merfolk) + +### + +**Category** ancestryfeature; + + + + +Your body requires you to return to aquatic environments at least once in a 24-hour period. After the first 24 hours outside of water, you take a –1 status penalty to Fortitude saves. After 48 hours, you struggle to breathe air and begin to suffocate until returned to water. + +*Source: Pathfinder Howl of the Wild* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Hydration.md b/content/mechanics/srd/Ancestry Features/Hydration.md new file mode 100755 index 000000000..c6c398268 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Hydration.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +title: "Hydration" +cssclasses: pf2e,pf2e-action +tags: + - trait/azarketi + - trait/common + - category/ancestryfeature +aliases: "Item.9Mi4Elg9EgXza4Yc" +license: OGL +--- +# Hydration + +### [[azarketi]] + +**Category** ancestryfeature; + + + + +While you are an amphibious being equally as capable on land as in the water, your body requires you to return to aquatic environments at least once in a 24-hour period. You must submerge in water in order to rehydrate your water-acclimated skin. + +If you fail to do this, your skin begins to crack and your gills become painful. After the first 24 hours outside of water, you take a -1 status penalty to Fortitude saves. After 48 hours, you struggle to breathe air and begin to suffocate until returned to water. + +[[Feat_Feature Effects/Effect_ Dehydrated|Effect: Hydration]] + +*Source: Pathfinder Lost Omens: Absalom, City of Lost Omens* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Innate Venom.md b/content/mechanics/srd/Ancestry Features/Innate Venom.md new file mode 100755 index 000000000..ba6f3915f --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Innate Venom.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +title: "Innate Venom" +cssclasses: pf2e,pf2e-action +tags: + - trait/common + - category/ancestryfeature +aliases: "Item.NJFTa7aFN17mrIKp" +license: OGL +--- +# Innate Venom + +### + +**Category** ancestryfeature; + + + + +Your blood carries toxins deadly to all but yourself. You gain the [[Actions/Envenom|Envenom]] action, which can deliver minor vishkanyan venom. The save DC for your venom is equal to the higher of your class DC or spell DC. + +*Source: Pathfinder Lost Omens: Impossible Lands* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Keen Eyes.md b/content/mechanics/srd/Ancestry Features/Keen Eyes.md new file mode 100755 index 000000000..2b3d847df --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Keen Eyes.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +title: "Keen Eyes" +cssclasses: pf2e,pf2e-action +tags: + - trait/halfling + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.gqws3rU3QVsUUZnV" +license: ORC +--- +# Keen Eyes + +### [[halfling]] + +**Category** ancestryfeature; + + + + +Your eyes are sharp, allowing you to make out small details about [[Conditions/Concealed|Concealed]] or even [[Conditions/Invisible|Invisible]] creatures that others might miss. You gain a +2 circumstance bonus when using the [[Actions/Seek|Seek]] action to find [[Conditions/Hidden|Hidden]] or [[Conditions/Undetected|Undetected]] creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Land on Your Feet.md b/content/mechanics/srd/Ancestry Features/Land on Your Feet.md new file mode 100755 index 000000000..e89bd5a19 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Land on Your Feet.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +title: "Land on Your Feet" +cssclasses: pf2e,pf2e-action +tags: + - trait/catfolk + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.LFkNJ6Udl6Yc0oUP" +license: ORC +--- +# Land on Your Feet + +### [[catfolk]] + +**Category** ancestryfeature; + + + + +When you fall, you take only half the normal damage and don't land [[Conditions/Prone|Prone]]. + +*Source: Pathfinder Player Core 2* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Magical Strikes.md b/content/mechanics/srd/Ancestry Features/Magical Strikes.md new file mode 100755 index 000000000..c2d4306a3 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Magical Strikes.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Magical Strikes" +cssclasses: pf2e,pf2e-action +tags: + - trait/sprite + - trait/common + - category/ancestryfeature +aliases: "Item.JA2WpXlIyc50za1J" +license: OGL +--- +# Magical Strikes + +### [[sprite]] + +**Category** ancestryfeature; + + + + +Your inherent magic pervades your entire being. All your Strikes are magical, whether with unarmed attacks or weapons. + +*Source: Pathfinder Lost Omens: Ancestry Guide* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Magiphage.md b/content/mechanics/srd/Ancestry Features/Magiphage.md new file mode 100755 index 000000000..30d75b291 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Magiphage.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Magiphage" +cssclasses: pf2e,pf2e-spell +tags: + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.vQzwdrCCHngaaek8" +license: ORC +--- +# Magiphage +## Feat 1 +### + +**Category** ancestryfeature; + + + + +The various nodes throughout your body draw in latent magic from the world around you. You don't need to eat or drink unless you're in an especially magic-poor environment (such as the Mana Wastes). Choose what tradition of magic you most consumed as a larva; this type of magic has become so ingrained in your body that it changes the tradition of all surki spells and magical actions to that tradition. + +*Source: Pathfinder Howl of the Wild* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Mount.md b/content/mechanics/srd/Ancestry Features/Mount.md new file mode 100755 index 000000000..8875ddb84 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Mount.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +title: "Mount" +cssclasses: pf2e,pf2e-spell +tags: + - trait/centaur + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.izxGlOrk75syRKUZ" +license: ORC +--- +# Mount +## Feat 1 +### [[centaur]] + +**Category** ancestryfeature; + + + + +Your equine body is well suited for carrying trusted allies. A PC can ride you if they are one size category smaller than you (Medium size, for most centaurs), rather than needing to be two size categories smaller. + +*Source: Pathfinder Howl of the Wild* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Natural Climber.md b/content/mechanics/srd/Ancestry Features/Natural Climber.md new file mode 100755 index 000000000..97e618c92 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Natural Climber.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Natural Climber" +cssclasses: pf2e,pf2e-action +tags: + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.q0FrvmbU8LzU0LpY" +license: ORC +--- +# Natural Climber + +### + +**Category** ancestryfeature; + + + + +You gain a +2 circumstance bonus to Athletics checks to Climb. + +*Source: Pathfinder Player Core 2* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Photosynthesis.md b/content/mechanics/srd/Ancestry Features/Photosynthesis.md new file mode 100755 index 000000000..dfd2019da --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Photosynthesis.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +title: "Photosynthesis" +cssclasses: pf2e,pf2e-action +tags: + - trait/common + - category/ancestryfeature +aliases: "Item.SF4HHiVi6Hh7fBQd" +license: OGL +--- +# Photosynthesis + +### + +**Category** ancestryfeature; + + + + +You gain nourishment from photosynthesis. You typically don't need to pay for food. If you go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of alchemical sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (40 sp). + +*Source: Pathfinder Lost Omens: Impossible Lands* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Plant Nourishment.md b/content/mechanics/srd/Ancestry Features/Plant Nourishment.md new file mode 100755 index 000000000..9808c3443 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Plant Nourishment.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +title: "Plant Nourishment" +cssclasses: pf2e,pf2e-action +tags: + - trait/leshy + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.09cefI0TZMQB0fr2" +license: ORC +--- +# Plant Nourishment + +### [[leshy]] + +**Category** ancestryfeature; + + + + +You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp). + +*Source: Pathfinder Player Core* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Prehensile Tail.md b/content/mechanics/srd/Ancestry Features/Prehensile Tail.md new file mode 100755 index 000000000..b257a2e89 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Prehensile Tail.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +title: "Prehensile Tail" +cssclasses: pf2e,pf2e-action +tags: + - trait/common + - category/ancestryfeature +aliases: "Item.rqiKInhs5h1UEVMM" +license: OGL +--- +# Prehensile Tail + +### + +**Category** ancestryfeature; + + + + +You can use your long, flexible tail to perform Interact actions requiring a free hand, even if both hands are otherwise occupied. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. + +*Source: Pathfinder Lost Omens: Impossible Lands* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Revulsion.md b/content/mechanics/srd/Ancestry Features/Revulsion.md new file mode 100755 index 000000000..3f418207e --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Revulsion.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +title: "Revulsion" +cssclasses: pf2e,pf2e-action +tags: + - trait/common + - category/ancestryfeature +aliases: "Item.FWSfLSJuGpuUXNmw" +license: OGL +--- +# Revulsion + +### + +**Category** ancestryfeature; + + + + +You can't voluntarily come within 10 feet of brandished garlic or a religious symbol of a non-evil deity. A creature must Interact to brandish garlic or a religious symbol for 1 round (similar to Raising a Shield). If you involuntarily come within 10 feet of an object of your revulsion, you gain the [[Conditions/Fleeing|Fleeing]] condition, running from the subject of your revulsion until you end an action beyond 10 feet of it. After 1 round of being exposed to the subject of your revulsion, you can attempt a DC 25 Will check save as a single action, which has the concentrate trait. On a success, you overcome your revulsions for 1d6 rounds, or 1 hour on a critical success. + +*Source: Pathfinder Book of the Dead* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Robust.md b/content/mechanics/srd/Ancestry Features/Robust.md new file mode 100755 index 000000000..403c145f9 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Robust.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +title: "Robust" +cssclasses: pf2e,pf2e-spell +tags: + - trait/centaur + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.YtILASZOpW0HuQAl" +license: ORC +--- +# Robust +## Feat 1 +### [[centaur]] + +**Category** ancestryfeature; + + + + +You increase your maximum and encumbered Bulk limits by 2. + +*Source: Pathfinder Howl of the Wild* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Sharp Beak.md b/content/mechanics/srd/Ancestry Features/Sharp Beak.md new file mode 100755 index 000000000..c5702221b --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Sharp Beak.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Sharp Beak" +cssclasses: pf2e,pf2e-action +tags: + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.OxAeNmTx18MPMcon" +license: ORC +--- +# Sharp Beak + +### + +**Category** ancestryfeature; + + + + +With your sharp beak, you are never without a weapon. You have a beak unarmed attack that deals 1d6 piercing damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits. + +*Source: Pathfinder Player Core 2* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Sharp Teeth.md b/content/mechanics/srd/Ancestry Features/Sharp Teeth.md new file mode 100755 index 000000000..2342a3202 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Sharp Teeth.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +title: "Sharp Teeth" +cssclasses: pf2e,pf2e-action +tags: + - trait/ratfolk + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.UibVPZ2Db2UVHLvN" +license: ORC +--- +# Sharp Teeth + +### [[ratfolk]] + +**Category** ancestryfeature; + + + + +Your prominent incisors offer an alternative to the fists other humanoids bring to a fight. You have a jaws unarmed attack that deals 1d4 piercing damage, is in the brawling group, and has the agile and finesse traits. + +*Source: Pathfinder Player Core 2* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Sunlight Healing.md b/content/mechanics/srd/Ancestry Features/Sunlight Healing.md new file mode 100755 index 000000000..d60ccefb1 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Sunlight Healing.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +title: "Sunlight Healing" +cssclasses: pf2e,pf2e-action +tags: + - trait/conrasu + - trait/common + - category/ancestryfeature +aliases: "Item.UHpeLV0XlWvzNvDo" +license: OGL +--- +# Sunlight Healing + +### [[conrasu]] + +**Category** ancestryfeature; + + + + +A conrasu can enter a meditative, healing state as a 10-minute activity when exposed to direct sunlight, in which case they recover 1d8 healing Hit Points. At 3rd level, and every 2 levels thereafter, this healing increases by 1d8. + +Once a conrasu has recovered Hit Points in this way, they are temporarily immune to further uses of Sunlight Healing for 1 day. + +*Source: Pathfinder Lost Omens: The Mwangi Expanse* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Sunlight.md b/content/mechanics/srd/Ancestry Features/Sunlight.md new file mode 100755 index 000000000..3f3209088 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Sunlight.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +title: "Sunlight" +cssclasses: pf2e,pf2e-action +tags: + - trait/common + - category/ancestryfeature +aliases: "Item.ZeKDp6xodP25DHAR" +license: OGL +--- +# Sunlight + +### + +**Category** ancestryfeature; + + + + +If exposed to direct sunlight, you immediately become [[Conditions/Slowed|Slowed 1]]. The slowed value increases by 1 each time you end your turn in sunlight. If you lose all your actions in this way, you are destroyed. Due to your supernatural aversion to light, you don't cast shadows or show a reflection in mirrors. + +*Source: Pathfinder Book of the Dead* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Swim.md b/content/mechanics/srd/Ancestry Features/Swim.md new file mode 100755 index 000000000..738ecb622 --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Swim.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Swim" +cssclasses: pf2e,pf2e-action +tags: + - trait/azarketi + - trait/common + - category/ancestryfeature +aliases: "Item.6z99hmjL6D31rOej" +license: OGL +--- +# Swim + +### [[azarketi]] + +**Category** ancestryfeature; + + + + +Azarketi get a base Swim speed of 30. + +*Source: Pathfinder Lost Omens: Absalom, City of Lost Omens* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Unusual Anatomy.md b/content/mechanics/srd/Ancestry Features/Unusual Anatomy.md new file mode 100755 index 000000000..4b8aa1d3d --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Unusual Anatomy.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +title: "Unusual Anatomy" +cssclasses: pf2e,pf2e-action +tags: + - trait/fleshwarp + - trait/common + - category/ancestryfeature +aliases: "Item.mYVjjl1XZVKuyEoI" +license: OGL +--- +# Unusual Anatomy + +### [[fleshwarp]] + +**Category** ancestryfeature; + + + + +Your unorthodox body resists physical afflictions meant for other creatures. You gain a +1 circumstance bonus to saves against diseases and poisons. + +*Source: Pathfinder Lost Omens: Ancestry Guide* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Wanderer's Soul.md b/content/mechanics/srd/Ancestry Features/Wanderer's Soul.md new file mode 100755 index 000000000..10b3e13bc --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Wanderer's Soul.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +title: "Wanderer's Soul" +cssclasses: pf2e,pf2e-spell +tags: + - trait/samsaran + - trait/common + - category/ancestryfeature + - remaster +aliases: "Item.RiePNmdCdd6uUYH6" +license: ORC +--- +# Wanderer's Soul +## Feat 1 +### [[samsaran]] + +**Category** ancestryfeature; + + + + +Your soul is especially able to return to the cycle of reincarnation. When you're the subject of [[Spells/Raise Dead|Raise Dead]], [[Spells/Reincarnate|Reincarnate]], or a similar ritual that would return you to life, the primary caster uses the outcome one degree of success better than their roll. You always return to life as a samsaran, even if the ritual would reincarnate you into a body of a different ancestry. + +*Source: Pathfinder Lost Omens: Tian Xia Character Guide* +*ORC* \ No newline at end of file diff --git a/content/mechanics/srd/Ancestry Features/Wings.md b/content/mechanics/srd/Ancestry Features/Wings.md new file mode 100755 index 000000000..0cb3874ad --- /dev/null +++ b/content/mechanics/srd/Ancestry Features/Wings.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +title: "Wings" +cssclasses: pf2e,pf2e-action +tags: + - trait/strix + - trait/common + - category/ancestryfeature +aliases: "Item.kolx2OOL5q3ttMzH" +license: OGL +--- +# Wings + +### [[strix]] + +**Category** ancestryfeature; + + + + +All strix possess powerful wings. While not all strix focus on honing their flying skills, a strong flap of their wings allows strix to travel longer distances when jumping. + +When [[Actions/Leap|Leaping]] horizontally, you move an additional 5 feet. You don't automatically fail your checks to [[Actions/High Jump|High Jump]] or [[Actions/Long Jump|Long Jump]] if you don't Stride at least 10 feet first. In addition, when you make a Long Jump, you can jump a distance up to 10 feet further than your Athletics check result, though still with the normal maximum of your Speed. Additionally, you take no damage from falling, no matter what distance you fall. + +*Source: Pathfinder Lost Omens: Ancestry Guide* +*OGL* \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Acrobat.md b/content/mechanics/srd/Archetypes/Acrobat.md new file mode 100755 index 000000000..7e7e7619c --- /dev/null +++ b/content/mechanics/srd/Archetypes/Acrobat.md @@ -0,0 +1,119 @@ +--- +title: "Acrobat" +noteType: ":sticky-note:" +aliases: "Acrobat" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.rhDvoOHAhAlABiae +tags: + - JournalEntryPage +--- + +# Acrobat +You have trained your body to perform incredible, seemingly superhuman feats of grace. You move in ways that leave your opponents caught off guard and fumbling for a response, turning every fight into performance art. + +## [[Acrobat Dedication]] Feat 2 + +**Prerequisites** trained in Acrobatics + +* * * + +You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain. + +**Special** You can't select another dedication feat until you have gained two other feats from the acrobat archetype. + +## [[Contortionist]] Feat 4 + +**Prerequisites** Acrobat Dedication + +* * * + +You can squeeze out of tight situations surprisingly quickly, gaining an advantage against foes that try to pin you down. You gain the Quick Squeeze skill feat, and if you're a master in Acrobatics, you can Squeeze at full Speed. Whenever you successfully Escape using Acrobatics, the creature you Escaped from is off-guard against the next attack you make against it before the end of your next turn. + +## [[Dodge Away]] Feat 6 + +**Prerequisites** Acrobat Dedication + +**Trigger** You are the target of a melee attack. + +**Requirements** You're aware of the attack and aren't off-guard. + +* * * + +You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving, if you choose. You gain a +1 circumstance bonus to AC against the triggering attack. If the attack misses you, you can Step after the Strike. If you're a master in Acrobatics, you can move 10 feet on this Step instead of 5 feet. + +## [[Graceful Leaper]] Feat 7 + +**Prerequisites** Acrobat Dedication, master in Acrobatics + +* * * + +Mass and muscle are meaningless when you leap; only grace and balance matter. You can roll an Acrobatics check instead of an Athletics check when making a High Jump or Long Jump. + +## [[Show-Off]] Feat 8 + +**Frequency** once per minute + +**Prerequisites** Acrobat Dedicatio**n** + +**Access** Members of the Firebrands at the rank of second mark or higher have access to this feat. + +**Trigger** You succeed at an Acrobatics or Athletics check deemed suitably challenging and meaningful by the GM. + +* * * + +As is the tradition with many Firebrands, you call your shot and look to impress with an extra bit of panache or a greater stunt. Attempt the triggering check again, using the second result. On a success, you gain the normal results of the check, plus you feel invigorated by your stunt and gain temporary Hit Points equal to your level (double your level on a critical success). You lose any remaining temporary Hit Points after 1 minute. Typically, a challenging task is one with at least a standard DC for your level, though the difficulty may be higher depending on the situation. A meaningful context is one where the action's success or failure is relevant to the pursuit of your goals. + +## [[Tumbling Strike]] Feat 8 + +**Prerequisites** Acrobat Dedication + +**Requirements** You are adjacent to an enemy. + +* * * + +Attempt an Acrobatics check against the Reflex DC of an enemy adjacent to you. + +* * * + +**Critical Success** You move through the enemy's space to an unoccupied space on the other side of the enemy from your starting position. This movement doesn't trigger reactions. You can't move farther than your Speed, and you must end your movement adjacent to the enemy whose space you moved through. After moving, you make a melee Strike against the enemy whose space you moved through, and the enemy is off-guard against that Strike. + +**Success** As critical success, but the enemy isn't off-guard against the Strike. + +**Failure** You remain in your original space but can still Strike. + +**Critical Failure** No effect. + +## [[Mockingbird's Disarm]] Feat 10 + +**Frequency** once per minute + +**Prerequisites** Acrobat Dedication + +**Access** Members of the Firebrands at the rank of second mark or higher have access to this feat. + +**Trigger** You succeed at a check to Tumble Through or use Tumbling Strike, and you moved through an enemy's space. + +* * * + +The Mockingbird is a master at running into foes and coming away with their weapons. Mimicking their skill, you strike at a foe's wrist while tumbling past them, weakening their grip. You attempt to Disarm the enemy whose space you moved through. You can use Acrobatics instead of Athletics for this check. + +## [[Tumbling Opportunist]] Feat 10 + +**Prerequisites** Acrobat Dedication + +**Frequency** once per minute + +**Requirements** Your most recent action was to Tumble Through or Tumbling Strike, and you successfully moved through an enemy's space. + +* * * + +You use a burst of stamina to perform a breathtaking feat of Acrobatics as you speed through a foe's space, leaving your foe lying flat on their back. You attempt to Trip the enemy whose space you moved through. You can use Acrobatics instead of Athletics for this check. + +## [[Quick Spring]] Feat 13 + +**Prerequisites** Acrobat Dedication; master in Acrobatics + +**Access** Members of the Firebrands at the rank of second mark or higher have access to this feat. + +* * * + +Ishii Bunji is a skilled tumbler, and learning his technique allows you to propel yourself across the battlefield faster than your enemies can react. When you Tumble Through, you Stride up to twice your Speed. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Alchemist.md b/content/mechanics/srd/Archetypes/Alchemist.md new file mode 100755 index 000000000..4a5baaaef --- /dev/null +++ b/content/mechanics/srd/Archetypes/Alchemist.md @@ -0,0 +1,67 @@ +--- +title: "Alchemist" +noteType: ":sticky-note:" +aliases: "Alchemist" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.Ux0sa5SUBu616i5k +tags: + - JournalEntryPage +--- + +# Alchemist +You enjoy tinkering with alchemical formulas and substances in your spare time, and your studies have progressed beyond mere experimentation. + +## [[Alchemist Dedication]] Feat 2 + +**Prerequisites** Intelligence 14 + +* * * + +You put your alchemical interest into practice. You become trained in alchemical bombs and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in alchemist class DC. You gain the alchemist's [[Infused Reagents]] class feature, gaining a number of reagents each day equal to your level. You also gain the [[Alchemical Crafting]] feat and four additional formulas for 1st-level alchemical items, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn't increase on its own. + +* * * + +**Special** You cannot select another dedication feat until you have gained two other feats from the alchemist archetype. + +## [[Basic Concoction]] Feat 4 + +**Prerequisites** Alchemist Dedication + +* * * + +You gain a 1st- or 2nd-level alchemist feat. + +## [[Quick Alchemy]] Feat 4 + +**Prerequisites** Alchemist Dedication + +* * * + +You gain the [[Quick Alchemy]] action. + +## [[Advanced Concoction]] Feat 6 + +**Prerequisites** Basic Concoction + +* * * + +You gain one alchemist feat. For the purpose of meeting its prerequisites, your alchemist level is equal to half your character level. + +* * * + +**Special** You can select this feat more than once. Each time you select it, you gain another alchemist feat. + +## [[Expert Alchemy]] Feat 6 + +**Prerequisites** Alchemist Dedication; expert in Crafting + +* * * + +Your advanced alchemy level increases to 3. At 10th level, it increases to 5. + +## [[Master Alchemy]] Feat 12 + +**Prerequisites** Alchemist Dedication; master in Crafting + +* * * + +Your advanced alchemy level increases to 7. For every level you gain beyond 12th, your advanced alchemy level increases by 1. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Aldori Duelist.md b/content/mechanics/srd/Archetypes/Aldori Duelist.md new file mode 100755 index 000000000..653cc1509 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Aldori Duelist.md @@ -0,0 +1,71 @@ +--- +title: "Aldori Duelist" +noteType: ":sticky-note:" +aliases: "Aldori Duelist" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.cBBwTnJrVmvaRMYq +tags: + - JournalEntryPage +--- + +# Aldori Duelist +You have sworn the Aldori swordpact and study the art of Aldori dueling, a famed school of bladecraft which has been passed down for over a millennium from the teachings of Baron Sirian Aldori. One day, you hope to demonstrate your skill at swordplay in order to become acknowledged as a true swordlord. + +## [[Aldori Duelist Dedication]] Feat 2 + +**Prerequisites** trained in Aldori dueling swords + +**Access** You are from the Broken Lands region. + +* * * + +Your Aldori duelist training teaches you martial techniques and increases your dedication to the Aldori dueling sword. You become trained in your choice of Acrobatics or Athletics and in Dueling Lore; if you were already trained, you become an expert instead. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with Aldori dueling swords. You gain access to Aldori dueling swords. + +**Special** You cannot select another dedication feat until you have gained two other feats from the Aldori Duelist archetype. + +## [[Aldori Parry]] Feat 4 + +**Prerequisites** Aldori Duelist Dedication + +**Requirements** You are wielding only an Aldori dueling sword and have your other hand or hands free. + +* * * + +You can parry attacks against you with your Aldori dueling sword. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirement. + +## [[Duelist's Edge]] Feat 4 + +**Prerequisites** Aldori Duelist Dedication + +**Trigger** You roll initiative, and you can observe at least one opponent. + +* * * + +You hone your reaction time through duels and learn to draw your weapon seamlessly as you begin a fight. You gain a +2 circumstance bonus to the triggering initiative roll, and you can immediately Interact to draw your Aldori dueling sword. + +## [[Aldori Riposte]] Feat 6 + +**Prerequisites** Aldori Parry + +**Requirements** You are benefiting from Aldori Parry. + +**Trigger** An opponent within your reach critically fails a Strike against you. + +* * * + +You riposte with your Aldori dueling sword when your enemy leaves an opening. Make a melee Strike or use a Disarm action against the triggering opponent using your Aldori dueling sword. + +## [[Unnerving Prowess]] Feat 6 + +**Prerequisites** Aldori Duelist Dedication + +**Trigger** You critically succeed at a Strike or Disarm with your Aldori dueling sword. + +Your incredible skill with your blade unnerves your foes. You attempt to Demoralize the target of your Strike or Disarm. This Demoralize attempt does not have the auditory trait, nor do you take a penalty to the check if the target doesn't understand your language. + +## [[Saving Slash]] Feat 10 + +**Prerequisites** Aldori Duelist Dedication + +**Trigger** An opponent critically hits you with a melee attack. + +You quickly whirl your blade, trying to deflect enough momentum to avoid the worst of the attack. Attempt a DC 16 flat check. If you succeed, the attack becomes a normal hit, instead of a critical hit. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Alkenstar Agent.md b/content/mechanics/srd/Archetypes/Alkenstar Agent.md new file mode 100755 index 000000000..88f06666e --- /dev/null +++ b/content/mechanics/srd/Archetypes/Alkenstar Agent.md @@ -0,0 +1,57 @@ +--- +title: "Alkenstar Agent" +noteType: ":sticky-note:" +aliases: "Alkenstar Agent" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ttkG4geKXTao5pku +tags: + - JournalEntryPage +--- + +# Alkenstar Agent +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. + +**Additional Feats** 4th [[Plant Evidence]], [[Quick Draw]]; 6th [[Reactive Pursuit]], [[Running Reload]]; 10th [[Snap Shot]]; 18th [[Instant Opening]] + +## [[Alkenstar Agent Dedication]] Feat 2 + +**Prerequisites** trained in Deception and at least one firearm + +**Access** You have been initiated by the grand duchess of Alkenstar or one of her agents. + +* * * + +You put on the persona of a rough and tumble outlaw, but your real goals are to report threats to Alkenstar back to the grand duchess. You become an expert in Deception and trained in your choice of Underworld Lore or Legal Lore; if you were already trained, you become an expert instead. You gain the [[Lie to Me|Lie To Me]] skill feat. + +* * * + +**Special** You can't select another dedication feat until you've gained two other feats from the Alkenstar Agent archetype. + +## [[Loose Cannon]] Feat 4 + +**Prerequisites** Alkenstar Agent Dedication + +* * * + +Your unpredictable gunfire often catches enemies off guard or hits unprotected areas. Make a ranged Strike with a firearm against a creature that you haven't already attacked on this turn. You gain a circumstance bonus to damage on this Strike equal to the number of weapon damage dice. The Strike gains the following failure effect. + +* * * + +**Failure** The firearm misfires, but it doesn't cause the other critical failure effects listed below. + +**Critical Failure** The firearm misfires and also explodes. It becomes broken, and it deals its normal weapon damage to all creatures in a @Template\[type:burst|distance:20\] centered on the firearm, with a @Check\[type:reflex|dc:resolve(@actor.attributes.classDC.value)|basic:true\] against your class DC. This damage includes any from the weapon's fundamental and property runes. + +## [[Prepare Papers]] Feat 7 + +**Prerequisites** Alkenstar Agent Dedication, master in Society + +* * * + +You're practiced at creating forgeries that establish your outlaw credentials or augment your legal authority. You can [[Create Forgery]] as an exploration activity. It takes you about 1 hour per page of the document that you're forging. This time is reduced to 10 minutes per page if you're legendary in Society. + +## [[Flash Your Badge]] Feat 10 + +**Prerequisites** Alkenstar Agent Dedication, master in Intimidation + +* * * + +You make a fearsome show of your authority. Roll Intimidation checks to [[Demoralize]] each creature in a @Template\[type:cone|distance:30\]. When you do so, Demoralize gains the visual trait, and creatures are affected if they can see you. If a target creature hasn't broken a law in the past week (as determined by the GM), the result of your check against that creature is one degree of success worse than the result you rolled. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Alter Ego.md b/content/mechanics/srd/Archetypes/Alter Ego.md new file mode 100755 index 000000000..1c7dfafc8 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Alter Ego.md @@ -0,0 +1,147 @@ +--- +title: "Alter Ego" +noteType: ":sticky-note:" +aliases: "Alter Ego" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.HZHzpATOyhTjUDrR +tags: + - JournalEntryPage +--- + +# Alter Ego +A highly guarded castle in the middle of an extravagant ball, the headquarters of a city's infamous thieves' guild, the locked room in the back of a cultist hideout—all perfect targets for you to use your expertise at blending in. Rather than skulking through the shadows, you use your training and latent supernatural abilities to become a mirror, playing on the perceptions of others and taking on whatever role necessary to get in and out of your destination before anyone has a chance to think something is amiss. + +Performing an alter ego means going unregarded. Passing as just a face in the crowd is crucial, and accolades come as the gratitude from your leaders or coin from your clients, rather than the awed adoration from a crowd. This arrangement might suit you fine, as you thrive in a job well done and on the thrill of walking flagrantly past your duped adversaries. Or it might become pent up, until you can't resist a dramatic reveal or a signature calling card that shows you were there. One final word before speeding away from the castle, a gloating message left behind, or some other sign reveals your skill—usually too late for your victims to do anything about it. + +#### Alter Egos in Golarion + +While some alter egos work independently as freelancers, they're especially popular in all sorts of espionage and intelligence agencies throughout the Inner Sea and beyond. The Lion Blades of Taldor, Twilight Talons of Andoran, Silver Ravens of Ravounel, and various Chelaxian secret police use alter egos to keep abreast of situations throughout the Shining Kingdoms and Old Cheliax. Meanwhile, powerful mercantile groups, like the Golden League in Tian Xia or the Aspis Consortium, employ alter egos for corporate espionage, making sure they always stay one step ahead of the competition. In Mzali in the Mwangi Expanse, the rebels known as the Bright Lions often seek the aid of alter egos to escape the notice of the mummified child god Walkena. + +## [[Alter Ego Dedication]] Feat 2 + +**Prerequisites** trained in Deception and Stealth + +* * * + +You make yourself into a living mirror, becoming a double of someone unremarkable, and you slip into exactly the role that can get you past security or into a sensitive facility. You become an expert in Deception. You gain the [[Assume a Role]] activity. + +* * * + +**Special** You can't select another dedication feat until you've gained two other feats from the alter ego archetype. + +## [[We're on the List]] Feat 3 + +**Prerequisites** Alter Ego Dedication, or Archaeologist Dedication; trained in Society + +**Access** Members of the Firebrands at the rank of second mark or higher have access to this feat. + +**Trigger** An ally you can see and hear is about to attempt a Deception check to Impersonate someone or Lie. + +* * * + +Emulating Shensen whenever she arrives at a show, you share your knowledge of the region and drop a few important local names to make a good impression and help your allies do the same. Attempt a Society check to Aid your ally. If you succeed, you recall a few specific details about local culture and personalities to help support your ally's deception. In addition to the benefits of your Aid, the triggering ally rolls their Deception check twice and takes the better result. This is a fortune effect. + +## [[Change of Face]] Feat 4 + +**Prerequisites** Alter Ego Dedication + +* * * + +You know that for the best disguise to work, one requires not only the right skills but also the right look-luckily you can copy both using special magical techniques. When you [[Impersonate]], you don't need a disguise kit; instead, simple illusions or temporary transmutations ripple over your body like mirror shards, providing the supplies that the kit ordinarily would. When you Impersonate in this way, your Impersonate activity gains the occult trait. + +## [[Fake It Till You Make It]] Feat 4 + +**Prerequisites** Alter Ego Dedication + +* * * + +When you take on a role, you become more capable with all sorts of tasks involving that role. When you Assume a Role, choose two skills associated with the role in some way; if you're untrained, you can use your level as your proficiency bonus for those skills, and you gain a +1 circumstance bonus to skill checks with those skills as long as you remain in that role. You and the GM determine which skills you assume. + +## [[In Plain Sight]] Feat 4 + +**Prerequisites** Alter Ego Dedication + +* * * + +People often only see what they want to see, a weakness you know how to take full advantage of. While you've Assumed a Role, you can use Deception in place of Stealth when using the [[Avoid Notice]] exploration activity in an area where someone with your role wouldn't be unusual, such as when impersonating a sailor or fisher when infiltrating the docks. + +## [[Sound Mirror]] Feat 6 + +**Prerequisites** Alter Ego Dedication + +* * * + +You twist not just the visual, but the auditory as well, allowing you to pass without a sound and create minor noises as distractions-perfect for misdirection and infiltration. You can cast _[[Silence]]_ on yourself as a 2nd-level innate occult spell and _[[Ventriloquism]]_ as a 1st-level innate occult spell, both once per day. You also can cast _[[Ghost Sound]]_ as an innate occult cantrip. You become trained in occult spell attack rolls and spell DCs, and your key spellcasting ability is Charisma. + +## [[Muscle Mimicry]] Feat 7 + +**Prerequisites** Alter Ego Dedication; master in Deception and trained in Athletics + +**Trigger** An enemy makes a successful [[Disarm]], [[Escape]], [[Grapple]], [[Shove]], or [[Trip]] attempt. + +* * * + +Your study of another allows you to mirror their movements subtly, even in the heat of combat. You study the successful maneuver of an enemy and instinctively learn to do it. The next time you take the same action they did, you gain a +1 circumstance bonus to your Athletics check, or a +2 circumstance bonus if the enemy critically succeeded on their triggering action. You lose this benefit if you don't use it before the end of your next turn. + +## [[Swap Reflections]] Feat 8 + +**Prerequisites** Alter Ego Dedication + +**Frequency** once per 10 minutes + +* * * + +You've learned how to use even your reflection to your advantage. You send your own reflection to forcibly swap places with the reflection of an enemy, pulling each of you through opposite ends and switching places. The enemy must be within 120 feet, you must both be adjacent to reflective surfaces (such as glass, mirrors, or calm water), and you must be able to see the target's reflection and have line of effect to it. The target attempts a @Check\[type:will|dc:resolve(@actor.system.attributes.classOrSpellDC.value)\] save against your spell DC or class DC, whichever is higher. + +* * * + +**Critical Success** The spell has no effect. + +**Success** You swap positions with your target or arrive adjacent to your target, whichever your target prefers. + +**Failure** You swap positions with your target or arrive adjacent to your target, whichever you prefer. + +**Critical Failure** You instantaneously swap positions with your target, and the target becomes trapped in its own reflection for 1 minute. Once on each of its turns, the target can spend 1 action to attempt another Will save to escape. If the save succeeds, the effect ends early. + +## [[Illusory Identity]] Feat 12 + +**Prerequisites** Alter Ego Dedication + +**Access** Members of the Firebrands at the rank of second mark or higher have access to this feat. + +* * * + +There are times when skills or looks are not enough to convince someone of your identity, and you instead require adequate documentation. Replicating the methods of the Sapphire Butterfly, you've learned to use magic to forge a new identity as you need it. During your daily preparations, you can choose a blank piece of paper, journal, badge, or similar item normally used to display authority, to magically invest. You can use an Interact action to mentally outline the basic information that is displayed when that item is presented to another creature, such as a name, a title, connection to an existing group or agency, and other basic details. A more complex outline requires more time, at the GM's discretion. That creature must attempt a Will save against your Deception DC. This item only works while you are holding it and appears blank if anyone else attempts to use it, though you can include others within the details of your outline. + +* * * + +**Critical Success** The target sees the item as being entirely blank, and becomes immune to this effect until your next daily preparations. + +**Success** The target sees only the basic information listed out in a simplistic manner, as described in the Interact action. Though not fully convinced, the target plays along, but this worsens the target's attitude toward you by one step. + +**Failure** The target sees the information presented by the item in the proper format relevant to your situation, with the appropriate language, names, dates, signatures, and other details. + +**Critical Failure** The target sees the information presented by the item as granting a higher level of authority than anticipated, and immediately treats you with the proper deference. As failure, and the target's attitude toward you immediately improves by one step. + +## [[Borrow Memories]] Feat 14 + +**Prerequisites** Alter Ego Dedication + +* * * + +Knowing how someone thinks makes it much easier to know where they'll be, or even replace them altogether. You can cast _[[Mind Probe]]_ as an innate occult spell once per day, using your class DC or spell DC, whichever is higher. + +If you cast _mind probe_ on a target you're studying for the purpose of Assuming their Role, and the target fails their save, you can delay the spell from coming into effect until you Assume their Role. When you use the spell this way, you can Sustain it up to 10 times during its duration, asking a question each time. The spell lasts until you ask all 10 questions or are no longer Assuming the Role, whichever comes first. You don't need to Sustain the Spell to extend its duration-only when asking a question-nor do you need to be in range or have line of effect to Sustain it. + +## [[It Was Me All Along!]] Feat 14 + +**Frequency** once per day + +**Prerequisites** Alter Ego Dedication, or Vigilante Dedication + +**Access** Members of the Firebrands at the rank of second mark or higher have access to this feat. + +**Requirements** Your identity is hidden, either by magic or a disguise. + +* * * + +You discard a disguise and dramatically reveal your true identity, catching your foes off guard. If you created your disguise using magic such as with humanoid form or illusory disguise, you immediately Dismiss the spell as a free action. Stride up to your speed and attempt a Deception check to Feint one target within 30 feet. If you succeed, you roll twice and take the better result on your first attack roll against that target this turn. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Animal Trainer.md b/content/mechanics/srd/Archetypes/Animal Trainer.md new file mode 100755 index 000000000..6c3f361b1 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Animal Trainer.md @@ -0,0 +1,73 @@ +--- +title: "Animal Trainer" +noteType: ":sticky-note:" +aliases: "Animal Trainer" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.bL5cccuvnP5h7Bnn +tags: + - JournalEntryPage +--- + +# Animal Trainer +You have befriended an animal to serve as an able assistant and loyal guardian. + +## [[Animal Trainer Dedication|Animal Trainer Dedication ]] Feat 2 + +**Prerequisites** Trained in Nature + +* * * + +You gain the services of a young animal companion that travels with you and obeys simple commands as best as it can. This trained animal is trained in Performance instead of the skill listed for its type. + +**Special** You can't select another dedication feat until you've gained two other feats from the animal trainer archetype. + +## [[Beast Speaker]] Feat 4 + +**Prerequisites** Animal Trainer Dedication + +* * * + +You constantly have the effects of _[[Speak with Animals]]_ as a 2nd-level innate primal spell. You gain a +2 circumstance bonus to Diplomacy checks to Make a Request of animals while this spell is active. + +## [[Mature Trained Companion|Mature Trained Companion ]] Feat 6 + +**Prerequisites** Animal Trainer Dedication + +Your animal companion grows up, becoming a mature animal companion. Increase its proficiency rank in Performance to expert instead of one of the three skill increases for mature. It gains the Mesmerizing Performance advanced maneuver, rather than the normal advanced maneuver for its type. + +### [[Mesmerizing Performance]] + +**Requirements** The companion's last action was a successful Performance check to Perform. + +* * * + +The companion maintains its performance to captivate a single target within 30 feet that witnessed its successful performance. The target must attempt a Will save. + +**Success** The target is unaffected and temporarily immune for 1 hour + +**Failure** The target is fascinated by the companion for its next action and then is temporarily immune for 1 hour. + +**Critical Failure** The target is fascinated by the companion for 1 round. While it remains fascinated, it can't use reactions. + +## [[Insistent Command]] Feat 8 + +**Prerequisites** Master in Nature, Animal Trainer Dedication + +* * * + +When you roll a success to Command an Animal, you get a critical success; if you roll a critical failure, you get a failure. + +## [[Splendid Companion|Splendid Companion ]] Feat 12 + +**Prerequisites** Mature Trained Companion + +* * * + +Your animal companion continues to develop. It becomes a nimble or savage animal companion (your choice), gaining abilities determined by its type. Increase its proficiency rank in Performance to master instead of Athletics or Acrobatics. + +## [[Specialized Companion (Animal Trainer)|Specialized Companion ]] Feat 18 + +**Prerequisites** Splendid Companion + +* * * + +The animal companion you gain from the Animal Trainer Dedication feat gains one specialization of your choice. Increase its proficiency rank in Performance to legendary instead of one of the specialization's skill increases. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Archaeologist.md b/content/mechanics/srd/Archetypes/Archaeologist.md new file mode 100755 index 000000000..f2c38afe0 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Archaeologist.md @@ -0,0 +1,81 @@ +--- +title: "Archaeologist" +noteType: ":sticky-note:" +aliases: "Archaeologist" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.O79hOcsaQyj3aQC5 +tags: + - JournalEntryPage +--- + +# Archaeologist +Adventurers raid tombs for material gain, but true archaeologists treasure the knowledge gained from such sites. You might accomplish your goals with scholarly learning, by training to overcome the tricks and traps set by ancient peoples and rivals, through magical training, or even with a bit of inexplicable luck. + +**Additional Feats** 4th [[Trap Finder]]; 10th [[Delay Trap]] + +## [[Archaeologist Dedication]] Feat 2 + +**Prerequisites** trained in Perception, Society, and Thievery + +* * * + +You are a student of peoples and their histories, and are in constant pursuit of knowledge and artifacts from the past. You become an expert in Society and Thievery, and you gain a +1 circumstance bonus to Recall Knowledge about ancient history, peoples, and cultures. + +**Special** You can't select another dedication feat until you have gained two other feats from the archaeologist archetype. + +## [[We're on the List]] Feat 3 + +**Prerequisites** Alter Ego Dedication, or Archaeologist Dedication; trained in Society + +**Access** Members of the Firebrands at the rank of second mark or higher have access to this feat. + +**Trigger** An ally you can see and hear is about to attempt a Deception check to Impersonate someone or Lie. + +* * * + +Emulating Shensen whenever she arrives at a show, you share your knowledge of the region and drop a few important local names to make a good impression and help your allies do the same. Attempt a Society check to Aid your ally. If you succeed, you recall a few specific details about local culture and personalities to help support your ally's deception. In addition to the benefits of your Aid, the triggering ally rolls their Deception check twice and takes the better result. This is a fortune effect. + +## [[Magical Scholastics]] Feat 4 + +**Prerequisites** Archaeologist Dedication + +* * * + +While study is key to your success, a bit of magic is a helpful tool in discovering the secrets of the past. You gain detect magic, guidance, and read aura as occult innate cantrips. + +## [[Settlement Scholastics]] Feat 4 + +**Prerequisites** Archaeologist Dedication + +* * * + +Your studies open up new horizons. You become an expert in a Lore skill about a specific settlement; if you were already trained in that Lore skill, you also become trained in the Lore skill for a different settlement of your choice. Choose a single common or uncommon language prevalent in that settlement. You learn that language. + +**Special** You can take this feat multiple times. When you take this feat again, choose a different settlement. + +## [[Scholastic Identification]] Feat 7 + +**Prerequisites** Archaeologist Dedication, master in Society + +* * * + +You have the knowledge needed to understand ancient texts and cultural artifacts. You can use Society when Deciphering Writing, no matter the type of writing you are examining. You can also use Society to Identify Magic when examining a magic item or location with cultural significance. + +## [[Archaeologist's Luck]] Feat 8 + +**Prerequisites** Archaeologist Dedication + +**Frequency** once per hour + +**Trigger** You fail a check against a trap, such as a Thievery check to Disable the trap or a Reflex save to avoid its effects. + +* * * + +You are more than just skillful; your drive to find the secrets of the past manifests as a strange kind of luck. Reroll the failed check and use the new result. + +## [[Greater Magical Scholastics]] Feat 10 + +**Prerequisites** Archaeologist Dedication, Magical Scholastics + +* * * + +You broaden your magical studies, allowing you to find the right path, detect objects, and conceal those objects from unscrupulous rivals. You can cast augury, locate, and nondetection as occult innate spells, each once per day. You can cast this nondetection spell only on an object, and it is automatically heightened to the same spell level as your cantrips from Magical Scholastics. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Archer.md b/content/mechanics/srd/Archetypes/Archer.md new file mode 100755 index 000000000..8fe57d4e8 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Archer.md @@ -0,0 +1,61 @@ +--- +title: "Archer" +noteType: ":sticky-note:" +aliases: "Archer" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.o71hqcfzhCKXcSml +tags: + - JournalEntryPage +--- + +# Archer +Bows of all types are powerful weapons. Generals and hunters alike recognize the power in dealing death from long distances, and from behind cover. Those dedicated to the bow-from mysterious cloaked strangers to heartless snipers-are often viewed with a mixture of respect and fear. Like any weapon adept, the archer's skill is forged through experience and constant practice. A true archer becomes one with the bow and is able to accomplish with that weapon things that most would consider impossible, or at least nearly magical. + +**Additional Feats** 4th [[Assisting Shot]], [[Point Blank Stance|Point-Blank Shot]]; 6th [[Double Shot]], Parting Shot, [[Running Reload]]; 8th [[Triple Shot]]; 10th [[Mobile Shot Stance]]; 18th [[Multishot Stance]] + +## [[Archer Dedication]] Feat 2 + +You become trained in all simple and martial weapons in the bow weapon group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the bow weapon group. If you are at least an expert in the bow you are using, you gain access to the critical specialization effect with that bow. + +**Special** You can't select another dedication feat until you have gained two other feats from the archer archetype. + +## [[Quick Shot]] Feat 4 + +**Prerequisites** Archer Dedication + +* * * + +You draw your bow and attack with the same action. You Interact to draw a weapon from the bow weapon group that is loaded or has reload 0, then Strike with that weapon. + +## [[Advanced Bow Training]] Feat 6 + +**Prerequisites** Archer Dedication + +* * * + +Through constant practice and the crucible of experience, you increase your skill with advanced bows. You gain proficiency with all advanced bows as if they were martial weapons in the bow weapon group. + +## [[Crossbow Terror]] Feat 6 + +**Prerequisites** Archer Dedication + +* * * + +You are a dynamo with the crossbow. You gain a +2 circumstance bonus to damage with crossbows. If the crossbow is a simple weapon, also increase the damage die size for your attacks made with that crossbow by one step. As normal, this damage die increase can't be combined with other abilities that alter the weapon damage die (such as the ranger feat Crossbow Ace). + +## [[Staggering Fire]] Feat 6 + +**Prerequisites** Archer Dedication + +**Access** Knights of Lastwall have access to this feat. + +* * * + +You've learned how to fire at enemies to slow them down, allowing innocents and fellow knights alike time to escape. Make a ranged Strike with a weapon in the bow weapon group. On a hit, the target takes a –5-foot circumstance penalty to its Speed until the end of its turn, or a –10-foot circumstance penalty on a critical hit. + +## [[Archer's Aim]] Feat 8 + +**Prerequisites** Archer Dedication + +* * * + +You slow down, focus, and take a careful shot. Make a ranged Strike with a weapon in the bow weapon group. You gain a +2 circumstance bonus to the attack roll and ignore the target's concealed condition. If the target is hidden, reduce the flat check from being hidden from 11 to 5. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Archetypes.md b/content/mechanics/srd/Archetypes/Archetypes.md new file mode 100755 index 000000000..b93654ffe --- /dev/null +++ b/content/mechanics/srd/Archetypes/Archetypes.md @@ -0,0 +1,177 @@ +--- +title: "Archetypes" +noteType: ":book:" +aliases: "Archetypes" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow +tags: + - JournalEntry +--- + +# Archetypes + +## Table of Contents + +- [[Spellcasting Archetypes]] +- [[Bounded Spellcasting Archetypes]] +- [[Acrobat]] +- [[Alchemist]] +- [[Aldori Duelist]] +- [[Alkenstar Agent]] +- [[Alter Ego]] +- [[Animal Trainer]] +- [[Archaeologist]] +- [[Archer]] +- [[Artillerist]] +- [[Assassin]] +- [[Barbarian]] +- [[Bard]] +- [[Bastion]] +- [[Beast Gunner]] +- [[Beastmaster]] +- [[Bellflower Tiller]] +- [[Blessed One]] +- [[Bounty Hunter]] +- [[Bright Lion]] +- [[Bullet Dancer]] +- [[Butterfly Blade]] +- [[Captivator]] +- [[Cathartic Mage]] +- [[Cavalier]] +- [[Celebrity]] +- [[Champion]] +- [[Chronoskimmer]] +- [[Cleric]] +- [[Clockwork Reanimator]] +- [[Corpse Tender]] +- [[Crystal Keeper]] +- [[Curse Maelstrom]] +- [[Dandy]] +- [[Demolitionist]] +- [[Dragon Disciple]] +- [[Drow Shootist]] +- [[Druid]] +- [[Dual-Weapon Warrior]] +- [[Duelist]] +- [[Edgewatch Detective]] +- [[Eldritch Archer]] +- [[Eldritch Researcher]] +- [[Elementalist (Class Archetype)]] +- [[Exorcist]] +- [[Familiar Master]] +- [[Fighter]] +- [[Firebrand Braggart]] +- [[Firework Technician]] +- [[Flexible Spellcaster (Class Archetype)]] +- [[Folklorist]] +- [[Game Hunter]] +- [[Geomancer]] +- [[Ghost]] +- [[Ghost Eater]] +- [[Ghost Hunter]] +- [[Ghoul]] +- [[Gladiator]] +- [[Golden League Xun]] +- [[Golem Grafter]] +- [[Gray Gardener]] +- [[Gunslinger]] +- [[Halcyon Speaker]] +- [[Hallowed Necromancer]] +- [[Harrower]] +- [[Hellknight]] +- [[Hellknight Armiger]] +- [[Hellknight Signifer]] +- [[Herbalist]] +- [[Horizon Walker]] +- [[Inventor]] +- [[Investigator]] +- [[Jalmeri Heavenseeker]] +- [[Juggler]] +- [[Kineticist]] +- [[Knight Reclaimant]] +- [[Knight Vigilant]] +- [[Lastwall Sentry]] +- [[Lich]] +- [[Linguist]] +- [[Lion Blade]] +- [[Living Monolith]] +- [[Living Vessel]] +- [[Loremaster]] +- [[Magaambyan Attendant]] +- [[Magic Warrior]] +- [[Magus]] +- [[Mammoth Lord]] +- [[Marshal]] +- [[Martial Artist]] +- [[Mauler]] +- [[Medic]] +- [[Mind Smith]] +- [[Monk]] +- [[Mummy]] +- [[Nantambu Chime-Ringer]] +- [[Oatia Skysage]] +- [[Oozemorph]] +- [[Oracle]] +- [[Overwatch]] +- [[Pactbinder]] +- [[Pactbound Initiate]] +- [[Pathfinder Agent]] +- [[Pirate]] +- [[Pistol Phenom]] +- [[Poisoner]] +- [[Provocator]] +- [[Psychic]] +- [[Psychic Duelist]] +- [[Ranger]] +- [[Reanimator]] +- [[Red Mantis Assassin]] +- [[Ritualist]] +- [[Rogue]] +- [[Runelord]] +- [[Runescarred]] +- [[Scions of Domora]] +- [[Scout]] +- [[Scroll Trickster]] +- [[Scrollmaster]] +- [[Scrounger]] +- [[Sentinel]] +- [[Shadowcaster]] +- [[Shadowdancer]] +- [[Sixth Pillar]] +- [[Sleepwalker]] +- [[Snarecrafter]] +- [[Sniping Duo]] +- [[Sorcerer]] +- [[Soul Warden]] +- [[Soulforger]] +- [[Spell Trickster]] +- [[Spellmaster]] +- [[Spellshot (Class Archetype)]] +- [[Staff Acrobat]] +- [[Stalwart Defender]] +- [[Sterling Dynamo]] +- [[Student of Perfection]] +- [[Summoner]] +- [[Swashbuckler]] +- [[Swordmaster]] +- [[Talisman Dabbler]] +- [[Thaumaturge]] +- [[Time Mage]] +- [[Trapsmith]] +- [[Trick Driver]] +- [[Turpin Rowe Lumberjack]] +- [[Twilight Speaker]] +- [[Undead Master]] +- [[Undead Slayer]] +- [[Unexpected Sharpshooter]] +- [[Vampire]] +- [[Vehicle Mechanic]] +- [[Vigilante]] +- [[Viking]] +- [[Weapon Improviser]] +- [[Wellspring Mage (Class Archetype)]] +- [[Witch]] +- [[Wizard]] +- [[Worm Caller]] +- [[Wrestler]] +- [[Zephyr Guard]] +- [[Zombie]] \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Artillerist.md b/content/mechanics/srd/Archetypes/Artillerist.md new file mode 100755 index 000000000..5931b0412 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Artillerist.md @@ -0,0 +1,75 @@ +--- +title: "Artillerist" +noteType: ":sticky-note:" +aliases: "Artillerist" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.bkTCYlTFNifrM3sh +tags: + - JournalEntryPage +--- + +# Artillerist +The artillerist's maxim holds that while fights might be won with swords, battles are won with cannons. Or in a pinch, with trebuchets, siege towers, catapults, hwachas, and all other lethal miscellanea of a combat engineers' corp. As a true artillerist, you leave the penny-ante pistols and knives to those who only need to operate on a small scale. You're a consummate professional in the art of big guns, a maestro at merging mathematics and manpower to transform whatever castle wall, infantry battalion, or rampaging dragon offends you into a smoking crater in the ground. + +You're not just some daredevil demolitionist, though. You're part of a team, accustomed to coordinating with your unit to maximize your time and effectiveness. Whether jumping in to help your crew load the next round, quickly calculating the trajectory of the engine's next shot, or taking the shot yourself, your presence on the team ensures their chances of success are maximized, creating a whole that is greater than the sum of its parts. + +#### Leading with a Cannon + +A proper artillerist is more than an engineer, though their skills in that field certainly shouldn't be underestimated. When a war becomes unavoidable, the presence of knights and pikemen might decide a skirmish or battle, but a well-trained artillerist with a reliable squad and a few good siege weapons can make the difference between prolonged months of battle with countless lives lost and a shorter, less bloody affair with fewer deaths and a more lasting victory. + +Castles and fortifications are critical tools for holding land in a world full of empires, kingdoms, and duchies all vying for power. Many wars are won or lost not based on the military might of either side, but on a castle's ability to withstand an extended siege. Without a team of engineers capable of penetrating a castle or keep's defenses, the occupants can wait out an invading force for as long as they have enough food and water to keep their citizens and defenders healthy and fed. Many wars have been “won” when the besieged force manages to last through a single winter. Besieging armies whose supply lines break down due to snow-clogged passes or insufficient cold weather gear are forced to retreat due to losses from poor hygiene or hypothermia long before attrition has had an opportunity to impact their opponents. + +An artillerist changes this dynamic, completely rewriting the rules of war. Rather than time being on the side of the besieged, it becomes the tool of the besieger. Each day that passes while a skilled artillerist hammers the castle walls with cannon fire and catapult stones brings the fortifications ever closer to crumbling down. Some wise nobles and warlords who realize their opponents have brought siege weapons, especially powerful black powder siege weapons like cannons, will choose to negotiate surrender before battle is even started, recognizing an inevitable defeat that can be staved off temporarily by sacrificing many soldiers but not thwarted without outside intervention. + +Ruthless or evil artillerists, or the warlords they follow, might take things a step further, specifically targeting granaries to starve enemies out or launching rotting food, corpses, or diseased livestock into parts of the town near water sources. As food and water supplies dwindle, so too does the morale of the castle's inhabitants and defenders. Even a stubborn noble or warlord will find it hard to continue resisting a siege when their own troops mutiny and their citizens begin seeking a way out. + +## [[Artillerist Dedication]] Feat 2 + +**Prerequisites** trained in martial weapons + +* * * + +Artillery is a team sport, where every member of the crew has to rely on the other members. At best, a mistake might just waste time. At worst, a misaligned fuse or a badly set pin could cause the whole thing to explode. You've taken these lessons to heart, and so your presence on an artillery team assists the entire team at every aspect of the siege weapon's deployment and usage. If you're serving on a siege weapon crew, you and all other members gain a +2 circumstance bonus to any checks to Load, Aim, move, or Repair the weapon. When you Aim a siege weapon, you can move the weapon's aim twice as far as normal. + +**Special** You can't select another dedication feat until you've gained at least two other feats from the artillerist archetype. + +## [[Named Artillery]] Feat 4 + +**Prerequisites** trained in Crafting + +* * * + +It is a tradition among artillerists to name the siege weapon most important to them and closest to their heart—much as a sailor on a ship, the weapon is their livelihood. You've gone a step further, and you always make sure that your named artillery has the best possible maintenance and upkeep. You can spend a full day adjusting and working on a single siege weapon to designate it as your named artillery. The siege weapon you designated as your named artillery gains a +2 circumstance bonus to AC, Fortitude saves, and Reflex saves as well as additional Hit Points equal to twice your level. + +During your daily preparations, you must spend at least one hour on maintenance to service your named artillery. If you fail to do so, or if you spend a full day designating a new piece of named artillery, the previous named artillery loses any benefits from this feat. Only one artillerist can designate a particular siege weapon as their named artillery, even if several artillerists are serving on the same siege weapon's crew (though it's typically more efficient for a group with several artillerists to divide them up, assigning one to each siege weapon). + +## [[Shorthanded]] Feat 4 + +* * * + +Typically, a siege weapon is meant to be run by a crew with a very specific minimum number of members designed to ensure that your crew can account for every possible variable and necessity in loading, aiming, and firing the weapon. In a pinch, however, you can operate it with fewer people, provided you know what you're doing. You can operate a siege weapon with fewer than the minimum number of crew, at an increasing penalty. You and your crew take a -2 penalty to checks to Load, Aim, Launch, move, or Repair the weapon for each person below the minimum crew. The maximum number of missing minimum crew members you can handle with this feat is 5. For example, if a siege weapon had a minimum crew size of 8, you would still need a crew of 3, and you would take a -10 penalty when doing so. + +## [[Cannon Corner Shot]] Feat 6 + +* * * + +By loading special ammunition in a particular way, you can make your siege weapons do all manner of tricks that other siege engineers can barely even imagine. If you personally contribute an additional Load action to the siege weapon's loading, above the minimum, you can change a burst into a line twice as long as the size of the burst, or vice versa (so a 10-foot burst turns into a 20-foot line, or a 20-foot line turns into a 10-foot burst). + +## [[Field Artillery]] Feat 6 + +**Prerequisites** expert in Crafting + +* * * + +While castles are generally obliging enough to stay in one place, out in the field positioning is of paramount importance—a gun in the wrong place is worse than useless. You can Interact with an adjacent mounted siege weapon to increase its Speed by 10 feet for one round. + +## [[Live Ammunition]] Feat 8 + +* * * + +There are generally few things as ill-advised as being shot out of a cannon or launched by a trebuchet, but people use the tactic every so often in a desperate situation. While it's more humane to use this strategy with mindless constructs or undead, occasionally an exceedingly foolhardy adventurer demands the opportunity to try it. Loading a creature requires two additional Load actions, which you must conduct personally. The creature must be willing, unconscious, or restrained throughout the process, and the siege weapon must be physically capable of firing the creature in question, based on their size and shape. Typically, that means ballistas don't qualify, for example—nor do auto-catapults which require specifically-sized balls—but normal catapults and onagers work just fine. When you Launch the weapon, if the weapon usually targets an area, you target a single 5-foot square instead. The siege weapon deals its normal damage to its target, or to the modified area, and to the creature fired. + +## [[Master Siege Engineer]] Feat 16 + +* * * + +What you don't know about artillery isn't worth knowing and your mastery allows you to perform an impossible number of actions as part of a siege weapon's crew. You're permanently quickened. You can only use the extra action to Aim or Launch a siege weapon. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Assassin.md b/content/mechanics/srd/Archetypes/Assassin.md new file mode 100755 index 000000000..dd755f970 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Assassin.md @@ -0,0 +1,91 @@ +--- +title: "Assassin" +noteType: ":sticky-note:" +aliases: "Assassin" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.0e2o62hyCxbIkVoC +tags: + - JournalEntryPage +--- + +# Assassin +Targeted killing through stealth and subterfuge is the expertise of an assassin. While assassins are skilled in ending lives and many are evil, some live by a moral code, preying on the wicked, the cruel, or those who revel in unchecked aggression or power. + +**Additional Feats** 4th [[Poison Resistance]]; 6th [[Poison Weapon]], [[Sneak Attacker]]; 10th [[Improved Poison Weapon]] + +## [[Assassin Dedication]] Feat 2 + +**Prerequisites** Alchemical Crafting; trained in Crafting, Deception, and Stealth + +* * * + +You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the [[Mark for Death]] activity. + +**Special** You can't select another dedication feat until you have gained two other feats from the assassin archetype. + +## [[Angel of Vindication]] Feat 4 + +**Prerequisites** Assassin Dedication + +**Access** Knights of Lastwall have access to this feat. + +**Requirements** Your mark is an undead creature. + +* * * + +To aid with your mission of destroying undead, you've specialized in techniques to destroy them, much as other assassins learn to kill the living. When you Strike an off-guard undead foe with a weapon that has the backstabber weapon trait, you deal 3 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 6 extra precision damage instead of 2. If you have the Angel of Death feat, your attacks also instantly destroy undead at 0 Hit Points, and attempts for the undead to rejuvenate—such as via a lich's soul cage or a ghost's rejuvenation ability—fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or deity. Finally, if you have the Assassinate feat and an undead mark critically fails its save against your Assassinate, it is destroyed. + +## [[Eclipsed Vitality]] Feat 4 + +**Prerequisites** Assassin Dedication, or Scout Dedication; master in Stealth + +**Access** Knights of Lastwall have access to this feat. + +* * * + +You shroud yourself in ashes that hide the vital essence sought by life-sensing undead. You're always taking precautions when Avoiding Notice, Hiding, and Sneaking to foil lifesense, and you're concealed to any creature using only precise lifesense to observe you. + +## [[Expert Backstabber]] Feat 4 + +**Prerequisites** Assassin Dedication + +* * * + +When you Strike an off-guard foe with a weapon that has the backstabber weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 4 extra precision damage instead of 2. + +## [[Surprise Attack]] Feat 4 + +**Prerequisites** Assassin Dedication + +* * * + +You act before foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are off-guard to you. + +## [[Public Execution]] Feat 8 + +**Prerequisites** Assassin Dedication + +**Access** Members of the Firebrands at the rank of second mark or higher have access to this feat. + +**Requirements** You have designated a mark using Mark for Death. + +* * * + +Some rebel Firebrand cells make a practice of publicly declaring the main target of a given operation. You announce your intention to kill your mark for all to hear and reveal the reason they must die, perhaps listing their crimes or sharing a damning secret. Creatures within 30 feet who can see and hear you are shocked by your proclamation or otherwise reluctant to come to your mark's aid. They must attempt a Will save against your class DC or spell DC, whichever is higher. On a failure, the creature can't attack you or otherwise perform hostile actions against you until the end of your next turn. If you use a hostile action against a creature other than your mark, this effect ends. Your mark becomes temporarily immune to your Public Execution for 1 day. + +## [[Angel Of Death]] Feat 10 + +**Prerequisites** Assassin Dedication + +* * * + +All your Strikes against a creature you have Marked for Death have the death trait, causing the mark to be instantly killed when reduced to 0 Hit Points. When killed in this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or a deity. + +## [[Assassinate]] Feat 12 + +**Prerequisites** Assassin Dedication + +**Requirements** You have designated a mark using Mark for Assassination and are completely unnoticed by your mark. + +* * * + +You strike with one swift movement, trying to instantly slay your mark. Make a Strike against your mark. If you hit, your mark takes 6d6 extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. If the mark critically fails, they die. This is an incapacitation effect. The creature then becomes temporarily immune to your Assassinate for 1 day. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Barbarian.md b/content/mechanics/srd/Archetypes/Barbarian.md new file mode 100755 index 000000000..fe450b6e8 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Barbarian.md @@ -0,0 +1,67 @@ +--- +title: "Barbarian" +noteType: ":sticky-note:" +aliases: "Barbarian" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.uYCTmos3yZtbD9qs +tags: + - JournalEntryPage +--- + +# Barbarian +There's a rage deep inside you that sometimes breaks loose, granting you some of the might of a barbarian in addition to your other abilities. + +## [[Barbarian Dedication]] Feat 2 + +**Prerequisites** Strength 14; Constitution 14 + +* * * + +You become trained in Athletics; if you were already trained in Athletics, you instead become trained in a skill of your choice. You become trained in barbarian class DC. You can use the [[Rage]] action. Choose an [[Instinct]] as you would if you were a barbarian. You have that instinct for all purposes and become bound by its anathema, but you don't gain any of the other abilities it grants. + +* * * + +**Special** You cannot select another dedication feat until you have gained two other feats from the barbarian archetype. + +## [[Barbarian Resiliency]] Feat 4 + +**Prerequisites** Barbarian Dedication; class granting no more Hit Points per level than 10 + your Constitution modifier + +* * * + +You gain 3 additional Hit Points for each barbarian archetype class feat you have. As you continue selecting barbarian archetype class feats, you continue to gain additional Hit Points in this way. + +## [[Basic Fury]] Feat 4 + +**Prerequisites** Barbarian Dedication + +* * * + +You gain a 1st- or 2nd-level barbarian feat. + +## [[Advanced Fury]] Feat 6 + +**Prerequisites** Basic Fury + +* * * + +You gain one barbarian feat. For the purpose of meeting its prerequisites, your barbarian level is equal to half your character level. + +* * * + +**Special** You can select this feat more than once. Each time you select it, you gain another barbarian feat. + +## [[Instinct Ability]] Feat 6 + +**Prerequisites** Barbarian Dedication + +* * * + +You gain the instinct ability for the instinct you chose for Barbarian Dedication. + +## [[Juggernaut's Fortitude]] Feat 12 + +**Prerequisites** Barbarian Dedication; expert in Fortitude saves + +* * * + +Your proficiency rank in Fortitude saves increases to master. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Bard.md b/content/mechanics/srd/Archetypes/Bard.md new file mode 100755 index 000000000..c479982da --- /dev/null +++ b/content/mechanics/srd/Archetypes/Bard.md @@ -0,0 +1,91 @@ +--- +title: "Bard" +noteType: ":sticky-note:" +aliases: "Bard" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.oBlKgVYRup5ORqx1 +tags: + - JournalEntryPage +--- + +# Bard +A muse has called you to dabble in occult lore, allowing you to cast a few spells. The deeper you delve, the more powerful your performances become. + +## [[Bard Dedication]] Feat 2 + +**Prerequisites** Charisma +2 + +* * * + +You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list or any other occult cantrips you've learned or discovered. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. Choose a muse as you would if you were a bard. You can take that muse's feats, but you don't gain the starting feat, spell or any other abilities the choice of muse grants. + +* * * + +**Special** You cannot select another dedication feat until you have gained two other feats from the bard archetype. + +## [[Basic Bard Spellcasting]] Feat 4 + +**Prerequisites** Bard Dedication + +* * * + +You gain the [[Spellcasting Archetypes#Basic Spellcasting Feat|Basic Spellcasting Feat]] benefits. Each time you gain a spell slot of a new rank from the bard archetype, add a common occult spell of the appropriate rank, or another appropriate occult spell you learned or discovered, to your repertoire. + +## [[Basic Muse's Whispers]] Feat 4 + +**Prerequisites** Bard Dedication + +* * * + +You gain a 1st- or 2nd-level bard feat. + +## [[Advanced Muse's Whispers]] Feat 6 + +**Prerequisites** Basic Muse's Whispers + +* * * + +You gain one bard feat. For the purpose of meeting its prerequisites, your bard level is equal to half your character level. + +* * * + +**Special** You can select this feat more than once. Each time you select it, you gain another bard feat. + +## [[Counter Perform]] Feat 6 + +**Prerequisites** Bard Dedication + +* * * + +You gain the _[[Counter Performance]]_ composition spell. This is a focus spell, granting you a focus pool or expanding that pool. You can Refocus by engaging your muse. + +## [[Anthemic Performance]] Feat 8 + +**Prerequisites** Bard Dedication + +* * * + +Your music, speech, or other performance inspires your allies to dive into battle. You gain the [[Courageous Anthem]] composition cantrip. + +## [[Occult Breadth]] Feat 8 + +**Prerequisites** Basic Bard Spellcasting + +* * * + +Your repertoire expands, and you can cast more occult spells each day. Increase the number of spells in your repertoire and the number of spell slots you gain from bard archetype feats by 1 for each spell level other than your two highest spell slots. + +## [[Expert Bard Spellcasting]] Feat 12 + +**Prerequisites** Basic Bard Spellcasting; master in Occultism + +* * * + +You gain the [[Spellcasting Archetypes#Expert Spellcasting Feat|Expert Spellcasting Feat]] benefits. + +## [[Master Bard Spellcasting]] Feat 18 + +**Prerequisites** Expert Bard Spellcasting; legendary in Occultism + +* * * + +You gain the [[Spellcasting Archetypes#Master Spellcasting Feat|Master Spellcasting Feat]] benefits. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Bastion.md b/content/mechanics/srd/Archetypes/Bastion.md new file mode 100755 index 000000000..e011456c6 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Bastion.md @@ -0,0 +1,71 @@ +--- +title: "Bastion" +noteType: ":sticky-note:" +aliases: "Bastion" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.C3P0TycdFCN02p9u +tags: + - JournalEntryPage +--- + +# Bastion +Some say that a good offense is the best defense, but you find such boasting smacks of overconfidence. In your experience, the best defense is a good, solid shield between you and your enemies. You've focused your training on how best to use a shield to protect yourself and those around you. + +**Additional Feats** 4th [[Everstand Stance]]; 6th [[Everstand Strike]], [[Shielded Stride]]; 8th [[Reflexive Shield]], [[Shield Warden (Fighter)]]; 10th [[Quick Shield Block]]; 12th [[Mirror Shield]] + +## [[Bastion Dedication]] Feat 2 + +**Prerequisites** Shield Block + +* * * + +You are particularly skilled at using a shield in combat. You gain the Reactive Shield fighter feat. This fulfills any prerequisites requiring Reactive Shield as normal. + +**Special** You can't select another dedication feat until you have gained two other feats from the bastion archetype. + +## [[Disarming Block]] Feat 4 + +**Prerequisites** Bastion Dedication, trained in Athletics + +**Trigger** You Shield Block a melee Strike made with a held weapon. + +* * * + +You attempt to Disarm the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free. + +## [[Nimble Shield Hand]] Feat 6 + +**Prerequisites** Bastion Dedication + +* * * + +You are so used to wielding a shield that you can do so even while using the hand that's holding it for other purposes. The hand you use to wield a shield counts as a free hand for the purposes of the Interact action. You can also hold another object in this hand (but you still can't use it to wield a weapon). This benefit doesn't apply to tower shields, which are still too cumbersome. + +## [[Drive Back]] Feat 8 + +**Prerequisites** Bastion Dedication + +**Access** Knights of Lastwall have access to this feat. + +**Trigger** An enemy within your reach Strikes an ally adjacent to you. + +**Requirements** You have your shield raised. + +* * * + +You push the enemy back and attempt to intercede between the foe and your ally. You attempt to Shove the triggering enemy with your shield just as it attacks, pushing it back just after the attempt. Your shield has the shove trait for this Shove attempt. If the shove succeeds, you throw off your enemy's timing, and the enemy takes a –1 circumstance penalty on its attack roll against your ally. + +## [[Destructive Block]] Feat 10 + +**Prerequisites** Bastion Dedication + +* * * + +You can protect yourself more effectively, at the expense of your shield. When you Shield Block, you can reduce the damage to yourself by double the shield's Hardness, but if you do, the shield takes double the normal amount of damage it would have taken (before applying its Hardness). You can't use Destructive Block if your shield can't be broken or destroyed, such as if you're using an indestructible shield. + +## [[Shield Salvation]] Feat 12 + +**Prerequisites** Bastion Dedication + +* * * + +You can save your shield from total destruction, even after a devastating attack. If a shield would be destroyed due to damage taken during your Shield Block, the shield remains intact at 1 Hit Point instead. Its construction is weakened until you take the time to repair it, preventing you from using Shield Salvation to save the same shield until your next preparations. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Beast Gunner.md b/content/mechanics/srd/Archetypes/Beast Gunner.md new file mode 100755 index 000000000..95623f41e --- /dev/null +++ b/content/mechanics/srd/Archetypes/Beast Gunner.md @@ -0,0 +1,97 @@ +--- +title: "Beast Gunner" +noteType: ":sticky-note:" +aliases: "Beast Gunner" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.jTiXRtNNvMOnsg98 +tags: + - JournalEntryPage +--- + +# Beast Gunner +**Rarity** uncommon + +* * * + +The art of creating the weapons most commonly referred to as “beast guns” is truly ancient, with the first iterations of the weapons created on the continent of Arcadia well over 10,000 years ago. This means that beast guns predate all other forms of firearm crafting in Arcadia, even the legendary star guns, whose secrets have been lost to the ages. The tradition of designing beast guns has persisted throughout Arcadia well into the modern era, though it has become increasingly rare as the proliferation of classic firearms and the prestige associated with star guns has allowed more people access to equivalent destructive power without the intense requirements behind crafting a beast gun. However, beast gunners remain virtually unknown outside of Arcadia. + +The art of bonding to a beast gun and gaining the full magic of a beast gunner is an extended ritual with multiple steps, beginning with the hunt. A person seeking to bond to a beast gun typically does so with a brand new weapon made after they hunt down the creature themselves. This involves telling the story of the hunt, the beast, and the weapon created from the hunted creature. Finally, the weapon is carefully modified and tailored to ensure a proper bond between the beast gun and the prospective beast gunner. However, it's also possible to bond to an heirloom beast gun passed down through the generations by adding symbolic fresh components from the same kind of creature, after performing the same ritual hunt necessary to forge a new weapon with the intent of establishing a bond. + +To perform the ritual the prospective beast gunner must first plan a hunt to slay the creature corresponding to the beast gun, whether they wish to bond with a brand new beast gun or establish a link to an old beast gun. Typically, these ritualized hunts can include up to five assistants plus hunting beasts like canines or birds who help corner the beast and bring it down. If the assistants are significantly more powerful than the hunted creature, or if there are so many assistants the creature never stood a chance at survival, the magic simply fails during the bonding process and the hunt and organic materials are wasted, usually much to the shame and chagrin of the hunter. The same doesn't apply if the prospective beast gunner hunts the creature alone, even if they are significantly more powerful than the creature, such that the creature never stood a chance against them in a one on one fight. + +You're one of those who successfully completed the hunt and bonded with your prized weapon. Now, you seek to discover the hidden depths that others who think they know how to use beast guns can only imagine. + +#### Choosing Your Beast Gun + +A beast gunner's bond with their beast gun is deep and mystical, so if you hope to be a successful beast gunner, it's important to choose a beast gun that suits your temperament, magic, and combat style. For example, if you favor strength and intimidation, a screech shooter is the right choice for you, whereas a spider gun might be optimal if you prefer a more careful style of setting up the battlefield in advance. Similarly, a tentacle cannon is slow and methodical and can hold an enemy in place at close range, while a drake rifle is energetic and mobile and can be used to attack from a great distance. Each beast gun has a personality and magical abilities that attract people who value them. For this reason, some experienced beast gunners say the weapon chooses you. + +## [[Beast Gunner Dedication]] Feat 6 + +**Prerequisites** expert with at least one type of firearm, you own a beast gun and have slain the type of creature associated with your beast gun in a fair hunt (see above); trained in Arcana and Crafting + +* * * + +You've bonded to your beast gun and unlocked the first hints of its hidden potential. You treat all beast guns as martial firearms when determining your proficiency with them, even beast guns that are normally advanced weapons. You can change your bonded beast gun to another beast gun you own each day during your daily preparations, as long as you've previously performed a ritual hunt associated with the new beast gun. + +The beast gun also acts as a conduit, drawing out and amplifying any latent or active magic power you have. You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from either the arcane or primal spell list. You choose this cantrip from the common spells on your chosen spell list or from other spells you have access to on the list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for arcane or primal spells, whichever of the two traditions you chose. Your key spellcasting ability for these spells is Charisma. + +If you already cast arcane or primal spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire. + +You also gain [[Spellsling]]. + +## [[Basic Beast Gunner Spellcasting]] Feat 8 + +**Prerequisites** [[Beast Gunner Dedication]] + +* * * + +You've unlocked the first secrets of beast guns, granting you the power of their synergistic magic.You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you've learned or discovered. + +## [[Call Gun]] Feat 8\* + +**Prerequisites** [[Spellshot Dedication]] + +\* This version of the Call Gun feat is intended for use with an Archetype and has a different level for access than the [[Call Gun|original feat]]. + +* * * + +You build a powerful magical connection with a chosen gun or crossbow, gaining the ability to conjure it directly to your hand from any distant location. During your daily preparations, choose a single crossbow or firearm. Until your next daily preparations, you can use the [[Call Gun]] action to call the gun to your hand. + +## [[Drain Vitality]] Feat 10 + +**Frequency** once per minute + +**Prerequisites** [[Beast Gunner Dedication]] + +**Requirements** You're wielding your bonded beast gun. + +* * * + +You draw out the bestial magic energy within your bonded beast gun to fortify yourself, purge ongoing harm, and bolster your life force with a sheath of swirling life essence. You gain temporary Hit Points equal to your level and attempt a flat check against any ongoing persistent damage, using the DC appropriate for particularly effective assistance. Using this ability depletes the magic within your bonded beast gun, preventing you from using any of its activated abilities until the end of your next turn. + +## [[Expert Beast Gunner Spellcasting]] Feat 12 + +**Prerequisites** [[Basic Beast Gunner Spellcasting]] + +* * * + +You've learned the deeper secrets of beast guns, making you an expert in the magic they grant you. You gain the expert spellcasting benefits. + +## [[Controlled Bullet]] Feat 16 + +**Frequency** once per day + +**Prerequisites** [[Beast Gunner Dedication]] + +* * * + +You create a direct magical connection with your beast gun, allowing you to guide the beast gun's next shot by taking control of the projectile directly, steering it through the air, and swerving and veering it to continue to hit target after target. Make a beast gun Strike against a creature within the first range increment. On a hit, the shot tears through the target and continues toward another target you can see. You make a Strike against this new target. The new target must be no farther from the previous target than a distance equal to the beast gun's range increment. For example, the new target must be within 150 feet of the previous target when attacking with a drake rifle. On a hit, you can direct the bullet toward a new target. + +You can continue to make Strikes against new targets in this same way until your attack misses, at which point your shot dissipates. You can't make a Strike against a target you already attacked during this use of Controlled Bullet, but you can otherwise continue to make attacks against valid targets until you miss. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you've made all your attacks. + +## [[Master Beast Gunner Spellcasting]] Feat 18 + +**Prerequisites** [[Expert Beast Gunner Spellcasting]] + +* * * + +You've learned the final truth of beast guns, making you a master in the magic they grant you. You gain the master spellcasting benefits. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Beastmaster.md b/content/mechanics/srd/Archetypes/Beastmaster.md new file mode 100755 index 000000000..59e00af0e --- /dev/null +++ b/content/mechanics/srd/Archetypes/Beastmaster.md @@ -0,0 +1,109 @@ +--- +title: "Beastmaster" +noteType: ":sticky-note:" +aliases: "Beastmaster" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.4VMzG36Pm1oivS6Y +tags: + - JournalEntryPage +--- + +# Beastmaster +You attract the loyalty of animals, and as your powers increase you can command more of them, briefly inhabit their body to perceive what they perceive, and even communicate with them over vast distances. Your animals may see you as a beloved parent, teacher, and mentor, or they may consider you a poor, defenseless cub that needs protection. Regardless, they will fight for you and alongside you, even sacrificing their lives for you if necessary. + +**Additional Feats** 4th [[Magic Hide]], [[Animal Empathy (Ranger)]]; 6th [[Companion's Cry]]; 10th [[Enlarge Companion]]; 14th [[Side by Side (Ranger)|Side by Side]]. Warden spells granted by these feats are beastmaster focus spells for you. + +* * * + +**BEASTMASTER ANIMAL COMPANIONS** + +If you're playing a beastmaster, you determine the statistics and abilities of your animal companions according to the basic rules for animal companions. As a beastmaster, it's possible for you to have more than one animal companion at one time-up to four companions-but only one of those companions, your "active companion," follows you during exploration and in encounters; the rest are nearby, usually foraging or hunting for food. As soon as you gain a second animal companion from the Beastmaster archetype, you also gain [[Call Companion]] to switch your active companion. These rules apply to all your companions, regardless of whether you got the animal companion from the beastmaster archetype or from another source. + +## [[Beastmaster Dedication]] Feat 2 + +**Prerequisites** trained in Nature + +* * * + +You gain the service of a young animal companion that travels with you and obeys your commands. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action. + +Certain beastmaster feats give you primal focus spells. When you gain your first beastmaster focus spell, you become trained in primal spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. Feats that grant beastmaster focus spells tell you to increase the number of Focus Points in your pool, but if you don't already have a focus pool, you instead get a focus pool with 1 Focus Point. You can Refocus by grooming, feeding, playing with, or otherwise tending to an animal companion. + +**Special** You can't select another dedication feat until you have gained two other feats from the beastmaster archetype. + +## [[Additional Companion]] Feat 4 + +**Prerequisites** Beastmaster Dedication + +* * * + +Another animal joins you in your travels. It is a young animal companion that has the minion trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works. + +**Special** You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype). + +## [[Heal Animal]] Feat 4 + +**Prerequisites** Beastmaster Dedication + +* * * + +You can heal your animal companion's wounds. You can cast heal animal as a beastmaster focus spell. Increase the number of Focus Points in your focus pool by 1. + +## [[Mature Beastmaster Companion]] Feat 4 + +**Prerequisites** Beastmaster Dedication + +* * * + +All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn to either Stride or Strike. + +## [[Beastmaster's Trance]] Feat 6 + +**Prerequisites** Beastmaster Dedication + +* * * + +You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses. You gain the focus spell beastmaster trance. Increase the number of Focus Points in your focus pool by 1. + +## [[Incredible Beastmaster Companion]] Feat 8 + +**Prerequisites** Mature Beastmaster Companion + +* * * + +Your mature animal companions continue to grow and develop. They each become nimble or savage animal companions (your choice, choose for each companion, including those that become mature after you take this feat), gaining additional capabilities determined by the type of companion. + +## [[Beastmaster Bond]] Feat 10 + +**Prerequisites** Beastmaster Dedication + +* * * + +You can communicate telepathically with your animal companions within 100 feet. If you're legendary in Nature, you can communicate telepathically with your animal companions anywhere on the planet. + +## [[Beastmaster's Call]] Feat 12 + +**Prerequisites** Beastmaster Dedication, Call Companion + +**Frequency** once per turn + +* * * + +You quickly call in a primal projection of a non-active companion to provide the companion's support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears and the support benefit ends immediately. + +## [[Specialized Beastmaster Companion]] Feat 14 + +**Prerequisites** Incredible Beastmaster Companion + +* * * + +Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice (choose separately). + +**Special** You can select this feat more than once. Each time, add a different specialization to your nimble and savage companions. Your nimble and savage companions can have up to three specializations each. + +## [[Lead The Pack]] Feat 16 + +**Prerequisites** Mature Beastmaster Companion, you chave multiple animal companions + +* * * + +You can have up to two animal companions active at once. However, when you do, it's slightly more difficult to Command them. If you don't Command either of your companions, one of the two (your choice) can still use 1 action on your turn to Stride or Strike, as per Mature Beastmaster Companion, but not both. When you Command an Animal, either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to Stride or Strike. Either way, you can't Command an Animal to make either companion act again until your next turn. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Bellflower Tiller.md b/content/mechanics/srd/Archetypes/Bellflower Tiller.md new file mode 100755 index 000000000..e4b09289e --- /dev/null +++ b/content/mechanics/srd/Archetypes/Bellflower Tiller.md @@ -0,0 +1,69 @@ +--- +title: "Bellflower Tiller" +noteType: ":sticky-note:" +aliases: "Bellflower Tiller" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.cdnkS3A8OpOnRjKu +tags: + - JournalEntryPage +--- + +# Bellflower Tiller +Bellflower tillers handle most of the ground-level efforts of freeing slaves and escorting them to safety. They use farming-related code words to hide their work: a tiller's freed slaves are her "crop," which she moves along secretive paths termed "rows," taking shelter in secret hideouts referred to as "barns." + +## [[Bellflower Dedication]] Feat 6 + +**Prerequisites** Charisma 14, expert in Stealth and Survival, member of the Bellflower Network + +* * * + +You dedicate yourself to freeing slaves and escorting them to freedom. You gain a +5-foot status bonus to your Speed. Choose up to six other people to be your "crop." Members of your crop can use your Speed for overland travel if it's higher than their own. Members more than 60 feet from you lose all benefits (from this or other Bellflower tiller feats) of being part of your crop, but they regain those benefits immediately when they return. You can add or remove someone from your crop by spending 10 minutes in conversation with them. + +**Special** You cannot select another dedication feat until you have gained two other feats from the Bellflower tiller archetype. + +## [[Garden Path]] Feat 8 + +**Prerequisites** Bellflower Dedication + +* * * + +You can guide your crop to move without notice. When you and any of your crop are Avoiding Notice, you can choose one member of your crop to temporarily gain the benefits of the Quiet Allies skill feat until the group is no longer Avoiding Notice. The group rolls two checks instead of one, using the higher die roll. This is a fortune effect. + +## [[Practiced Guidance]] Feat 8 + +**Prerequisites** Bellflower Dedication + +* * * + +Making one's way to safety can be harrowing, but you have extensive practice at helping others along that path. When you roll a success to Aid a member of your crop, you get a critical success instead. + +## [[Scarecrow]] Feat 8 + +**Prerequisites** Bellflower Dedication + +* * * + +You fight fiercely to protect your crop. When you hit a creature that is adjacent to two or more members of your crop with a weapon or unarmed attack, you gain a circumstance bonus to your damage roll equal to the number of weapon damage dice. When you hit a creature who has a member of your crop grabbed, that member can attempt to Escape using a reaction. + +## [[Tiller's Aid]] Feat 10 + +**Prerequisites** Bellflower Dedication + +* * * + +You can use the Aid reaction to help a member of your crop even if you haven't prepared to do so. + +## [[Tiller's Drive]] Feat 10 + +**Prerequisites** Bellflower Dedication + +* * * + +Your Speed bonus from Bellflower Dedication increases to +10 feet. Members of your crop receive a +5-foot circumstance bonus to Speed. + +## [[Cut the Bonds]] Feat 12 + +**Prerequisites** Bellflower Dedication, expert in a melee weapon + +* * * + +Select a magical effect that has made an adjacent member of your crop clumsy, grabbed, paralyzed, restrained, or slowed. Attempt a counteract check using your attack modifier (including your multiple attack penalty) with a melee weapon with which you have expert proficiency. Your counteract level is half your level rounded up. On a success, you free that member from the effect; on a failure, you can't attempt to use Cut the Bonds on that effect on that crop member until 24 hours have passed. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Blessed One.md b/content/mechanics/srd/Archetypes/Blessed One.md new file mode 100755 index 000000000..c2d11bf02 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Blessed One.md @@ -0,0 +1,47 @@ +--- +title: "Blessed One" +noteType: ":sticky-note:" +aliases: "Blessed One" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.SUDV5hFZ9WocxWqv +tags: + - JournalEntryPage +--- + +# Blessed One +Through luck or deed, heritage or heroics, you carry the blessing of a deity. This blessing manifests as the ability to heal wounds and remove harmful conditions, and exists independent of worship. You might offer thanks daily to the deity whose power you wield, or you might carry these blessings reluctantly, seeking to avoid responsibility or even acting to defy the deity's influence on you. You might wear the robes of the deity's order, or you might give little thought and even less reverence to the source of your powers. However you feel about these gifts, there can be no doubt that you wield a special power. Good-aligned deities are most likely to empower a blessed one. However, deities of any alignment can grant such a blessing, as long as they are capable of granting a vitality divine font to their clerics. This means such deities as Lamashtu might grant a foul version of the blessed one's powers. + +**Additional Feats** 6th [[Accelerating Touch]], [[Mercy]]; 8th [[Invigorating Mercy]]; 10th [[Greater Mercy]]; 12th [[Elucidating Mercy]], [[Resilient Touch]]; 14th [[Affliction Mercy]], [[Amplifying Touch]]; 20th [[Rejuvenating Touch]] + +## [[Blessed One Dedication]] Feat 2 + +You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the lay on hands devotion spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. You can Refocus by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells. + +**Special** You can't select another dedication feat until you have gained two other feats from the blessed one archetype. + +## [[Blessed Sacrifice]] Feat 4 + +**Prerequisites** Blessed One Dedication + +* * * + +You gain the protector's sacrifice domain spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1. + +## [[Blessed Spell]] Feat 8 + +**Prerequisites** Blessed One Dedication, ability to cast spells from spell slots, Mercy + +**Frequency** once per 10 minutes + +* * * + +When you focus your magic on an ally, you can remove harmful conditions. If your next action is to Cast a Spell from a spell slot, and that spell targets only a single ally, you can also attempt to remove a harmful condition from that ally. The condition must be one that could be removed by your Mercy feat, including those granted by later feats such as Greater Mercy. Attempt a counteract check based on the spell's DC and level. This effect is in addition to the normal effects of your spell. + +## [[Blessed Denial]] Feat 12 + +**Prerequisites** Blessed One Dedication + +**Trigger** An ally within 30 feet would become frightened, drained, enfeebled, sickened, or stupefied. + +* * * + +You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally takes more than one condition at the same time, choose one to reduce. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Bounded Spellcasting Archetypes.md b/content/mechanics/srd/Archetypes/Bounded Spellcasting Archetypes.md new file mode 100755 index 000000000..117ff9581 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Bounded Spellcasting Archetypes.md @@ -0,0 +1,25 @@ +--- +title: "Bounded Spellcasting Archetypes" +noteType: ":sticky-note:" +aliases: "Bounded Spellcasting Archetypes" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.TwSQ0VPXZL0mfPez +tags: + - JournalEntryPage +--- + +# Bounded Spellcasting Archetypes +Some archetypes, such as the magus and summoner multiclass archetypes, grant you spellcasting abilities based on the way magi and summoners cast spells, albeit delayed compared to a character from those classes. In this book, both archetypes are bounded spellcasting archetypes, but future books might introduce bounded spellcasting archetypes that aren't multiclass archetypes. A bounded spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can, and the basic bounded spellcasting feat counts as having a spellcasting class feature. + +Bounded spellcasting archetypes always have a basic bounded spellcasting feat, an expert bounded spellcasting feat, and a master bounded spellcasting feat. These feats share their name with the archetype. For instance, the magus's master spellcasting feat is called Master Magus Spellcasting. All spell slots you gain from bounded spellcasting archetypes have restrictions depending on the archetype. For example, the summoner archetype grants you spell slots you can use only to cast spells from your summoner repertoire, even if you are a sorcerer with spells of the same tradition in your sorcerer repertoire. + +## Basic Bounded Spellcasting Feat + +Usually gained at 6th level, these feats give you a 1st-level spell slot and a 2nd-level spell slot from that magical tradition. If you have a spell repertoire, you can select one spell from your repertoire as a signature spell. Archetypes refer to these benefits as the "basic bounded spellcasting benefits." At 10th level, you replace your 1st-level spell slot with a 3rd-level spell slot. + +## Expert Bounded Spellcasting Feat + +Usually taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition. You gain an additional 3rd-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, you replace your spell slots with two 4th-level spell slots and one 5th-level spell slot, and at 16th level, you replace your spell slots with two 5th-level spell slots and one 6th-level spell slot. Archetypes refer to these benefits as the "expert bounded spellcasting benefits." + +## Master Bounded Spellcasting Feat + +Usually taken at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you an additional 6th-level spell slot. At 20th level, they replace your two 5th-level spell slots with two 7th-level spell slots. Archetypes refer to these benefits as the "master bounded spellcasting benefits." \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Bounty Hunter.md b/content/mechanics/srd/Archetypes/Bounty Hunter.md new file mode 100755 index 000000000..475b268cf --- /dev/null +++ b/content/mechanics/srd/Archetypes/Bounty Hunter.md @@ -0,0 +1,69 @@ +--- +title: "Bounty Hunter" +noteType: ":sticky-note:" +aliases: "Bounty Hunter" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.Fea8ZereQhNolDoP +tags: + - JournalEntryPage +--- + +# Bounty Hunter +Whether for coin, glory, or justice, you know how to track, defeat, and capture dangerous individuals. You're accustomed to perusing wanted posters, searching up on leads, and pursuing villains to hell and back. + +**Additional Feats** 14th [[Double Prey]] + +## [[Bounty Hunter Dedication]] Feat 2 + +**Prerequisites** trained in Survival + +* * * + +When focused on finding your quarry, you're relentless. You gain the Hunt Prey action. You can use Hunt Prey to designate only a creature that you've seen, heard about, or learned about through some other means, such as a bounty board or wanted poster. In addition to the other benefits of Hunt Prey, you gain a +2 circumstance bonus to checks to Gather Information regarding your prey. + +If you already have Hunt Prey, you become an expert in Survival and gain the circumstance bonus to Gather Information about your prey; you can still designate a creature you're tracking during exploration, in addition to the conditions above. + +**Special** You can't select another dedication feat until you have gained two other feats from the bounty hunter archetype. + +## [[Tools Of The Trade]] Feat 4 + +**Prerequisites** Bounty Hunter Dedication + +You're well-versed in weapons that allow you to bring bounties in alive. You are trained with the following weapons: bola, sap, and whip. You gain access to bolas. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed. + +In addition, you take no penalty when making a nonlethal attack with a weapon without the nonlethal trait. + +## [[Posse]] Feat 4 + +**Prerequisites** Bounty Hunter Dedication + +**Requirements** You have designated prey with Hunt Prey. + +* * * + +By spending 1 minute giving guidance to help hunt down your prey, you instruct up to five willing creatures to assist you. They gain a +1 circumstance bonus to Seek your prey, to Track your prey, and to Gather Information about your prey. You and the creatures assisting you gain a +1 circumstance bonus to initiative rolls when entering combat with your prey. + +This benefit lasts until you designate a new prey or your prey dies, whichever comes first. An individual creature assisting you loses this benefit if they're out of your presence for too long to benefit from your instructions. This is usually 1 hour, but is determined by the GM. + +## [[Keep Pace (Bounty Hunter)|Keep Pace]] Feat 6 + +**Prerequisites** Bounty Hunter Dedication + +**Prerequisites** Bounty Hunter Dedication + +**Trigger** Your prey is within reach and attempts to move away from you. + +* * * + +Your prey can't Escape. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use Keep Pace to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type. + +## [[Opportunistic Grapple]] Feat 8 + +**Prerequisites** Bounty Hunter Dedication + +**Requirements** Your prey is within your reach, you have at least one free hand, and your target is no more than one size larger than you. + +**Trigger** Your prey critically fails on a melee Strike's attack roll against you. + +* * * + +You attempt an Athletics check to Grapple your prey. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Bright Lion.md b/content/mechanics/srd/Archetypes/Bright Lion.md new file mode 100755 index 000000000..e31947f6a --- /dev/null +++ b/content/mechanics/srd/Archetypes/Bright Lion.md @@ -0,0 +1,49 @@ +--- +title: "Bright Lion" +noteType: ":sticky-note:" +aliases: "Bright Lion" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.vS9iMDapZN9uW33Q +tags: + - JournalEntryPage +--- + +# Bright Lion +You are one of the Bright Lions, part revolutionary warrior, part undercover spy. + +## [[Bright Lion Dedication]] Feat 2 + +**Prerequisites** member of the Bright Lions, not a worshipper of Walkena, trained in Stealth + +**Access** [[Bright Lion]] background + +* * * + +You become trained in your choice of Deception or Diplomacy and in Mzali Lore; if you were already trained, you become an expert instead. You incorporate enough worship of Walkena in your daily life to avoid suspicion. You typically don't need to Lie or Impersonate to pass yourself off as a worshipper of Walkena. Against careful inspection, you gain a +4 circumstance bonus to Deception checks specifically to pass yourself off as a version of yourself faithful to Walkena. + +**Special** You can't select another dedication feat until you have gained two other feats from the Bright Lion archetype. + +## [[Warding Light]] Feat 4 + +**Prerequisites** Bright Lion Dedication + +* * * + +You gain a tattoo that serves as a special ward to defend you against Walkena's forces. + +The tattoo allows you to cast the light cantrip as a divine innate spell at will. The cantrip is heightened to a spell level equal to half your level rounded up. If you die, the tattoo immediately casts gentle repose on your corpse, heightened to the same spell level. + +## [[Sun's Fury]] Feat 6 + +**Prerequisites** Bright Lion Dedication + +* * * + +The Old Sun Gods have granted you a gift in your fight against Walkena. You gain the sun's fury focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the Refocus activity to pray to the Old Sun Gods; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your Bright Lion focus spells are divine spells; when you gain this feat, if you aren't already, you become trained in divine spell attacks and spell DCs, using Charisma as your spellcasting ability score. + +## [[Elude the Divine]] Feat 8 + +**Prerequisites** Bright Lion Dedication + +* * * + +You are able to escape inquisitions involving divine magic, allowing you to blend in well in Mzali but also to avoid unwanted attention in other oppressive theocracies. You gain the Slippery Secrets skill feat, and its benefits also apply against divination effects that attempt to discern your deity. When using Slippery Secrets against a divine divination, you gain a +2 circumstance bonus, and on a critical success, the divination reveals false information appropriate to your false persona, rather than nothing. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Bullet Dancer.md b/content/mechanics/srd/Archetypes/Bullet Dancer.md new file mode 100755 index 000000000..4bd23fa8c --- /dev/null +++ b/content/mechanics/srd/Archetypes/Bullet Dancer.md @@ -0,0 +1,136 @@ +--- +title: "Bullet Dancer" +noteType: ":sticky-note:" +aliases: "Bullet Dancer" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.5nd8ON2kFGOsCdwQ +tags: + - JournalEntryPage +--- + +# Bullet Dancer +While most monastic orders and traditional fighting schools shun firearms as loud and unreliable technology for unskilled conscripts, you fuse flourishing feints and ricocheting gunplay into a whirling ballet of bullets. As a bullet dancer, you might become the target of brash duelists and gladiators looking to make a name for themselves. But you tend to welcome the attention and might have proven your reputation while dancing your deadly ballet in tournaments from Tymon to Goka. You've found your fluid motions and explosive attacks to be surefire crowd-pleasers, even as they serve to confound and shock your foes. + +## [[Bullet Dancer Dedication]] Feat 2 + +**Prerequisites** expert in unarmored defense and trained in unarmed attack + +* * * + +You've learned how to synchronize traditional martial arts and guns. You gain the [[Bullet Dancer Stance]] action. Whenever your proficiency in any weapon increases to expert or beyond, you gain that new proficiency with bayonets, reinforced stocks, simple firearms and unarmed attacks. + +## [[Brawling Focus]] Feat 4\* + +\* This version of the Brawling Focus feat is intended for use with an Archetype and has a different level for access than the [[Brawling Focus|original feat]]. + +* * * + +You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have [[Monastic Weaponry]], you also gain the critical specialization effects of all monk weapons in which you are trained. + +## [[Pistol Twirl]] Feat 4\* + +\* This version of the Pistol Twirl feat is intended for use with an Archetype and has a different level for access than the [[Pistol Twirl|original feat]]. + +* * * + +Your quick gestures and flair for performance distract your opponent, leaving it vulnerable to your follow-up attacks. You Feint against an opponent within the required weapon's first range increment, rather than an opponent within melee reach. If you succeed, the foe is off-guard against your melee and ranged attacks, rather than only your melee attacks. On a critical failure, you're off-guard against the target's melee and ranged attacks, rather than only its melee attacks. + +## [[Black Powder Boost]] Feat 6\* + +**Requirements** You're wielding a loaded firearm. + +\* This version of the Black Powder Boost feat is intended for use with an Archetype and has a different level for access than the [[Black Powder Boost|original feat]]. + +* * * + +You fire your weapon as you jump, using the kickback to go farther. You [[Leap]] and discharge your firearm to add a +10-foot status bonus to the distance traveled. If you spend 2 actions for Black Powder Boost, you [[High Jump]] or [[Long Jump]] instead. + +**Special** An ability that allows you to [[High Jump]] or [[Long Jump]] as a single action (like the [[Quick Jump]] skill feat) lets you use Black Powder Boost as a single action for those jumps as well. + +## [[Bullet Dancer Burn]] Feat 6 + +**Prerequisites** [[Bullet Dancer Dedication]] + +* * * + +The fiery blaze of your weapons combined with your unorthodox technique leaves your opponents with little opportunity to capitalize on any gaps in your defenses, or properly defend themselves against your onslaught. While in [[Bullet Dancer Stance]], when you successfully Strike an opponent with a bayonet or reinforced stock attached to your firearm, the next ranged Strike you make against that opponent doesn't trigger reactions that would trigger on a ranged attack, such as Attack of Opportunity. While in Bullet Dancer Stance, when you make a successful ranged Strike against an opponent within your melee reach using a firearm, the next reinforced stock or bayonet attack attached to that firearm deals an additional 1 fire damage per weapon damage die. + +The benefit on your next Strike from either use of Bullet Dancer Burn is lost if not used by the end of your next turn. + +## [[Black Powder Blaze]] Feat 8 + +**Prerequisites** [[Black Powder Boost]] + +**Requirements** You're wielding a loaded firearm. + +* * * + +You learn to take advantage of every shot, flying across the battlefield with the help of your weapon's recoil. Stride and use [[Black Powder Boost]]. Make a ranged Strike with the required weapon at any point during the Black Powder Boost. + +## [[Snap Shot]] Feat 8\* + +\* This version of the Snap Shot feat is intended for use with an Archetype and has a different level for access than the [[Snap Shot|original feat]]. + +* * * + +You've learned to react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon Strike to instead make a ranged weapon Strike. You must be Striking an adjacent target. If necessary for the reaction's trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of weapon, Snap Shot doesn't allow you to ignore them; it allows you only to replace a melee weapon Strike with a ranged weapon Strike. + +## [[Bullet Dancer Reload]] Feat 12 + +**Prerequisites** [[Bullet Dancer Burn]] + +**Requirements** You're in [[Bullet Dancer Stance]]. + +* * * + +You've learned to reload your simple firearms with uncanny grace, the ammunition simply falling into place as though part of a well-practiced kata. You Strike with a simple firearm, and then Interact to reload that same firearm. You don't need a free hand to reload your simple firearm in this way. + +## [[Trick Shot]] Feat 12\* + +**Requirements** You're wielding a loaded crossbow or firearm. + +\* This version of the Trick Shot feat is intended for use with an Archetype and has a different level for access than the [[Trick Shot|original feat]]. + +* * * + +You shoot not at your foe but at an object nearby. Make a Strike with your firearm against an AC equal to an easy DC for your level. On a success, instead of hitting your foe, your attack hits an object behind or to the side of your target, creating one of the following effects. The GM might determine that a different AC is appropriate or that a particular effect isn't a valid option, such as using the explosive barrel option when there's no such object on the battlefield. The GM should inform you if a Trick Shot is feasible before you spend your actions, since your trained eye can easily recognize loose or volatile objects. + +* **Dislodge Object** Your attack knocks an unattended object of no more than 2 Bulk out of position, moving it up to 10 feet in a direction of your choice. For example, the weapon could knock a wizard's crystal ball off a table. +* **Explosive Barrel** Your attack strikes a barrel of expensive rum, a vial of volatile alchemical fluids, a demonic pustule erupting from the earth, or some other explosive object. The object explodes in a 20-foot burst, and creatures in the area take 6d6 damage with a basic Reflex save against your class DC. The damage type is chosen by the GM, based on the exploding object. Increase the damage by 1d6 for every 2 levels you have above 10th. + +## [[Ranged Disarm]] Feat 14 + +**Prerequisites** [[Bullet Dancer Dedication]]; [[Trick Shot]] + +**Requirements** You're wielding a simple firearm. + +* * * + +When using a simple firearm, you can shoot objects right out of your enemy's hands. Attempt to Disarm the target using a ranged attack roll with your simple firearm, instead of attempting an @Check\[type:athletics|defense:reflex\] check against the target's Reflex DC. + +## [[Ricochet Shot]] Feat 14\* + +\* This version of the Ricochet Shot feat is intended for use with an Archetype and has a different level for access than the [[Ricochet Shot|original feat]]. + +* * * + +You bounce your shot off a nearby surface to strike your opponent from an unexpected angle. When determining whether a target has cover from your ranged attack with a firearm or crossbow, you can choose one solid surface within your weapon's first range increment to ricochet your shot off of. If you do, you determine the target's cover from the point where you ricochet your shot instead of from you. + +## [[Showstopper]] Feat 16\* + +**Prerequisites** [[Pistol Twirl]]; master in Deception + +\* This version of the Showstopper feat is intended for use with an Archetype and has a different level for access than the [[Showstopper|original feat]]. + +* * * + +Your twirling weapons create a grand distraction that's difficult to look away from. When using Pistol Twirl to Feint, you can target all enemies within your weapon's first range increment who you can perceive and who can see you. You roll one Deception check and compare it against each target's Perception DC. + +## [[Two-Weapon Fusillade]] Feat 16\* + +**Requirements** You're wielding two weapons, each in a different hand. At least one of these weapons must be a loaded firearm or loaded crossbow. + +\* This version of the Two-Weapon Fusillade feat is intended for use with an Archetype and has a different level for access than the [[Two-Weapon Fusillade|original feat]]. + +* * * + +You attack with both your weapons in a furious barrage. Strike twice, once with each weapon. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Butterfly Blade.md b/content/mechanics/srd/Archetypes/Butterfly Blade.md new file mode 100755 index 000000000..81159352d --- /dev/null +++ b/content/mechanics/srd/Archetypes/Butterfly Blade.md @@ -0,0 +1,65 @@ +--- +title: "Butterfly Blade" +noteType: ":sticky-note:" +aliases: "Butterfly Blade" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.vKuJVojicBmNsL1C +tags: + - JournalEntryPage +--- + +# Butterfly Blade +You've trained in one of Goka's oldest traditions of espionage, intimidation, and combat mastery. You use your skills to learn about your enemies and cut them down with your mastery of the butterfly sword. + +**Additional Feats** 4th [[Clever Gambit]], [[Combat Assessment]], [[Quick Draw]]; 6th [[Dread Striker]] + +## [[Butterfly Blade Dedication]] Feat 4 + +**Prerequisites** trained in [[Butterfly Sword|Butterfly Swords]] + +**Access** Defeat a member of the Butterfly Blades in a sanctioned bout. + +* * * + +You become trained in Deception and Stealth; if you were already trained, you become an expert instead. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with butterfly swords. You gain access to butterfly swords. + +**Special** You can't select another dedication feat until you have gained two other feats from this archetype. + +## [[Butterfly's Kiss]] Feat 6 + +**Prerequisites** Butterfly Blade Dedication + +* * * + +You can make nonlethal Strikes with a butterfly sword without taking a penalty. + +## [[Butterfly's Sting]] Feat 6 + +**Prerequisites** Butterfly Blades Dedication + +* * * + +You gain the [[Sneak Attack]] class feature. You don't increase the number of dice as you gain levels. + +## [[Mastermind's Eye]] Feat 6 + +**Prerequisites** Butterfly Blade Dedication + +* * * + +When you succeed at identifying a creature using Recall Knowledge, that creature is off-guard against your attacks until the start of your next turn; if you critically succeed, it's off-guard against your attacks for 1 minute. This feat serves as the rogue's [[Mastermind|Mastermind Racket]] for the purpose of meeting prerequisites. + +## [[Deadly Butterfly]] Feat 8 + +**Prerequisites** Butterfly Blade Dedication + +* * * + +You gain access to the butterfly sword's critical specialization effect. If you already had access to the critical specialization effect or you gain the effect at a later time, you also gain the critical specialization effect for knives when you critically hit with a butterfly sword. You can benefit from only one critical specialization effect at a time. + +## [[Innocent Butterfly]] Feat 10 + +**Prerequisites** Butterfly Blade Dedication + +* * * + +You know how to alter the perceptions of others. You can cast aura of the unremarkable once per day as an innate arcane spell. The spell uses your class DC or spell DC, whichever is higher. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Captivator.md b/content/mechanics/srd/Archetypes/Captivator.md new file mode 100755 index 000000000..b992e8ead --- /dev/null +++ b/content/mechanics/srd/Archetypes/Captivator.md @@ -0,0 +1,115 @@ +--- +title: "Captivator" +noteType: ":sticky-note:" +aliases: "Captivator" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.b7oePIMEMdFFS5TH +tags: + - JournalEntryPage +--- + +# Captivator +Others find you inherently fascinating. You have a facility with words that draws others in, and you've always found it easy to sway others to your point of view. This ability has grown to the point where you're capable of innate magic. You can bend others' wills to your own by weaving alluring enchantments and compelling illusions. Perhaps this comes from a touch of fey or draconic blood in your family's distant past, or perhaps it's the work of some special boon or curse placed upon you. + +Captivators come from all areas of the world and all walks of life. A farmhand with the right gifts, sent to the market every week to hawk their latest crop, could find themself on the path to becoming a captivator. An urchin who relies on the sympathy of others just to survive may become a captivator out of necessity, and a noble, immersed in a deadly game of luxury and influence, might have trained to be a captivator since birth. Regardless of background, most captivators use their abilities to advance their station in life, make things easier for themselves, or befriend those who can help them achieve their goals. + +Good captivators use their gifts and skills to bring people together. They might turn a would-be tavern brawl into a night of sharing drinks and telling stories. They might offer encouragement to those facing depression or doubt. They excel at ending conflict peacefully and efficiently, leaving everyone around them happier. When faced with violence, they use their magic to quickly subdue or enthrall enemies while minimizing harm to their companions. + +Evil captivators manipulate others to achieve status, wealth, and power. They have no qualms about deceiving someone or using their magic to cause harm. Evil captivators are dangerous tricksters whose enchantments and illusions make them seem harmless, unimportant, or friendly. The slick politician, the devious con artist, the cunning courtier—these are all roles that an evil captivator can easily assume. + +## [[Captivator Dedication]] Feat 4 + +**Prerequisites** Charisma 14, trained in Deception or Diplomacy + +* * * + +Your ability to captivate others borders on the preternatural. You are seldom at a loss in social situations, and you can create minor enchantments or illusions. Choose Deception or Diplomacy. You become trained in that skill, or become an expert if you were already trained. + +Choose two cantrips from the occult list; each cantrip must be from either the enchantment or illusion school. You gain access to the Cast a Spell activity and can cast these spells as occult innate spells. You're trained in occult spell attack rolls and spell DCs. If you have a hand free, you can usually replace material components with somatic components, so you don't need to use a spell component pouch. Your key spellcasting ability for these spells is Charisma. + +**Special** You can't select another dedication feat until you have gained two other feats from the captivator archetype. + +## [[Basic Captivator Spellcasting]] Feat 4 + +**Prerequisites** [[Captivator Dedication]] + +* * * + +Your innate ability to fascinate others develops into full-fledged spellcasting. This spellcasting comes naturally and instinctively to you, rather than as a product of training. Choose a 1st-level occult spell from either the enchantment or illusion school. You can Cast this Spell as an occult innate spell. At 6th level, you gain a 2nd-level spell, and at 8th level, you gain a 3rd-level spell. Each of these spells must be from either the enchantment or illusion school. + +## [[Captivating Intensity]] Feat 6 + +**Prerequisites** [[Basic Captivator Spellcasting]] + +* * * + +Your ability to captivate others has grown, and you can use your captivator abilities more often. You seem to never run out of the ability to fascinate or distract. You can cast each occult innate spell granted by captivator archetype feats one additional time per day. You can do this for spells of all levels granted, other than your two highest spell levels from non-cantrip captivator spells. If you have Heightened Captivation, you can Cast the chosen Spell a second time each day, though one of the two times you cast it, it's heightened two levels lower than your highest level of non-cantrip captivator spells, as long as the spell can be cast at that spell level. + +## [[Countercharm]] Feat 8 + +**Prerequisites** [[Basic Captivator Spellcasting]] + +**Trigger** A creature Casts a Spell from the enchantment or illusion school. + +**Requirements** You have an innate non-cantrip captivator spell of the same school. + +* * * + +Your enchantments and illusions are so dominant that you can use them to counteract similar magic cast by others. When a foe casts an enchantment or illusion spell and you can see its manifestations, you can use your own innate magic to disrupt it. You lose an innate, non-cantrip spell of the same school as the triggering spell as if you had Cast the Spell. You then attempt to counteract the triggering spell with your spell. + +## [[Heightened Captivation]] Feat 8 + +**Prerequisites** [[Captivator Dedication]] + +* * * + +You can infuse your enchantments and illusions with more power. Choose one of your spells granted by captivator archetype feats; this spell can't be from your highest level of non-cantrip captivator spells. The spell you choose is heightened to the highest level of captivator spell you can cast, not including cantrips. You can't later change the spell that is heightened by this feat. + +**Special** You can select this feat more than once. Each time you select it, you choose a different spell. + +## [[Expert Captivator Spellcasting]] Feat 10 + +**Prerequisites** [[Basic Captivator Spellcasting]] + +* * * + +You learn more powerful spells to enchant and deceive. You learn a 4th-level occult spell. At 12th level, you learn a 5th-level spell, and at 14th level, you learn a 6th-level spell. Each of these spells must come from either the enchantment or illusion school. You Cast these Spells as occult innate spells. You become an expert with spell attack rolls and spell DCs for occult spells. + +## [[Reactive Charm]] Feat 10 + +**Prerequisites** [[Captivator Dedication]] + +**Frequency** once per day + +**Requirements** You are the target of a spell or attack. + +* * * + +You're so charming and distracting that when pressed, you can cast a simple enchantment in time to foil an attacker. You cast any of your 1st-level enchantment spells that normally take two actions or fewer to cast. This takes effect before the triggering spell or attack, and if the attacker is affected by your spell, it can make different decisions based on the effects (for instance, if you charm the attacker and it becomes friendly to you, it can choose a different target than you for its attack or spell). The attacking creature must be in range of your chosen spell, and if your spell requires targets, the attacking creature must be a valid target. Your spell affects only the attacking creature, even if it would normally affect more targets or an area. + +## [[Effortless Captivation|Efortless Captivation]] Feat 14 + +**Prerequisites** [[Captivator Dedication]] + +**Trigger** Your turn begins. + +* * * + +You maintain your innate enchantments and illusions with hardly a thought. You immediately gain the effects of the Sustain a Spell action, which you can use only to extend the duration of an enchantment or illusion spell. + +## [[Master Captivator Spellcasting]] Feat 16 + +**Prerequisites** [[Expert Captivator Spellcasting]] + +* * * + +You master the most powerful spells that enchant and deceive. You learn a 7th-level occult spell. At 18th level, you learn an 8th-level spell, and at 20th level, you learn a 9th-level spell. Each of these spells must come from either the enchantment or illusion school. You cast these spells as occult innate spells. You become a master with spell attack rolls and spell DCs for occult spells. + +## [[Look Again]] Feat 18 + +**Prerequisites** [[Captivator Dedication]] + +**Frequency** once per day + +* * * + +If your illusions or enchantments fail to ensnare the minds of others, you can cast them again. If your next action is to cast an innate enchantment or illusion spell and it fails to affect any targets, you do not lose the spell. You must use the same number of actions to recast the same spell on your following turn; if you can't, or choose not to, you waste that number of actions with no effect. After this second casting, you lose the spell whether it affected any targets or not. Look Again works only with spells that require targets and doesn't do anything if you cast a targeted spell but didn't select any targets. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Cathartic Mage.md b/content/mechanics/srd/Archetypes/Cathartic Mage.md new file mode 100755 index 000000000..69459eab1 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Cathartic Mage.md @@ -0,0 +1,111 @@ +--- +title: "Cathartic Mage" +noteType: ":sticky-note:" +aliases: "Cathartic Mage" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.EWiUv3UiR3RHSGlA +tags: + - JournalEntryPage +--- + +# Cathartic Mage +**Rarity** Uncommon + +* * * + +Emotions are powerful, and you can tap into that power to enhance your magic for a time. You learn to harness a particular emotional state under the right conditions, but be warned: emotions are volatile and destructive if left unchecked. The experience often leaves you reeling from the unhindered emotion, requiring a rest or distraction before tapping into it again. + +#### Emotional Focus + +Some emotional states, such as love or hatred, require the caster to focus on a specific individual called their emotional focus. Your emotional focus can change over time with you choosing a new focus after an important part of your story is resolved. Work with your GM to determine when this change happens. An emotional focus doesn't get a say in the matter; the cathartic spellcaster's emotions determine the bond. However, making another PC your emotional focus could result in an uncomfortable social dynamic. You should check with that PC's player in advance to see if such a link is acceptable. + +## [[Cathartic Mage Dedication]] Feat 2 + +**Prerequisites** Charisma 14 or ability to cast spells from spell slotes + +* * * + +You've learned to harness a particular emotion and mix it into your magic. Choose an emotion from the Emotional States section to be your catharsis emotion. + +If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma. + +If you can already cast spells from spell slots, you learn one additional cantrip from your spellcasting tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire. + +You gain the [[Catharsis]] reaction and the [[Settle Emotions]] activity. + +**Emotional States:** + +[[Catharsis Emotion (Anger)]] + +[[Catharsis Emotion (Awe)]] + +[[Catharsis Emotion (Dedication)]] + +[[Catharsis Emotion (Fear)]] + +[[Catharsis Emotion (Hatred)]] + +[[Catharsis Emotion (Joy)]] + +[[Catharsis Emotion (Love)]] + +[[Catharsis Emotion (Misery)]] + +[[Catharsis Emotion (Pride)]] + +[[Catharsis Emotion (Remorse)]] + +* * * + +**Special** You can't select another dedication feat until you've gained two other feats from the cathartic mage archetype. + +## [[Basic Cathartic Spellcasting]] Feat 4 + +**Prerequisites** [[Cathartic Mage Dedication]] + +* * * + +You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of that spell level from your chosen tradition to your repertoire-either a common spell or another spell you've learned or discovered. + +## [[Cathartic Focus Spell]] Feat 4 + +**Prerequisites** [[Cathartic Mage Dedication]] + +* * * + +You learn the focus spell listed under your emotion's entry. You can cast it only while in emotional fervor. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus while you use [[Settle Emotions]]. + +## [[Work Yourself Up]] Feat 8 + +**Prerequisites** [[Cathartic Mage Dedication]] + +* * * + +**Requirements** You have a reaction available and aren't prevented from using [[Catharsis]]. + +* * * + +You concentrate on your mental state, tapping into that raw emotional energy. Take your Catharsis reaction, causing the catharsis activation and entering your emotional fervor as normal. The fervor lasts only until the end of your turn. At the end of your emotional fervor, you experience the effects of your emotional fallout, as normal. + +## [[Expert Cathartic Spellcasting]] Feat 12 + +**Prerequisites** [[Basic Cathartic Spellcasting]] + +* * * + +You gain the expert spellcasting benefits. + +## [[Infectious Emotions]] Feat 12 + +**Prerequisites** [[Cathartic Mage Dedication]] + +* * * + +When you use [[Catharsis]], one ally within 30 feet gains the catharsis activation benefits in addition to you. If these benefits require an emotional focus, they use your emotional focus as they're experiencing an empathic imprint of your emotions. Depending on the activation benefit, it might be impossible to grant it to an ally; for instance, pride could only have an effect for an ally if both you and the ally critically failed the same saving throw against the same effect. + +## [[Master Cathartic Spellcasting]] Feat 18 + +**Prerequisites** [[Expert Cathartic Spellcasting]] + +* * * + +You gain the master spellcasting benefits. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Cavalier.md b/content/mechanics/srd/Archetypes/Cavalier.md new file mode 100755 index 000000000..2a1ca581e --- /dev/null +++ b/content/mechanics/srd/Archetypes/Cavalier.md @@ -0,0 +1,127 @@ +--- +title: "Cavalier" +noteType: ":sticky-note:" +aliases: "Cavalier" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.nmcEiM2gjqjGWp2c +tags: + - JournalEntryPage +--- + +# Cavalier +You are a skilled and dedicated warrior of the battlefield who specializes in fighting astride a powerful animal companion that serves as your mount. You and your mount are an unparalleled team, moving with shared intent to become a powerful force on the battlefield. You might wield a banner in the name of a greater organization, a liege, or an ideal you uphold, or you might fight solely to further enrich your own prestige, reputation, and coffers. + +**CAVALIER PLEDGES** + +Many cavaliers pledge themselves in service to a specific organization or individual, such as a noble family or sovereign ruler, a knightly order or another organization, or a particular ideal. A cavalier pledged to an order or ideal must uphold its edicts and is beholden to any anathema it has; for example, a cavalier pledged to the druid's animal order would be tied to that anathema, while a cavalier pledged to the church of Abadar would be held to the same standards as a cleric of that god. If you pledge yourself to an entity or cause without a stated anathema, you should work with your GM to determine the edicts and anathema associated with your pledge. Cavaliers who have pledged themselves can gain access to certain abilities related to that pledge, such as Cavalier's Banner. If you violate the anathema of your pledge, you lose access to those feats until you benefit from an atone ritual. Changing the subject of your pledge is equivalent to retraining a class feature. + +[[Cavalier Dedication]] Feat 2 + +**Prerequisites** trained in Nature or Society + +* * * + +You gain a young animal companion that serves as your mount. You can choose from animal companions with the mount special ability, as well as any additional options from your pledge, as determined by your GM. You must choose an animal companion that's at least one size larger than you, but if the animal usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other than its size). + +**Special** You cannot select another dedication feat until you have gained two other feats from the cavalier archetype. This restriction is waived if you have pledged to the organization associated with the other dedication feat. For example, if you are pledged to a Hellknight order, you could take Hellknight dedication feats without needing to gain other feats from the cavalier archetype first. + +## [[Cavalier's Banner]] Feat 4 + +**Prerequisites** Cavalier Dedication + +**Requirements** You have pledged your service to a specific organization or ideal (see Cavalier Pledges sidebar). + +* * * + +You fly the banner of your pledge from your mount, raising your allies' spirits. You and all allies within 30 feet gain a +1 circumstance bonus to Will saves and DCs against fear effects. If your banner is destroyed or removed, allies within 30 feet become frightened 1. + +## [[Cavalier's Charge]] Feat 4 + +**Prerequisites** Cavalier Dedication + +**Requirements** You are riding your mount. + +* * * + +You Command an Animal to order your mount to Stride twice. At any point during this movement, you can Strike one enemy within reach or within the first range increment of a ranged weapon. You gain a +1 circumstance bonus to your attack roll. + +## [[Impressive Mount]] Feat 4 + +**Prerequisites** Cavalier Dedication + +* * * + +You've trained your mount to become a powerful force on the battlefield. The mount you gained through the Cavalier Dedication feat becomes a mature animal companion, granting it additional capabilities. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn to Stride or Strike. + +## [[Quick Mount]] Feat 4 + +**Prerequisites** Cavalier Dedication, expert in Nature + +**Requirements** You are adjacent to a creature that is at least one size larger than you and is willing to be your mount. + +* * * + +You and your mount can spring into action at a moment's notice. You Mount the creature and Command an Animal to issue it an order of your choice. + +## [[Defend Mount]] Feat 6 + +**Prerequisites** Cavalier Dedication + +**Trigger** An enemy makes an attack roll against your mount while you're riding it. + +* * * + +You interpose yourself between an attacker and your mount, defending your mount from harm. Use your own AC against the triggering attack instead your mount's AC. If the triggering attack hits, you take the effects of the attack instead of your mount. + +## [[Mounted Shield]] Feat 6 + +**Prerequisites** Cavalier Dedication + +* * * + +You've trained with your shield to defend both yourself and our mount. When you Raise a Shield while mounted, both you and your mount gain the shield's circumstance bonus to AC. If you have the Shield Block reaction, you can use it in response to your mount taking damage, as long as you're riding your mount. If you do, the shield prevents your mount from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block. + +## [[Incredible Mount]] Feat 8 + +**Prerequisites** Impresive Mount + +* * * + +Under your care and training, your mount has realized its innate potential. The mount you gained through the Cavalier Dedication feat becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion. + +## [[Trampling Charge]] Feat 10 + +**Prerequisites** Cavalier Dedication + +**Requirements** You are riding a mount that has a melee Strike using its legs (claw, talons, hoof, etc.). + +* * * + +You urge your mount forward, trampling enemies in your path. You command your mount to Stride up to its Speed (or to Burrow, Climb, Fly, or Swim, if it has the corresponding movement type), moving through the spaces of any foes in your path up to one size smaller than your mount. Your mount deals damage equal to the melee Strike using its legs to each creature whose space you move through, subject to a basic Reflex save against your mount's Athletics DC. On a critical failure, the creature also becomes off-guard until the end of your next turn. You can damage a given creature only once during this movement. + +## [[Unseat]] Feat 10 + +**Prerequisites** Cavalier Dedication + +**Requirements** You are riding a mount and wielding a jousting weapon. + +* * * + +You attempt to knock an opponent off their mount. Make a melee Strike against a mounted opponent. If your attack hits, attempt an Athletics check against the opponent's Fortitude DC. If you succeed, the foe is knocked off its mount into a space of its choice adjacent to its mount. If you critically succeed, it lands prone. + +## [[Specialized Mount]] Feat 14 + +**Prerequisites** Incredible Mount + +* * * + +You've trained your mount to perform in unusual or even extreme circumstances, granting it abilities far beyond others of its kind. Your mount gains one specialization of your choice. + +**Special** You can select this feat up to three times. Each time, add a different specialization to your mount. You mount can't have more than three specializations. + +## [[Legendary Rider]] Feat 20 + +**Prerequisites** Cavalier Dedication + +* * * + +You and your mount move like one being, effortlessly reading each other's signals. Whenever you are riding your mount, you are quickened; you can use the extra action only to command your mount using the Command an Animal skill action. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Celebrity.md b/content/mechanics/srd/Archetypes/Celebrity.md new file mode 100755 index 000000000..44b42c39b --- /dev/null +++ b/content/mechanics/srd/Archetypes/Celebrity.md @@ -0,0 +1,47 @@ +--- +title: "Celebrity" +noteType: ":sticky-note:" +aliases: "Celebrity" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.h1zdUIWX1k5PKTnc +tags: + - JournalEntryPage +--- + +# Celebrity +You're a special personality... and you know it. You're not merely comfortable in the spotlight, you crave it. While the traditional celebrity is a musician or another type of performer, you could be known for any occupation. + +## [[Celebrity Dedication]] Feat 2 + +The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect. You gain the Upstage reaction. In addition, when you Earn Income, if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to Earn Income. + +**Special** You can't select another dedication feat until you have gained two other feats from the celebrity archetype. + +## [[Never Tire]] Feat 4 + +**Prerequisites** Celebrity Dedication + +**Trigger** You would gain the fatigued condition. + +**Requirements** You are observed by at least three creatures who aren't foes. + +* * * + +As long as you have an audience, you can continue to perform. Indeed, you must-you have an obligation to your fans! You delay the effects of the fatigued condition for 1 minute or until you are no longer observed by the required creatures, whichever comes first. If the fatigued condition has a duration, the duration begins to elapse only after the delay. You can't further delay or prevent the fatigued condition after this ability ends. + +## [[Mesmerizing Gaze]] Feat 6 + +**Prerequisites** Celebrity Dedication + +* * * + +When you meet someone's gaze, they are unable to look away. Choose one target creature. That creature must succeed at a Will save or be fascinated until the end of your next turn; the DC for this save is equal to your class DC or spell DC, whichever is higher. If the creature succeeds at its save or its fascination ends due to a hostile action, it becomes temporarily immune to your Mesmerizing Gaze for 1 day. + +When you select this feat, it gains either the arcane or occult trait; once you make this choice, you can't change it. + +## [[Command Attention]] Feat 10 + +**Prerequisites** Celebrity Dedication + +* * * + +You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn. When creatures within 30 feet of you attempt saving throws against other visual effects, they use the outcome for one degree of success better than the result they rolled. An enemy within the area attempting to use a visual effect that involves focusing its attention on a particular creature (such as a medusa's Focus Gaze) must succeed at a Will save against your class DC or spell DC, whichever is higher, in order to target any creature except you. Allies in the area can attempt to Hide even if they don't have cover, as you are continually providing a distraction. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Champion.md b/content/mechanics/srd/Archetypes/Champion.md new file mode 100755 index 000000000..7656faa8e --- /dev/null +++ b/content/mechanics/srd/Archetypes/Champion.md @@ -0,0 +1,85 @@ +--- +title: "Champion" +noteType: ":sticky-note:" +aliases: "Champion" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.DXtjeVaWNB8zSjpA +tags: + - JournalEntryPage +--- + +# Champion +You have sworn a solemn oath to your deity, who has granted you champion powers to aid you in your cause. + +## [[Champion Dedication]] Feat 2 + +**Prerequisites** Strength 14; Charisma 14 + +* * * + +Choose a deity and cause as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in Religion and your deity's associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC. + +You are bound by your deity's anathema and must follow the champion's code and alignment requirements for your cause. You don't gain any other abilities from your choice of deity or cause. + +* * * + +**Special** You cannot select another dedication feat until you have gained two other feats from the champion archetype. + +## [[Basic Devotion]] Feat 4 + +**Prerequisites** Champion Dedication + +* * * + +You gain a 1st- or 2nd-level champion feat. + +## [[Champion Resiliency]] Feat 4 + +**Prerequisites** Champion Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier + +* * * + +You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype class feats, you continue to gain additional Hit Points in this way. + +## [[Healing Touch]] Feat 4 + +**Prerequisites** Champion Dedication + +* * * + +You gain the appropriate devotion spell for your cause ( lay on hands for the paladin, redeemer, and liberator). If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying or serving your deity. + +## [[Advanced Devotion]] Feat 6 + +**Prerequisites** Basic Devotion + +* * * + +You gain one champion feat. For the purpose of meeting its prerequisites, your champion level is equal to half your character level. + +* * * + +**Special** You can select this feat more than once. Each time you select it, you gain another champion feat. + +## [[Champion's Reaction]] Feat 6 + +**Prerequisites** Champion Dedication + +* * * + +You can use the champion's reaction associated with your cause. + +## [[Divine Ally]] Feat 6 + +**Prerequisites** Champion Dedication + +* * * + +You gain a divine ally of your choice. + +## [[Diverse Armor Expert]] Feat 14 + +**Prerequisites** Champion Dedication; expert in unarmored defense or one or more types of armor + +* * * + +Your proficiency ranks for light armor, medium armor, heavy armor, and unarmored defense increase to expert. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Chronoskimmer.md b/content/mechanics/srd/Archetypes/Chronoskimmer.md new file mode 100755 index 000000000..618eb1be7 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Chronoskimmer.md @@ -0,0 +1,129 @@ +--- +title: "Chronoskimmer" +noteType: ":sticky-note:" +aliases: "Chronoskimmer" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.xgk1Qc6nzGNJ7LSz +tags: + - JournalEntryPage +--- + +# Chronoskimmer +The flow of time is an unstoppable force. Most are carried downstream inexorably, like a leaf floating on a river. You, however, somehow fell out of the flow of time, if only for an instant, but in doing so gained a perspective that few others have. + +Now you stand on the banks of the river, watching the flow, choosing where to dive in, or even defying the current, at least for a short while, as you skim its surface and skip from moment to moment. As a chronoskimmer, time is yours to exploit. + +You have the means to see the timelines of all creatures, including your own. You can use this insight to manipulate the flow of time for creatures, much like you can pluck the leaf from the river and place it elsewhere. Manipulating timelines can be dangerous, however, and the Dimension of Time isn't wont to allow these transgressions against time to stand forever. The threat always looms of time dimensionals coming to correct your actions or of you becoming removed from time forever. + +## [[Chronoskimmer Dedication]] Feat 2 + +You became partially unstuck from time and have learned how to manipulate your place in flow of time. When you roll initiative, you can choose one of three options: either do nothing and roll initiative normally, stabilize your timestream, or destabilize your timestream and send it into intense fluctuations. If you choose to stabilize your timestream, you don't roll initiative, and instead your initiative is equal to 10 + your initiative modifier. If you choose to destabilize your timestream, attempt a @Check\[type:flat|dc:11\]. On a success, your initiative is equal to 19 + your initiative modifier, and on a failure, your initiative is equal to 1 + your initiative modifier. Both stabilizing and destabilizing your timestream are fortune effects. + +Additionally, if your initiative roll result is tied with an opponent's initiative roll, you go first. Your manipulation of time grants you access to a number of abilities, some of which require a saving throw. The DC for these abilities is either your class DC or spell DC, whichever is higher, and is called your chronoskimmer DC. + +* * * + +**Special** You can't select another dedication feat until you've gained two other feats from the chronoskimmer archetype. + +## [[Turn Back the Clock]] Feat 4 + +**Prerequisites** Chronoskimmer Dedication + +**Frequency** once per day + +**Trigger** You fail a skill check or saving throw. + +* * * + +After failing a test of skill, you hop back in your personal timeline so you can try again. You reroll the triggering check with a +1 circumstance bonus as you apply your experience from your last attempt. You must use the new result, even if it's worse than your first roll. + +## [[Guide the Timeline]] Feat 6 + +**Prerequisites** Chronoskimmer Dedicaiton + +**Frequency** once per day + +* * * + +You know the result you want and subtly nudge the timeline to your intended destination. Choose an ally or a foe. If you choose an ally, the next time within the next round that ally makes an attack roll or skill check, they roll it twice and take the higher result; this is a fortune effect. If you choose a foe, the next time within the next round that foe makes an attack roll or skill check, they must roll twice and take the lower result unless they succeed at a Will save against your chronoskimmer DC; this is a misfortune effect. Regardless of your choice, the target becomes temporarily immune for 24 hours. + +## [[Reversing Charge]] Feat 8 + +**Prerequisites** Chronoskimmer Dedication + +* * * + +You dive into the fray before rewinding yourself to safety. Stride up to your Speed. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You then teleport back to the square from which you began your Snapback Charge. You can use Reversing Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. + +## [[Superimpose Time Duplicates]] Feat 8 + +**Prerequisites** Chronoskimmer Dedication + +**Frequency** once per hour + +* * * + +You call alternate versions of yourself, either from a different timeline or perhaps yourself from a different point in your current timeline, to aid you in combat. Until the start of your next turn, these alternate selves flicker in and out in your vicinity, providing flanking for you against all enemies within your reach. Flanking with your time duplicates is the same as flanking with an ally and so is subject to effects like [[All-Around Vision]] or the [[Deny Advantage]] class feature. + +## [[Borrow Time]] Feat 10 + +**Prerequisites** Chronoskimmer Dedication + +**Frequency** once per minute + +**Trigger** Your turn begins. + +* * * + +You reach ahead and make use of time that's yet to be. You become [[Quickened]] and can use the extra action to Step, Stride, or Strike. You gain this extra action immediately and can use it this turn. At the end of your turn, you become [[Stunned 1]]. + +## [[Steal Time]] Feat 10 + +**Prerequisites** Chronoskimmer Dedication + +**Frequency** once per hour + +* * * + +You reach into another creature's timeline and attempt to alter their flow of time. Select a creature within 30 feet. That creature attempts a @Check\[type:fortitude|dc:resolve(@actor.system.attributes.classOrSpellDC.value)\] saving throw against your chronoskimmer DC. The creature takes the effects of _[[Slow]]_ based on the result of its saving throw. + +## [[Combat Premonition]] Feat 12 + +**Prerequisites** Chronoskimmer Dedication + +* * * + +By narrowing your sense of the future, you can improve that of your allies. When you roll initiative, instead of stabilizing or destabilizing your own timestream, you can grant your allies a flash of insight into their future. Choose two allies. Those allies roll their initiative roll twice and take the better result; this is a fortune effect. You roll your initiative roll twice and take the worse result; this is a misfortune effect. The two effects are tied together: if you would avoid the misfortune effect for any reason, or if any of your allies would negate their fortune effect, your Combat Premonition does nothing. + +## [[Escape Timeline]] Feat 12 + +**Prerequisites** Chronoskimmer Dedication + +**Frequency** once per day + +**Trigger** Your turn begins. + +* * * + +You step outside of the flow of time momentarily, allowing you to avoid dangers. Your physical form stops existing momentarily, and you can't be targeted or affected until the start of your next turn-you simply don't exist at that moment in time. Your turn ends immediately, advancing 1 round for all timed durations and effects, such as conditions and afflictions. You still attempt saving throws, flat checks, or any other checks at the end of your turn as normal, but you don't take any damage due to these checks (though you take any non-damaging effects as normal). At the start of your next turn, you reenter the flow of time and reappear in the same space where you left time last round. If the space isn't clear, you arrive in the nearest open space. + +## [[Space-Time Shift]] Feat 12 + +**Prerequisites** Chronoskimmer Dedication + +**Frequency** once per 10 minutes + +**Trigger** Your turn begins. + +* * * + +You travel just a few moments into the future to immediately arrive at your destination. Your Strides are augmented until the end of your turn, allowing you to instantly teleport to any point you could reach with your [[Stride]] instead of traversing normally to the location. Your augmented Strides have the teleport trait and don't trigger reactions that can be triggered by move actions or upon leaving or entering a square. You also augment your [[Burrow]], [[Climb]], [[Fly]], or [[Swim]] actions in this way if you have the corresponding movement type. + +## [[Reset the Past]] Feat 14 + +**Prerequisites** Chronoskimmer Dedication + +**Frequency** once per day + +* * * + +You manipulate time to recharge one of your temporal techniques-by revising your past so you never used it in the first place. Select one of your chronoskimmer feats that has a frequency of once per day (or more frequent) that you've already used. You can use the feat again, as if you hadn't used it already. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Cleric.md b/content/mechanics/srd/Archetypes/Cleric.md new file mode 100755 index 000000000..83c40f135 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Cleric.md @@ -0,0 +1,75 @@ +--- +title: "Cleric" +noteType: ":sticky-note:" +aliases: "Cleric" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ZJHhPFjLnizAaUM1 +tags: + - JournalEntryPage +--- + +# Cleric +You are an ordained priest of your deity and have even learned how to cast a few divine spells. Though your main training lies elsewhere, your religious calling provides you divine gifts. + +## [[Cleric Dedication]] Feat 2 + +**Prerequisites** Wisdom +2 + +* * * + +You cast spells like a cleric. You gain the Cast a Spell activity. You can prepare two common cantrips each day from the divine spell list or any other divine cantrips you have access to. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for cleric archetype spells is Wisdom, and they are divine cleric spells. Choose a deity as you would if you were a cleric. You become bound by that deity's anathema and can receive that deity's divine sanctification. You become trained in Religion and your deity's associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don't gain any other abilities from your choice of deity. + +* * * + +**Special** You cannot select another dedication feat until you have gained two other feats from the cleric archetype. + +## [[Basic Cleric Spellcasting]] Feat 4 + +**Prerequisites** Cleric Dedication + +* * * + +You gain the [[Spellcasting Archetypes#Basic Spellcasting Feat|Basic Spellcasting Feat]] benefits. You can prepare your deity's spells in your spell slots of the appropriate level from the cleric archetype. + +## [[Basic Dogma]] Feat 4 + +**Prerequisites** Cleric Dedication + +* * * + +You gain a 1st- or 2nd-level cleric feat. + +## [[Advanced Dogma]] Feat 6 + +**Prerequisites** Basic Dogma + +* * * + +You gain one cleric feat. For the purpose of meeting its prerequisites, your cleric level is equal to half your character level. + +* * * + +**Special** You can select this feat more than once. Each time you select it, you gain another cleric feat. + +## [[Divine Breadth]] Feat 8 + +**Prerequisites** Basic Cleric Spellcasting + +* * * + +As your understanding increases, your god grants you more divine spells each day. Increase the spell slots you gain from cleric archetype feats by 1 for each spell rank other than your two highest cleric spell slots. + +## [[Expert Cleric Spellcasting]] Feat 12 + +**Prerequisites** Basic Cleric Spellcasting, master in Religion + +* * * + +You gain the [[Spellcasting Archetypes#Expert Spellcasting Feat|Expert Spellcasting Feat]] benefits. + +## [[Master Cleric Spellcasting]] Feat 18 + +**Prerequisites** Expert Cleric Spellcasting, legendary in Religion + +* * * + +You gain the [[Spellcasting Archetypes#Master Spellcasting Feat|Master Spellcasting Feat]] benefits. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Clockwork Reanimator.md b/content/mechanics/srd/Archetypes/Clockwork Reanimator.md new file mode 100755 index 000000000..023271bdb --- /dev/null +++ b/content/mechanics/srd/Archetypes/Clockwork Reanimator.md @@ -0,0 +1,117 @@ +--- +title: "Clockwork Reanimator" +noteType: ":sticky-note:" +aliases: "Clockwork Reanimator" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.6DgCLFEGEHvqmy7Y +tags: + - JournalEntryPage +--- + +# Clockwork Reanimator +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. Similarly, via careful tinkering and anatomical study, you learned how to make a powerful necromechanical ally. Finally, your technological prowess is such that you can use your innovations to force even powerful, free-willed undead to obey you. + +The secret to your success is a combination of alchemy and clockwork, machines and magic, science and spellcasting. Of course, crafting the shell of a wind-up zombie is one matter—your primary focus is on the craftwork necessary to make the whole thing work together. To you, the magic involved is only a means to an end, a way to make science more efficient through necromancy and potentially a little bit of evocation for some electric power. + +While some think your creations are vile, you see beauty in utility and believe animated corpses are tools that can be used for good or ill. For better or worse, when it comes to results, the science you've cobbled together fulfills the most important criterium for any new innovation: it works, plain and simple. Your reanimated clockwork corpses are stable, effective, and, more importantly, they don't rampage or crave the flesh of the living in the same way an undead would. Plus, they aren't vulnerable to vitality energy, making them easier to use around good clerics and their ilk without your minions taking friendly fire. (Except Pharasmins, always so inconveniently up in arms about the whole “desecrating the bodies of the dead” thing. They can't learn the difference between the stench of undeath and the smell of progress.) + +## [[Clockwork Reanimator Dedication]] Feat 2 + +**Prerequisites** trained in Crafting + +* * * + +You can animate corpses through cunning engineering. You gain a prototype construct companion to serve as a minion. Unlike normal construct companions, yours is a corpse animated by clockwork gears and technological prowess. + +**Special** You can't select another dedication feat until you've gained two other feats from the clockwork reanimator archetype. If you retrain out of this feat, you lose the rituals learned from it. + +## [[Advanced Reanimated Companion]] Feat 4 + +**Prerequisites** Clockwork Reanimator Dedication + +* * * + +Your corpselike construct companion becomes much more powerful and can act with limited autonomy to follow your greater directives. It becomes an advanced construct companion. During an encounter, even if you don't use the Command a Minion action, your construct companion can still use 1 action on your turn that round to Stride or Strike. + +## [[Hijack Undead]] Feat 4 + +**Prerequisites** Clockwork Reanimator Dedication + +**Frequency** once per hour + +* * * + +Your clockwork devices can commandeer the bodies of [undead](https://2e.aonprd.com/Traits.aspx?ID=160), bending them to your will. Make a melee Strike against an adjacent undead creature. On a success, instead of taking damage, the target becomes [controlled](https://2e.aonprd.com/Conditions.aspx?ID=6) by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw against the higher of your class DC or spell DC to resist being controlled by you. If the target is already under someone else's command, the controlling creature also rolls a saving throw, and the undead uses the better result. + +* * * + +**Critical Success** The target is unaffected and temporarily immune for 24 hours. + +**Success** The target is unaffected. + +**Failure** The undead creature becomes a minion under your control for 1 minute. The control ends if you or an ally attacks the minion undead. + +**Critical Failure** As failure, but the duration is 1 hour. + +## [[It's Alive!]] Feat 6 + +**Prerequisites** Clockwork Reanimator Dedication + +* * * + +You've mastered the use of electrical energy to power your clockwork creations. Whenever your construct companion takes electricity damage, it gains temporary Hit Points equal to either half the electricity damage it took or your level, whichever is lower. These temporary Hit Points last for up to 1 minute. + +## [[Incredible Reanimated Companion]] Feat 8 + +**Prerequisites** Clockwork Reanimator Dedication + +* * * + +You imbue the necrotized flesh of your reanimated construct companion with strange chemicals and fine-tune the clockwork within, enhancing all its capabilities. It becomes an incredible construct companion. + +## [[Self Destruct]] Feat 12 + +**Prerequisites** Clockwork Reanimator Dedication + +**Trigger** Your reanimated clockwork companion is reduced to 0 Hit Points. + +**Requirements** You're within 60 feet of your reanimated clockwork companion. + +* * * + +You've installed a self-destruct device within your construct companion, which you can trigger with a special device from up to 60 feet away. When you activate the device, your reanimated construct companion explodes, dealing 2d6 fire damage per level to all creatures in a 30-foot radius. Creatures caught in the blast can attempt a [basic](https://2e.aonprd.com/Rules.aspx?ID=329) Reflex save, with a DC equal to the higher of your class DC or spell DC. + +## [[Hijack Undead]] Feat 14 + +**Prerequisites** Clockwork Reanimator Dedication, Hijack Undead + +* * * + +Undead creatures find it all but impossible to resist your commands. When you use Hijack Undead, if the undead fails its save, it becomes your minion for 10 minutes. If it critically fails, it becomes your minion for 24 hours. + +## [[Paragon Reanimated Companion]] Feat 14 + +**Prerequisites** Incredible Reanimated Companion + +* * * + +You have reached the pinnacle of necromantic science, creating a mechanical zombie unlike any the world has seen before. Your reanimated construct companion becomes a paragon construct companion. + +## [[Unwind Death]] Feat 16 + +**Prerequisites** Clockwork Reanimator Dedication + +**Requirements** The target's body must be mostly intact. + +* * * + +Combining necromancy with the mysterious temporal powers of clockwork, you wind a creature backward from the moment of its death. Attempt a dc:40 crafting check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of _[[Raise Dead]]_, except it still has the wounded condition it had before dying, increased by 1 (or wounded 1 if it wasn't wounded before dying). Whether you succeed or fail, the target is then temporarily immune to Unwind Death for 1 day. + +## [[Zombie Horde]] Feat 20 + +**Prerequisites** Clockwork Reanimator Dedication + +* * * + +You built your reanimated construct companion of modular components from various corpses. Its unique makeup enables your companion to split into dozens or even hundreds of much smaller corpse constructs. Acting as one, this shambling swarm can overwhelm your enemies. + +You Command your reanimated construct companion. Instead of its normal actions, the companion splits into a horde of Small and Tiny construct companions within a 30ft distance from its original space. The horde makes a Strike against each foe within the emanation with a +2 circumstance bonus to its attack rolls. The multiple attack penalty doesn't increase until after the companion makes all the attacks. The miniature companions recombine into a single companion of their original size at any location within the emanation. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Corpse Tender.md b/content/mechanics/srd/Archetypes/Corpse Tender.md new file mode 100755 index 000000000..abb1ba936 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Corpse Tender.md @@ -0,0 +1,65 @@ +--- +title: "Corpse Tender" +noteType: ":sticky-note:" +aliases: "Corpse Tender" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.jFhTp57zO3ej6HDt +tags: + - JournalEntryPage +--- + +# Corpse Tender +You tend to mindless undead, such as the zombie farmhands and farm animals throughout Geb. + +## [[Corpse Tender Dedication]] Feat 2 + +**Prerequisites** evil alignment, trained in Religion + +* * * + +You have a connection to mindless undead that allows you to communicate your intentions to them on a rudimentary level. You can use Diplomacy to [[Make an Impression]] on mindless undead and to make very simple [[Request|Requests]] of them; their mindless trait doesn't grant immunity to these mental effects. Most mindless undead are likely hostile toward you by default and must be kept at a safe distance to give you time to Make an Impression. + +You become trained in Diplomacy; if already trained, you instead become trained in another skill of your choice. + +**Special** You can't select another dedication feat until you have gained two other feats from the corpse tender archetype. + +## [[Command Corpse]] Feat 4 + +**Prerequisites** Corpse Tender Dedication, ability to cast _[[Harm]]_ + +* * * + +You gain the [[Command Undead]] feat, but you can use it only to transform the effects of _[[Harm]]_ spells you cast on mindless undead. These spells can control creatures with a level equal to or lower than your level -1 (instead of your level - 3). + +## [[Corpse Tender's Font]] Feat 4 + +**Prerequisites** Corpse Tender Dedication + +* * * + +You easily tend to the wounds of the dead. You can cast _[[Harm]]_ as a divine innate spell once per day. This spell is heightened to half your level, rounded up. You can target only mindless undead with this spell. + +## [[Improved Command Corpse]] Feat 8 + +**Prerequisites** Command Corpse + +* * * + +When you use [[Command Undead]] on a mindless undead, if the undead succeeds at its save but doesn't critically succeed, it becomes your minion for 1 round. If the undead fails its save, it becomes your minion for 1 hour. If it critically fails, it becomes your minion for 24 hours. + +## [[Imbue Mindlessness]] Feat 12 + +**Prerequisites** Command Corpse + +* * * + +You grasp the mind of an undead creature and temporarily wipe it as empty as a zombie's brain. You can target any undead with your divine innate _[[Harm]]_ spell, not just mindless undead. When you target one non-mindless undead creature with this spell, you can transform its effects. Instead of harm's normal effects, the target must attempt a Will save. + +* * * + +**Critical Success** The target is unaffected. + +**Success** The target is [[Stupefied|Stupefied 1]] for 1 round. + +**Failure** The target is [[Stupefied|Stupefied 2]] for 1 minute. While it is stupefied, you can use your Corpse Tender feats on the target as though it were mindless. + +**Critical Failure** As failure, except the target is [[Stupefied|Stupefied 3]] for 10 minutes. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Crystal Keeper.md b/content/mechanics/srd/Archetypes/Crystal Keeper.md new file mode 100755 index 000000000..1bc139494 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Crystal Keeper.md @@ -0,0 +1,57 @@ +--- +title: "Crystal Keeper" +noteType: ":sticky-note:" +aliases: "Crystal Keeper" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.rxyJUbQosVfgRjLr +tags: + - JournalEntryPage +--- + +# Crystal Keeper +In the era before Earthfall, the elven people of Golarion exhibited a wide range of mastery over magic. A sect of elves who venerated the goddess Yuelral first developed the techniques of the crystal keeper, but this tradition has since been long forgotten by most of the world. There are those who still remember, though-PCs can gain access to the crystal keeper archetype from the tragic figure that haunts Jewelgate waystation in "Fires of the Haunted City." + +## [[Crystal Keeper Dedication]] Feat 4 + +**Prerequisites** trained in Elven Lore or Society + +* * * + +You can use Arcana, Occultism, Religion, or Society to Decipher Writing by meditating before a crystal, regardless of the type of writing. When you Decipher Writing and roll a critical failure, you get a failure instead, and when you Decipher Writing and roll a success, you get a critical success instead. + +Additionally, you gain resistance 10 to damage from hazards associated with crystals. + +**Special** You can't select another dedication feat until you have gained two other feats from the crystal keeper archetype. + +## [[Crystal Ward Spells]] Feat 4 + +Prerequisites Crystal Keeper Dedication + +* * * + +Your study of crystals and the energies held within a gem's facets grants you special arcane crystal ward spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool when you make your next daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to research and memorize the properties of gems. + +Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain the _[[Electrified Crystal Ward]]_ focus spell, and you are trained in arcane spell attack rolls and spell DCs. Your spellcasting ability is Intelligence. + +## [[Simple Crystal Magic]] Feat 6 + +**Prerequisites** Crystal Keeper Dedication + +* * * + +As long as you meditate before a gemstone worth at least 10 gp as part of your daily preparations, you are capable of seeing magic as flowing runes that reveal information about magic objects, and you can scribe a personal rune that represents you. You gain the read aura and sigil cantrips. You cast these cantrips as arcane innate spells at will. A cantrip is heightened to a spell level equal to half your level rounded up. + +## [[Armor Rune Shifter]] Feat 10 + +**Prerequisites** Crystal Keeper Dedication + +* * * + +You learn the secrets of armor runes by viewing them through gems and can alter them at your discretion. Once per day when you make your daily preparations, you can focus on a rune's magical energies through a crystal's facets to alter a single property rune on one suit of armor in your possession to suppress its normal effects and make it function as a different property rune. You can temporarily alter the rune to function as one of the following runes: energy-resistant, fortification, glamered, invisibility, shadow, or slick. The property rune remains altered until you make your next daily preparations. The armor must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed. The rune is obviously altered, and thus the armor can't be sold as though it had the temporary rune. + +## [[Weapon-Rune Shifter]] Feat 10 + +Prerequisites Crystal Keeper Dedication + +* * * + +You learn how to alter the magic of weapon runes by using a crystal as a focusing component. Once per day during your daily preparations, you can focus on a rune's magical energies through a crystal's facets to alter a single property rune on one weapon in your possession to suppress its normal effects and make it function as a different property rune. You can temporarily alter the rune to function as one of the following runes: corrosive, flaming, frost, ghost touch, grievous, returning, shock, thundering, or wounding. The property rune remains altered until you make your next daily preparations. The weapon must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed. The rune is obviously altered, and thus the weapon can't be sold as though it had the temporary rune. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Curse Maelstrom.md b/content/mechanics/srd/Archetypes/Curse Maelstrom.md new file mode 100755 index 000000000..5441abdcb --- /dev/null +++ b/content/mechanics/srd/Archetypes/Curse Maelstrom.md @@ -0,0 +1,97 @@ +--- +title: "Curse Maelstrom" +noteType: ":sticky-note:" +aliases: "Curse Maelstrom" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.KRUWPDzuwG0LC26d +tags: + - JournalEntryPage +--- + +# Curse Maelstrom +Some folks are ridden with bad luck: the rations they were counting on turn out to be spoiled, the ship they were hoping to catch sinks in the harbor, or the new home they bought is destroyed by a rampaging golem. Most know that they are cursed, feeling an emptiness in their soul that weighs upon them, gnawing at their confidence and shrouding their ambitions. Sometimes, these curse maelstroms learn to control and channel their curse; you are one such unfortunate soul. + +You have a powerful curse living deep within you. You might have been able to restrain your curse for the most part, but it flares up occasionally and tempts you with the power to curse your foes, should you allow it to exert itself. Why should you be the only one who has to endure a cursed life when others have so clearly earned such woe? + +Living with a curse every day, you become intimately familiar with the workings of curses, getting a sense of when bad luck is about to befall those around you. You might try to avoid further bad fortune—which rarely pans out as you'd like—or you could come to terms with your lot in life and regard your curse as something akin to an old friend. Either way, fate cares little. + +Misery loves company, so your curse can even be a beacon for more misfortune. You might have multiple curses all tied to you, all fighting to make your life as hellish as possible. + +#### Manifestations + +Those at the center of a storm of curses often have peculiar manifestations that mark them as one of the unfortunate. Over time, even the places that they inhabit will begin to show signs of their presence: plants with bizarre growths, dust clouds that form strange symbols in the light, and floors that creak and groan even when no one is walking across them. + +## [[Curse Maelstrom Dedication]] Feat 2 + +**Prerequisites** You are cursed or have been previously cursed + +* * * + +A horrible curse has left a lingering stain on your soul, and its effects continue to plague you even if the curse's other effects have ended. You can choose to suppress it, but if you instead let it manifest, you can channel its power in your favor. During an encounter, when you succeed at a check, the GM can offer to have you roll again, taking the second result. This is a misfortune effect. If you do so, you enter a curse maelstrom state. If the misfortune effect is somehow canceled or negated (by a fortune effect, for example), you don't enter a curse maelstrom state. + +In addition, the curse is jealous of its place within your soul and gladly lashes out whenever others dare to usurp that position, granting you its power without the usual price. If a foe places a misfortune effect on your roll and the effect applies to your roll, you enter a curse maelstrom state, and if you fail a saving throw against a foe's curse effect and are affected by the curse, you also enter a curse maelstrom state. No matter the source, you can only enter a curse maelstrom state during an encounter, and if you don't end the state on your own, it ends at the end of the encounter. Once it ends, you can't enter a curse maelstrom state again for 1 minute. + +While in a curse maelstrom state, you can't benefit from fortune effects, and they also don't cancel misfortune effects on you; they simply have no effect. While in this state, all creatures other than you within a @Template\[type:emanation|distance:10\] take a -1 status penalty to all saving throws and skill checks due to the storm of bad luck swirling out of your body. You gain the Expel Maelstrom action, which you can use to focus the brunt of your curses onto an unlucky target. + +## [[Familiar Oddities]] Feat 2 + +**Prerequisites** Curse Maelstrom Dedication; trained in Occultism or Curse Lore + +* * * + +Perhaps due to the curse within you, curses occasionally perceive you as an extension of themselves and readily reveal themselves to you. You gain a +2 circumstance bonus to checks to Identify Magic on a cursed item or a spell that has the curse trait. + +## [[Unnerving Expansion]] Feat 4 + +**Prerequisites** Curse Maelstrom Dedication + +* * * + +You gather your curse around you and impel it to pour outward, expanding your maelstrom. The radius of the emanation of your curse maelstrom state increases by 5 feet until the end of your curse maelstrom state. The outpouring of the curse is unnerving. You attempt to [[Demoralize]] a creature within the emanation of your curse maelstrom; you don't take penalties for not sharing a language with that creature. + +## [[Share Burden]] Feat 6 + +**Prerequisites** Curse Maelstrom Dedication + +**Trigger** An ally within 60 feet would be affected by a curse or misfortune effect, and you wouldn't be affected but you are an eligible target for the effect. + +* * * + +You draw the misfortune or curse into yourself, potentially enabling you to enter your curse maelstrom state. Instead of affecting your ally, the triggering curse or misfortune effect affects you. + +## [[Accursed Magic]] Feat 8 + +**Prerequisites** Curse Maelstrom Dedication + +* * * + +When the curse within you spills out, you can lay curses on others and claim them for yourself with ease. You can cast _[[Claim Curse]]_. At 10th level, you can also cast _[[Seal Fate]]_, and at 12th level, you can also cast _[[Inevitable Disaster]]_. You can cast these spells once per day as occult innate spells, but only while within your curse maelstrom state. If you couldn't already cast occult spells, these spells use Wisdom as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells. + +## [[Counter Curse]] Feat 8 + +**Prerequisites** Curse Maelstrom Dedication + +**Requirements** You are in a curse maelstrom state. + +**Trigger** You or an ally within 30 feet is targeted by or in the emanation of a curse or misfortune effect from an opponent or object of which you are aware. + +* * * + +You gather the energy of your maelstrom and fling its unleashed power into the enemy's curse, attempting to neutralize it. Attempt a counteract check against the triggering effect, using half your level rounded up as your counteract level and the higher of your class DC and spell DC as the counteract modifier. On a success, you neutralize the curse or misfortune effect. If the effect was constant, such as a misfortune aura, it returns automatically at the beginning of the creature or object's next turn. Whether you succeed or fail, your curse maelstrom state ends. + +## [[Torrential Backlash]] Feat 10 + +**Prerequisites** Curse Maelstrom Dedication + +**Requirements** You are in a curse maelstrom state. + +* * * + +Calling upon forbidden practices, you release the curse from within yourself, allowing it free rein to destroy everything around you. All creatures within your curse maelstrom emanation except you take `dice: 1d6` void damage for each level you have, with a [basic](https://2e.aonprd.com/Rules.aspx?ID=329) Fortitude save. Your curse maelstrom state then ends. + +## [[Reverse Curse]] Feat 12 + +**Prerequisites** Counter Curse + +* * * + +When you counter a curse or misfortune effect, you send it back to destroy its originator. Whenever you succeed at the counteract check to Counter Curse, the creature is affected by its own curse or misfortune effect, attempting a saving throw against its own DC if the effect allows a saving throw. In the case of a constant ability, such as a misfortune aura, the creature is affected only until the beginning of its next turn, when the ability reasserts itself. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Dandy.md b/content/mechanics/srd/Archetypes/Dandy.md new file mode 100755 index 000000000..d0b00937c --- /dev/null +++ b/content/mechanics/srd/Archetypes/Dandy.md @@ -0,0 +1,69 @@ +--- +title: "Dandy" +noteType: ":sticky-note:" +aliases: "Dandy" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.s9kLzXOCl2GNT6TY +tags: + - JournalEntryPage +--- + +# Dandy +You are a genteel master of style, culture, and decorum, aware of even the subtlest rules of etiquette. Whether you were born into status, acquired it later in life, or merely pretend to possess it, you look and act your part to manicured perfection. + +## [[Dandy Dedication]] Feat 2 + +**Prerequisites** trained in Diplomacy + +* * * + +You are a consummate student of dignity, etiquette, and fashion. You can use the Diplomacy skill to perform the special downtime activity Influence Rumor, spending at least one day of downtime to manipulate the course, tone, or content of a rumor to your benefit. The difficulty of Influencing a Rumor is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other rumormongers, but it typically starts with at least DC 15 for a small village and increases to at least DC 20 for a town, at least DC 30 for a city, and at least DC 40 for a metropolis. + +You become trained in Deception and Society; if you were already trained, you become an expert instead. + +**Special** You can't select another dedication feat until you have gained two other feats from the dandy archetype. + +## [[Distracting Flattery]] Feat 4 + +**Prerequisites** Dandy Dedication, expert in Deception + +**Trigger** You observe a target's attitude toward yourself or your allies decrease as a result of an ally's behavior. + +* * * + +You know how to maintain a good impression and manage your image, even while keeping uncouth company. Make a @Check\[type:deception|defense:will\] check against the target's Will DC. Regardless of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes. + +* * * + +**Success** The target's attitude doesn't decrease as a result of your ally's social blunder. + +**Failure** The target's attitude decreases, as normal. + +**Critical Failure** Your attempt makes matters worse, decreasing the target's attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction. + +## [[Gossip Lore]] Feat 4 + +**Prerequisites** Dandy Dedication + +* * * + +Your time gossiping in fashionable salons keeps you informed on every topic. You are trained in Gossip Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Gossip Lore, you get the effects of the Dubious Knowledge skill feat. + +If you have legendary proficiency in Society, you gain expert proficiency in Gossip Lore, but you can't increase your proficiency rank in Gossip Lore by any other means. + +## [[Fabricated Connections]] Feat 7 + +**Prerequisites** Dandy Dedication, master in Deception + +* * * + +You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it. You can roll Deception in place of a different skill when attempting to Earn Income, Make an Impression, Request, or Subsist. You can use Fabricated Connections to Make an Impression or Request once per day, and you can also use it once per week to Earn Income or Subsist. + +## [[Party Crasher]] Feat 7 + +**Prerequisites** Dandy Dedication, master in Society + +* * * + +You attend all the fashionable society parties, no matter how exclusive they might be. Any time you encounter a social event you would ordinarily be denied access to, such as a coronation, royal gala, or other society function, you can spend `dice: 1d4` hours to secure entry without the need for a skill check. You find invitations, invitees looking for fashionable dates, temporary jobs with the caterers, event staff willing to look the other way, or some other mode of access for yourself and your allies. + +This ability doesn't apply to secret events or other small private gatherings with no staff, dates, or outsiders involved. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Demolitionist.md b/content/mechanics/srd/Archetypes/Demolitionist.md new file mode 100755 index 000000000..988b9f784 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Demolitionist.md @@ -0,0 +1,61 @@ +--- +title: "Demolitionist" +noteType: ":sticky-note:" +aliases: "Demolitionist" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.Mk7ECwe1a971WyWl +tags: + - JournalEntryPage +--- + +# Demolitionist +**Rarity** Uncommon + +* * * + +As rippling explosions bring a castle's walls tumbling down, you grin and wipe the stone dust of your handiwork from your face. Brute force might work for others, but applying science to place the right explosives in just the right spot is essential to your craft. + +## [[Demolitionist Dedication]] Feat 2 + +* * * + +You know how to set explosives to cause the maximum possible damage to buildings and other structures. You become trained in Engineering Lore or become an expert in it if you were already trained. You gain the [[Set Explosives]] action. + +**Special** You can't select another dedication feat until you've gained two other feats from the demolitionist archetype. + +## [[Safety Measures]] Feat 4 + +**Prerequisites** [[Demolitionist Dedication]] + +* * * + +You're often careful to be sure you're not hoisted on your own petard, or anyone else's, for that matter. When you have cover from a bomb, you gain resistance to damage caused by that bomb equal to half your level, plus a value equal to the circumstance bonus to AC granted by the cover. You gain these benefits against your own bombs regardless of whether you have cover. + +## [[Explosive Entry]] Feat 7 + +**Prerequisites** [[Demolitionist Dedication]], master in Engineering Lore + +* * * + +You know exactly how to make a memorable entrance... by detonating a bomb to produce a devastating explosion, of course! You Set Explosives on a door, window, container, or heavy gate. When the explosives detonate, you can attempt an Engineering Lore check to Force Open the target. If a bomb would add an item bonus to attack rolls, add that item bonus to your Engineering Lore check. Since you're blasting your way in, you can't avoid breaking the object or structure. If you roll a critical success, you get a success instead. + +## [[Controlled Blast]] Feat 8 + +**Prerequisites** [[Demolitionist Dedication]]; [[Calculated Splash]], [[Directional Bombs]], or [[Expanded Splash]] + +* * * + +You maximize the effectiveness of your explosives by controlling every possible parameter of the blast meticulously. If you have the Directional Bombs feats, you can use it with Set Explosives or Demolition Charge, even though you didn't throw the bombs. If you have the Calculated Splash or Expanded Splash feats, you can apply the additional splash damage to one of the bombs when you Set Explosives or use Demolition Charge, and you can apply the increased splash area from Expanded Splash to all the bombs. + +## [[Collapse Wall]] Feat 12 + +**Prerequisites** [[Demolitionist Dedication]] + +* * * + +**Trigger** A creature moves into the bombs' splash area. + +**Requirements** You're within 30 feet of an area where you rigged bombs on a wall, cliff face, or similar vertical surface with Set Explosives or Demolition Charge. + +* * * + +You detonate the required bombs in order to bring a wall down on a creature. If your bombs deal enough damage to reduce the wall's Hit Points below its Broken Threshold, the wall partially collapses on the creature. The creature takes bludgeoning damage equal to the damage dealt to the wall (basic Reflex save; the DC for this save is equal to your class DC or spell DC, whichever is higher). On a failure, they must spend an Interact action to dig themselves out of the collapse, and on a critical failure, they must spend 2 Interact actions to do so. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Dragon Disciple.md b/content/mechanics/srd/Archetypes/Dragon Disciple.md new file mode 100755 index 000000000..0b4460896 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Dragon Disciple.md @@ -0,0 +1,113 @@ +--- +title: "Dragon Disciple" +noteType: ":sticky-note:" +aliases: "Dragon Disciple" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.SO9d7RSf1zqmTlmW +tags: + - JournalEntryPage +--- + +# Dragon Disciple +The rippling waves of fear, the rustling of thick scales, and the beat of immense wings signal the arrival of a great dragon. The awe-inspiring presence of these creatures makes them worthy of reverence-or even outright worship. Dragon disciples dedicate themselves to becoming like these great beasts, with each disciple striving to typify one variety of dragon. Sorcerers of draconic blood, barbarians with the dragon instinct, and many kobolds with close ties to their draconic predecessors become dragon disciples, but anyone who has encountered one of these terrifying creatures might follow this path. + +As a dragon disciple, you study and learn from the example of dragons, but that doesn't necessarily mean that you admire the dragons you emulate. While most dragon disciples do indeed revere their chosen dragon, countless tales are told of dragon disciples born of great personal tragedy at the hands of boundless draconic fury. These disciples have transformed themselves into what they despise in order to gain the power to destroy their draconic tormentor and at long last earn their revenge. + +**INSTINCT OF THE WYRM** + +The acquisition of draconic might can change the dragon disciple's body and give them magical abilities, as reflected in the archetype's feats, but the mind often changes as well, potentially even overwhelming the disciple's normal personality. Any dragon disciple can find the attitudes of dragonkind intruding into their thoughts. The foremost emotion among all types of dragons is pride. Even the influence of a benevolent metallic dragon can overwhelm a dragon disciple with pride. When tempered, this feeling levels out to a steady confidence, but when uncontrolled, it can grow to an air of arrogance or superiority. + +Disciples of metallic dragons also feel the pangs of compassion and benevolence. They grow to be more focused on cooperation and might take on leadership roles. Disciples of the vile chromatic dragons are plagued by thoughts of cruelty and greed. They long to see fear in the eyes of foe and friend alike. Those who succumb to these thoughts become bullies or tyrants. + +Instinctual draconic feelings can be constant, yet they seem to intensify when the disciple uses their draconic powers. In the few seconds after using a breath weapon or attacking with claws, or when the disciple sprouts wings, they might have a moment of mental transformation. This can bring on the full mindset of a dragon, or even make the disciple temporarily believe they truly are a dragon, and is often accompanied by a draconic roar, cackle, or majestic display. + +[[Dragon Disciple Dedication]] Feat 2 + +**Access** You are a kobold with the dragonscaled or spellscaled heritage, a dragon instinct barbarian, or a draconic bloodline sorcerer. + +* * * + +You choose to study or worship one type of dragon, and your focus grants you a measure of its power. Choose one color of dragon when you select this feat; if you are a sorcerer with the draconic bloodline, this must be the same type as your bloodline. You gain resistance equal to half your level against one type of damage determined by the chosen dragon type. The GM may allow you to choose a dragon type not listed below, and will determine the damage type appropriate for that dragon. + +* **Black or Copper** Acid +* **Blue or Bronze** Electricity +* **Brass, Gold, or Red** Fire +* **Green** Poison +* **Silver or White** Cold + +You also gain a +1 circumstance bonus to saving throws against sleep effects and effects that would make you paralyzed. + +**Special** You can't select another dedication feat until you have gained two other feats from the dragon disciple archetype. If you later take the sorcerer archetype, you must choose the draconic bloodline. + +## [[Claws Of The Dragon]] Feat 4 + +**Prerequisites** Dragon Disciple Dedication + +* * * + +Your fingernails grow into razor-sharp claws, and scales speckle your fingers, hands, and wrists. Your claws are agile, finesse unarmed attacks that deal 1d6 slashing damage and are in the brawling weapon group. + +If you're a draconic sorcerer, when you cast dragon claws, increase the spell's slashing damage die from d4 to d6 and increase the resistance to 10 at 1st level, 15 at 5th level, and 20 at 9th level. + +## [[Draconic Scent]] Feat 4 + +**Prerequisites** Dragon Disciple Dedication + +* * * + +Your sense of smell is uncanny, much like a dragon's. You gain imprecise scent with a range of 30 feet. The GM might double the range if you're downwind from the creature or halve the range if you're upwind, at their discretion. + +## [[Dragon Arcana]] Feat 4 + +**Prerequisites** ability to cast spells from spell slots, Dragon Disciple Dedication + +* * * + +You've discovered how to add the magic of dragons to your tradition. Add the draconic bloodline's granted spells to your spell list; you must still learn them or add them to your repertoire as normal. These spells are shield, true strike, resist energy, haste, spell immunity, chromatic wall, dragon form, mask of terror, prismatic wall, and overwhelming presence. + +## [[Scales Of The Dragon]] Feat 4 + +**Prerequisites** Dragon Disciple Dedication + +* * * + +Scales grow across your body, protecting you against physical and magical threats. When you're unarmored, the scales give you a +2 status bonus to AC with a Dexterity cap of +2. Your resistance from Dragon Disciple Dedication increases to 3 + half your level. + +## [[Breath Of The Dragon]] Feat 8 + +**Prerequisites** Dragon Disciple Dedication + +* * * + +You can use a powerful breath weapon, much like the dragon you emulate. You gain the dragon breath sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1. + +## [[Wings Of The Dragon]] Feat 12 + +**Prerequisites** Dragon Disciple Dedication + +* * * + +You can manifest draconic wings to soar through the air at great speed. You gain the dragon wings sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1. + +## [[Shape Of The Dragon]] Feat 14 + +**Prerequisites** Dragon Disciple Dedication + +* * * + +You've discovered how to transform yourself into a dragon. Once per day, you can cast 7th-level dragon form as an innate arcane spell, transforming into your chosen type of dragon. The spell automatically heightens to 8th level if you're 16th level and 9th level if you're 18th level. Any time you score a critical hit with an unarmed Strike gained from dragon form, you recharge the spell's breath weapon immediately. + +## [[Disciple's Breath]] Feat 16 + +**Prerequisites** Dragon Disciple Dedication, Dragon Breath sorcerer bloodline spell + +* * * + +You unleash your breath weapon without spending focus. This has the effects of your dragon breath sorcerer bloodline spell, though it deals 9d6 damage instead of its usual damage, and you don't have to cast it or spend a Focus Point. You can't use Disciple's Breath again for `dice: 1d4` rounds. + +## [[Mighty Dragon Shape]] Feat 18 + +**Prerequisites** Shape of the Dragon + +* * * + +You've practiced and increased your draconic might, allowing you to take your draconic form more often. You can use Shape of the Dragon once per hour instead of once per day. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Drow Shootist.md b/content/mechanics/srd/Archetypes/Drow Shootist.md new file mode 100755 index 000000000..91168c72f --- /dev/null +++ b/content/mechanics/srd/Archetypes/Drow Shootist.md @@ -0,0 +1,55 @@ +--- +title: "Drow Shootist" +noteType: ":sticky-note:" +aliases: "Drow Shootist" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.JzUDumJ3Dlyame4z +tags: + - JournalEntryPage +--- + +# Drow Shootist +Some drow take skill with the hand crossbow to new heights. You've learned the secrets of these fabled drow shootists. With fearlessness and swagger, you can accomplish amazing deeds with hand crossbows. + +**Additional Feats** 8th [[Poison Weapon]], [[Running Reload]]; 10th [[Skirmish Strike]] + +## [[Drow Shootist Dedication]] Feat 2 + +**Prerequisites** trained in hand crossbow + +* * * + +Every chance you get, you practice with the hand crossbow to increase your draw speed and accuracy. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the [[Hand Crossbow]]. If you're at least an expert in a hand crossbow you're using, you gain access to its critical specialization effect. You also gain the [[Shootist's Draw]] action. + +**Special** You can't select another dedication feat until you've gained two other feats from the drow shootist archetype. + +## [[Repeating Hand Crossbow Training]] Feat 4 + +**Prerequisites** Drow Shootist Dedication + +* * * + +You become trained in the [[Repeating Hand Crossbow]] and gain access to repeating hand crossbows and [[Shootist Bandolier]]. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the repeating hand crossbow. If you're at least an expert in a repeating hand crossbow you're using, you gain access to its critical specialization effect. You can perform the [[Shootist's Draw]] action with repeating hand crossbows. + +**Special** If you have the [[Running Reload]] feat, you can reload a [[Repeating Hand Crossbow Magazine]] on the move. You can use Running Reload as a 3-action activity to reload a magazine into a repeating hand crossbow after you Stride, Step, or Sneak, or as a 2-action activity if you use a magazine from a shootist bandolier. + +## [[Reloading Trick]] Feat 6 + +**Prerequisites** Drow Shootist Dedication + +**Frequency** once per round + +**Requirements** You're holding an unloaded hand crossbow. + +* * * + +You can fire off a single shot even when unprepared. You Interact to reload your hand crossbow and Strike with it. + +**Special** If you have the Repeating Hand Crossbow Training feat, you can use this feat with a Repeating Hand Crossbow to load either a [[Bolts|Bolt]] or a magazine, but the speed means you can fire only one bolt, then the magazine jams. You must spend a 3-action Interact activity to remove the jammed magazine and clear it before it can be used again. + +## [[Lethargy Poisoner]] Feat 8 + +**Prerequisites** Drow Shootist Dedication, trained in Crafting + +* * * + +You've learned more than the use of Hand Crossbow from drow lore. During your daily preparations, you can prepare a dose of [[Lethargy Poison]] from ordinary materials in a wilderness or urban area. If you're an expert in Crafting, you can instead craft a dose of [[Stupor Poison]]. You can prepare two doses (of either poison) if you're a master in Crafting and three doses if you're legendary in Crafting. The save DC for this poison is equal to your class DC. Only you can use these poisons, and they expire the next time you make your daily preparations. The GM might decide that the area you're in is too barren to provide the materials you need for this feat. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Druid.md b/content/mechanics/srd/Archetypes/Druid.md new file mode 100755 index 000000000..8022407ba --- /dev/null +++ b/content/mechanics/srd/Archetypes/Druid.md @@ -0,0 +1,165 @@ +--- +title: "Druid" +noteType: ":sticky-note:" +aliases: "Druid" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.gbBf6x89m4SEFpsL +tags: + - JournalEntryPage +--- + +# Druid +You have entered a druidic circle and learned a few of the order's secrets, granting you primal power. + +## [[Druid Dedication]] Feat 2 + +**Prerequisites** Wisdom +2 + +* * * + +You cast spells like a druid. You gain the Cast a Spell activity. You can prepare two common cantrips each day from the primal spell list or any other primal cantrips you learn or discover. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for druid archetype spells is Wisdom, and they are primal druid spells. You learn the Wildsong language, and you are bound by the druid's anathema. Choose a druidic order. You become a member of that order and are also bound by its specific anathema, allowing you to take the order's feats. You become trained in Nature and your order's associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don't gain any other abilities from your choice of order. + +* * * + +**Special** You cannot select another dedication feat until you have gained two other feats from the druid archetype. + +## [[Basic Druid Spellcasting]] Feat 4 + +**Prerequisites** Druid Dedication + +* * * + +You gain the [[Spellcasting Archetypes#Basic Spellcasting Feat|Basic Spellcasting Feat]] benefits. + +## [[Basic Wilding]] Feat 4 + +**Prerequisites** Druid Dedication + +* * * + +You gain a 1st- or 2nd-level druid feat. + +## [[Order Spell]] Feat 4 + +**Prerequisites** Druid Dedication + +* * * + +You gain the initial order spell from your order. This is a focus spell, granting you a focus pool or expanding that pool. You can Refocus by being one with nature. + +## [[Advanced Wilding]] Feat 6 + +**Prerequisites** Basic Wilding + +* * * + +You gain one druid feat. For the purpose of meeting its prerequisites, your druid level is equal to half your character level. + +* * * + +**Special** You can select this feat more than once. Each time you select it, you gain another druid feat. + +## [[Primal Breadth]] Feat 8 + +**Prerequisites** Basic Druid Casting + +* * * + +Increase the spell slots you gain from druid archetype feats by 1 for each spell rank other than your two highest druid spell slots. + +## [[Expert Druid Spellcasting]] Feat 12 + +**Prerequisites** Basic Druid Casting; master in Nature + +* * * + +You gain the [[Spellcasting Archetypes#Expert Spellcasting Feat|Expert Spellcasting Feat]] benefits. + +## [[Master Druid Spellcasting]] Feat 18 + +**Prerequisites** Expert Druid Casting; legendary in Nature + +* * * + +You gain the [[Spellcasting Archetypes#Master Spellcasting Feat|Master Spellcasting Feat]] benefits. + +## [[Cunning Trickster Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Your mask carries the legacy of Verdant Spider, the Speaker of Needs, allowing you to deceive and outwit your foes. You can attempt to [[Feint]] a target from up to 30 feet away, and if you succeed or critically succeed in your Feint attempt, the target of your Feint takes a -2 circumstance penalty to saving throws against your spells until the start of your next turn. If you don't have the [[Conceal Spell]] feat, you gain it as a bonus feat, allowing you to disguise your spellcasting from others' eyes. If you already have the Conceal Spell feat, you can use Conceal Spell once per round as a free action instead of as a single action. + +## [[Emancipator's Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Your mask grants you the abilities of Whistling Kite, the Vigilant Seer, who emancipated thousands. When you are attempting a check to free someone else from an effect that immobilizes, paralyzes, or controls them, roll twice and take the higher result; this is a fortune effect. The GM might decide that this fortune effect applies when attempting checks to remove other conditions or effects to free another. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to permit the target to make an attempt to [[Escape]]. + +## [[Grand Medic's Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Your mask is infused with restorative magic associated with Ibex, the Flourishing Field, so it constantly repairs itself. You gain fast healing 5. If you lose a limb or other body part, it regrows within 1 day. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to have the spell also give that creature temporary Hit Points equal to the spell's level until the start of your next turn. + +## [[Protective Spirit Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Your mask carries the protective instincts of White Bull, the Horn Forger, and no one will hurt your allies while you have anything to say about it. Immediately after you Cast a non-cantrip Spell that targets only one ally, you can choose to have the spell also give that creature a +1 circumstance bonus to AC until the start of your next turn. + +You also gain the [[Protector's Interdiction]] reaction. + +## [[Sky Master Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Your mask holds the legacy of Black Heron, the Wings of Knowledge, who united the aeromancers of the Shory Empire. You can harness residual magical power to fly. You gain a fly Speed equal to your Speed. Immediately after you Cast a non-cantrip Spell that targets only you, your fly Speed doubles until your next turn. + +## [[Stalking Feline Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Like Azure Leopard, the Patient Warden, your mask makes you most at home in the night and teaches you how to use the darkness to hunt. You gain greater darkvision. Immediately after you Cast a non-cantrip Spell with the shadow or darkness trait, you can attempt to [[Hide]] or [[Sneak]] as a free action. You must still meet the usual requirements of the action you choose, such as having cover or concealment to Hide and being undetected or [[Hidden]] to Sneak. + +## [[Storyteller's Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Your mask remembers the stories of Shifting Frog, Storyteller of the Past and Future. You can cast _[[Foresight]]_ once per day as an innate spell, either arcane if you have Wizard Dedication or primal if you have Druid Dedication, but the duration is 10 minutes instead of 1 hour. Immediately after you Cast a non-cantrip Spell that targets only a single foe, you can Recall Knowledge about that foe. + +## [[Thick Hide Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Your mask grants you the toughness of Elephant, the Conjured Chronicle. Increase your maximum number of Hit Points by 20. Immediately after you Cast a non-cantrip Spell that targets only you, you gain resistance 10 to all physical damage until the start of your next turn. + +## [[Tireless Guide's Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Your mask hosts the legacy of Golden Snake, the Tireless Guide, allowing you to guide others with ease. Your allies can use Follow the Expert to follow you for any of your trained skills, in addition to skills in which you are an expert or better. When they follow you when you use a trained skill, their circumstance bonus is +1. Immediately after you Cast a non-cantrip Spell that targets only one ally, that ally can Stride as a free action. + +## [[Vigilant Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Your mask grants the extraordinary magical senses of Carmine Jaws, the Hyena who Looks Between. You gain scent as a precise sense to a range of 60 feet. If you already have scent as a precise sense, increase its range by 60 feet. You can sometimes catch a faint whiff of magic itself. Immediately after you Cast a non-cantrip Spell, your scent extends between worlds, like Carmine Jaws's own. This causes you to be able to smell ethereal creatures, those in an extradimensional space with an aperture that's within your scent range, incorporeal creatures and objects, and other creatures and objects that are insubstantial or not fully in phase with reality. Unlike your normal scent, this is an imprecise sense. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Dual-Weapon Warrior.md b/content/mechanics/srd/Archetypes/Dual-Weapon Warrior.md new file mode 100755 index 000000000..85ca13beb --- /dev/null +++ b/content/mechanics/srd/Archetypes/Dual-Weapon Warrior.md @@ -0,0 +1,65 @@ +--- +title: "Dual-Weapon Warrior" +noteType: ":sticky-note:" +aliases: "Dual-Weapon Warrior" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.sAFWD8D0RKH4m25n +tags: + - JournalEntryPage +--- + +# Dual-Weapon Warrior +You're able to effortlessly fight with multiple weapons simultaneously, weaving your weapons together into a storm of quick attacks. To you, continual offense is the best form of defense, and you leave little room for your foes to avoid your whirlwind of weapons. + +**Additional Feats** 6th [[Twin Parry]]; 12th [[Twin Riposte]]; 16th [[Improved Twin Riposte (Fighter)|Improved Twin Riposte]], [[Two-Weapon Flurry]]; 18th [[Twinned Defense (Fighter)|Twinned Defense]] + +## [[Dual-Weapon Warrior Dedication]] Feat 2 + +You're exceptional in your use of two weapons. You gain the Double Slice fighter feat. This serves as Double Slice for the purpose of meeting prerequisites. + +**Special** You can't select another dedication feat until you have gained two other feats from the Dual-Weapon Warrior archetype. + +## [[Dual Thrower]] Feat 4 + +**Prerequisites** Dual-Weapon Warrior Dedication + +* * * + +You know how to throw two weapons as easily as strike with them. Whenever a dual-weapon warrior feat allows you to make a melee Strike, you can instead make a ranged Strike with a thrown weapon or a one-handed ranged weapon you are wielding. Any effects from these feats that apply to one-handed melee weapons or melee Strikes also apply to one-handed ranged weapons and ranged Strikes. + +## [[Dual-Weapon Reload]] Feat 4 + +**Prerequisites** Dual-Weapon Warrior Dedication + +**Requirements** You are wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon. + +* * * + +You carry your ammunition in a way that allows you to reload while holding two weapons. You Interact to reload a one-handed ranged weapon you're holding. Unlike most Interact actions, you don't need a free hand to reload your ranged weapon in this way. + +## [[Flensing Slice]] Feat 8 + +**Prerequisites** Dual-Weapon Warrior Dedication + +**Requirements** Your last action was a Double Slice, and both attacks hit the target. + +* * * + +When you hit with both attacks with Double Slice, you flense the target, making it bleed and creating a weak spot. The target takes @Damage\[1d8\[bleed]] per weapon damage die of whichever of the weapons you used that has the most weapon damage dice (maximum 4d8 for a major striking weapon). The target becomes off-guard, and its resistances to any physical damage types are reduced by 5; these two effects last until the beginning of your next turn. + +## [[Dual-Weapon Blitz]] Feat 10 + +**Prerequisites** Dual-Weapon Warrior Dedication + +**Requirements** You are wielding two one-handed melee weapons, each in a different hand. + +* * * + +You attack as you dash among foes. Stride up to your Speed. At any point during this movement, you can Strike once with each of the two required weapons. These Strikes can be against the same or different targets, as you see fit. + +## [[Dual Onslaught]] Feat 14 + +**Prerequisites** Dual-Weapon Dedication + +* * * + +When you lash out with both weapons, you leave no room for the target to escape your attack. When you use Double Slice, if you miss with both Strikes, choose one of the two weapons and apply the effects of a hit with that weapon. You can't choose a weapon if your attack roll with that weapon was a critical failure, meaning you still miss entirely if both attack rolls were critical failures. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Duelist.md b/content/mechanics/srd/Archetypes/Duelist.md new file mode 100755 index 000000000..9adee1262 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Duelist.md @@ -0,0 +1,51 @@ +--- +title: "Duelist" +noteType: ":sticky-note:" +aliases: "Duelist" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.BwPUY2X7TSmlJj5c +tags: + - JournalEntryPage +--- + +# Duelist +Across the world, students in martial academies practice with their blades to master one-on-one combat. The libraries of such schools hold deep troves of information detailing hundreds of combat techniques, battle stances, and honorable rules of engagement. Those who gain admission to such schools might train in formalized duels-and that's certainly the more genteel route to take. However, others assert that there's no better place to try out dueling techniques than in the life-and-death struggles common to an adventurer's life. + +**Additional Feats** 4th [[Dueling Parry (Fighter)|Dueling Parry]]; 8th [[Disarming Stance]]; 10th [[Dueling Riposte]]; 12th [[Disarming Twist]]; 14th [[Dueling Dance (Fighter)|Dueling Dance]], [[Improved Dueling Riposte]]; 16th [[Guiding Riposte]] + +## [[Duelist Dedication]] Feat 2 + +**Prerequisites** trained in light armor and simple weapons + +* * * + +You are always ready to draw your weapon and begin a duel, no matter the circumstances. You gain the Quick Draw ranger feat, enabling you to both draw and attack with a weapon as 1 action. This serves as Quick Draw for the purpose of meeting prerequisites. + +**Special** You can't select another dedication feat until you have gained two other feats from the duelist archetype. + +## [[Duelist's Challenge]] Feat 4 + +**Prerequisites** Duelist Dedication + +* * * + +Select one foe that you can see and proclaim a challenge. That foe is your dueling opponent until they are defeated, flee, or the encounter ends. Any time you hit that enemy using a single one-handed melee weapon while your other hand or hands are free, you gain a circumstance bonus to the Strike's damage equal to the number of damage dice your weapon deals. + +If you attack a creature other than your dueling opponent, you take a circumstance penalty to damage equal to the number of damage dice your weapon deals. + +## [[Selfless Parry]] Feat 8 + +**Prerequisites** Dueling Parry, Duelist Dedication + +* * * + +You protect those near you with a flash of steel. When you're benefiting from Dueling Parry, allies adjacent to you gain a +1 circumstance bonus to AC. If you have Dueling Riposte, you can use it when an enemy within your reach critically fails a Strike against an ally adjacent to you, not just against yourself. + +## [[Student Of The Dueling Arts]] Feat 12 + +**Prerequisites** Duelist Dedication + +* * * + +You have studied a great many combat techniques, which you can review each day. During your daily preparations, you can swap out any number of your duelist archetype feats for other duelist archetype feats of the appropriate level for which you are qualified. You can't swap out Duelist Dedication or Student of the Dueling Arts in this way. + +In addition, you can enter a stance from a duelist archetype feat you don't have (such as one listed under Additional Feats) by increasing the number of actions it takes to enter the stance by 1 (typically to 2 actions). You must still meet the feat's prerequisites. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Edgewatch Detective.md b/content/mechanics/srd/Archetypes/Edgewatch Detective.md new file mode 100755 index 000000000..77bd6831c --- /dev/null +++ b/content/mechanics/srd/Archetypes/Edgewatch Detective.md @@ -0,0 +1,57 @@ +--- +title: "Edgewatch Detective" +noteType: ":sticky-note:" +aliases: "Edgewatch Detective" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.5RH1CkZQHYpsOium +tags: + - JournalEntryPage +--- + +# Edgewatch Detective +You're a specially trained detective for the Edgewatch guard precinct in Absalom. + +## [[Edgewatch Detective Dedication]] Feat 2 + +**Prerequisites** Intelligence 14 or Wisdom 14 + +* * * + +You become trained in Society or Thievery; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You can use Perception instead of Survival to Track, and you gain the Experienced Tracker skill feat. + +**Special** You can't select another dedication feat until you have gained two other feats from the Edgewatch Detective archetype. + +## [[Sense Alignment]] Feat 4 + +**Prerequisites** Edgewatch Detective Dedication + +* * * + +You read the body language of an intelligent creature within 30 feet and pick up on subtle cues to detect its general propensity for good or evil and law or chaos. The GM rolls a secret Perception check, comparing the result against the target's Deception DC. + +* * * + +**Critical Success** You ascertain the target's alignment. + +**Success** You ascertain the target's alignment, but only along one axis (your choice of either the good-evil axis or the lawful-chaotic axis). + +**Failure** You do not learn the target's alignment. + +**Critical Failure** You incorrectly ascertain the target's alignment, misidentifying their alignment along either one axis or both (GM's choice). + +## [[Arcane Sensitivity]] Feat 6 + +**Prerequisites** Edgewatch Detective Dedication + +* * * + +You can sense the presence of the supernatural, even if you don't have any magical ability yourself. You can spend a single action (this action has the concentrate trait) to determine if any magical auras are present in the area. This has the effects of a 1st-level _detect magic_ spell but isn't magical. By straining, you can also discover the source of the magic and its school (with the effect of a 4th-level _detect magic_ spell), but doing so prevents you from using this ability again until you've rested for 8 hours. + +## [[Bolera's Interrogation]] Feat 6 + +**Prerequisites** Edgewatch Detective Dedication + +**Frequency** Three times per day + +* * * + +You focus your attention on a single creature within 30 feet. That creature must attempt a Will save against your Perception DC. On a failure, the creature finds itself unable to speak any deliberate and intentional lies and takes a -2 penalty to Deception checks. On a critical failure, the penalty to Deception checks is -4. This effect lasts for 10 minutes as long as you are within 30 feet of the target and the target is aware that you are using the ability against it. If you begin a new interrogation, this effect ends for any previous target. After your interrogation ends, the target is immune to this ability for 24 hours. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Eldritch Archer.md b/content/mechanics/srd/Archetypes/Eldritch Archer.md new file mode 100755 index 000000000..b978c3486 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Eldritch Archer.md @@ -0,0 +1,117 @@ +--- +title: "Eldritch Archer" +noteType: ":sticky-note:" +aliases: "Eldritch Archer" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.6A9zBmTyt8cn6ioa +tags: + - JournalEntryPage +--- + +# Eldritch Archer +While many archers see their craft as an art form as much as a means of battle, a small number of archers seek to perfect their skills through magic, and you are among their number. Bolstering your athletic and martial abilities with mystical talents, you achieve rare heights with the bow or crossbow-transforming arrows or bolts into eldritch ammunition, sending arrows zig-zagging nearly unerringly to their target, and manifesting arrows that can deliver spells or even instant death. + +While having some spellcasting ability increases your potential flexibility and power as an eldritch archer, you might learn the secrets of these arts without being independently skilled in spellcasting, instead learning the magic of the bow for its own sake. + +**Additional Feats** 20th [[Impossible Volley (Eldritch Archer)]] + +**ELVEN ARROWS** + +The ability to infuse eldritch energy into bow shots is often seen as a kind of elven magic. While it may be true that elves first developed eldritch archery as a martial art, and many eldritch archers are elves and half-elves, other peoples have learned and developed their own forms of eldritch archery. + +Some whisper that remote regions to the south have their own dedications that rely on elemental archery, while the strange and shadowy hunters of the Uskwood use a form that relies on tenebrous shadow magic. Disturbing rumors circulate claiming that devils have developed a diabolical form of magical archery that can trap the soul and bind it to Hell, albeit for a short time. Like any form of magic, the discipline of eldritch archery will continue to develop among its practitioners across the multiverse. + +## [[Eldritch Archer Dedication]] Feat 6 + +**Prerequisites** expert in at least one type of bow + +* * * + +You blend magic with your archery, leading to powerful results. + +If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma. + +If you already cast spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire. You also gain Eldritch Shot. + +**Special** You can't select another dedication feat until you have gained two other feats from the eldritch archer archetype. + +## [[Basic Eldritch Archer Spellcasting]] Feat 8 + +**Prerequisites** Eldritch Archer Dedication + +* * * + +You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you have learned or discovered. + +## [[Enchanting Arrow]] Feat 8 + +**Prerequisites** Eldritch Archer Dedication + +* * * + +With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks. Make a bow Strike. On a hit, the target takes an additional 2d6 mental damage. On a critical hit, the target also becomes stunned 1. The mental damage increases to 3d6 if your bow has a greater striking rune, or to 4d6 if your bow has a major striking rune. + +## [[Magic Arrow]] Feat 8 + +**Prerequisites** Eldritch Archer Dedication + +**Frequency** once per round + +* * * + +You imbue your ammunition with eldritch power. When you select this feat, choose three types of common magical ammunition of 4th level or lower. Your GM might allow you to choose from other types of magical ammunition, such as uncommon ammunition, or ammunition from other books. + +When using Magic Arrow, you transform a non-magical arrow or bolt into a piece of ammunition of one type you chose. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. When you use Magic Arrow, you can choose a type of magical ammunition that is typically not available to the type of ammunition you're using-for example, you can use climbing bolt on an arrow, even though that magical ammunition is normally only found on bolts. + +**Special** You can select this feat multiple times. Each time you do, select three additional types of ammunition as described above. + +## [[Precious Arrow]] Feat 8 + +**Prerequisites** Eldritch Archer Dedication + +* * * + +You enchant a piece of ammunition with the magical essence of a precious material, allowing you to leverage certain creatures' weaknesses. Choose cold iron or silver; if you shoot the arrow before the end of your turn, it counts as that material. At 14th level, add adamantine to the list of materials you can choose from. + +## [[Expert Eldritch Archer Spellcasting]] Feat 12 + +**Prerequisites** Basic Eldritch Archer Spellcasting + +* * * + +You gain the expert spellcasting benefits. + +## [[Seeker Arrow]] Feat 14 + +**Prerequisites** Eldritch Archer Dedication + +* * * + +Your shots zip around corners and fly at impossible angles to reach your target. Make a bow Strike against a foe you can see; the ammunition travels to your target, even around corners. You ignore the target's concealed condition and all cover. + +## [[Phase Arrow]] Feat 16 + +**Prerequisites** Eldritch Archer Dedication + +**Frequency** Once per day + +* * * + +You can concentrate an immense amount of magic to create a piece of ammunition that phases through everything but your target. Make a bow Strike against a foe who is observed or hidden to you (but not undetected). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers stop the arrow. The shot ignores all cover, the concealed condition, the hidden condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The Strike's damage can't be reduced with a Shield Block reaction using a non-magical shield. + +## [[Arrow of Death]] Feat 18 + +**Prerequisites** Eldritch Archer Dedication + +**Frequency** Once per day + +* * * + +You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow Strike. On a hit, you deal an additional 10d10 precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or be immediately slain; this save has the death and incapacitation traits. + +## [[Master Eldritch Archer Spellcasting]] Feat 18 + +**Prerequisites** Expert Eldritch Archer Spellcasting + +* * * + +You gain the master spellcasting benefits. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Eldritch Researcher.md b/content/mechanics/srd/Archetypes/Eldritch Researcher.md new file mode 100755 index 000000000..72bd10412 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Eldritch Researcher.md @@ -0,0 +1,99 @@ +--- +title: "Eldritch Researcher" +noteType: ":sticky-note:" +aliases: "Eldritch Researcher" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.JBPXisA4IdXI9gVn +tags: + - JournalEntryPage +--- + +# Eldritch Researcher +An eager student of occult lore, you enjoy reading rare or forgotten tomes with ancient rituals and hidden secrets. You connect disparate facts to unlock deeper mysteries and uncover the truths of the universe, and you zealously hoard the knowledge your painstaking research produces. Aberrations fascinate you for many reasons, not the least of which is because their anatomy is wholly alien and yet, to the insightful, eminently sensible. + +You've been particularly enlightened by the accumulated lore in _Thresholds of Truth_, and you know Zarmavdian was a kindred soul in occult research. With this book in hand, you feel like you stand at the doorway to unprecedented occult discoveries. You scoff at those fools who claim you meddle in things mortals aren't meant to know-for isn't it the duty of the enlightened to gather the universe's deepest truths? + +## [[Eldritch Researcher Dedication]] Feat 2 + +**Prerequisites** trained in Arcana and Occultism + +* * * + +You gain the ability to cast a single arcane or occult cantrip of your choice (which is heightened to a spell level equal to half your level rounded up). If you weren't already, you become trained in that traditions spell DCs and spell attack rolls with Intelligence as your spellcasting ability. + +Regardless of whether you choose an arcane or occult cantrip, you also become an expert in your choice of either Arcana or Occultism. You also gain a +1 circumstance bonus to checks you attempt with the chosen skill when Investigating or Identifying Magic. + +**Special** You can't select another dedication feat until you have gained two other feats from the eldirtch researcher archetype. + +## [[Seeker of Truths]] Feat 4 + +**Prerequisites** Eldritch Researcher Dedication + +* * * + +Your devotion to discovering and hoarding abstruse truths borders on the fanatical, and you can bring this devotion to bear. You gain the cleric's Domain Initiate feat but must select knowledge, secrecy, or truth as your domain. You cast that domain's domain spell as a focus spell of the same tradition as your cantrip from Eldritch Researcher Dedication, and you Refocus by contemplating abstruse mysteries rather than praying to a god. When an ability would manifest a divine symbol-such as the word of truth focus spell-it instead manifests as a strange shape unique to you that seems to defy geometry. + +**Special** You can take this feat up to three times, selecting a different domain each time. + +## [[Strange Script]] Feat 4 + +**Prerequisites** Eldritch Researcher Dedication + +* * * + +You have such familiarity with obscure texts that you can compel them to reveal their secrets. Once per day, you can touch a single text (such as a tome, a wall of hieroglyphics, or something similar) and understand its meaning for 1 hour. If the text is in multiple languages, you gain the ability to understand them all for only the purposes of reading the text. If the text is in a code or cypher, you don't automatically understand the text, but you gain a +2 circumstance bonus to checks to decipher it. + +## [[Scholarly Defense]] Feat 6 + +**Prerequisites** Eldritch Researcher Dedication + +* * * + +Your knowledge of strange creatures and their bizarre anatomy allows you to anticipate their physical attacks and reduce the damage you take from them. You gain resistance to physical damage from melee attacks made by aberrations and oozes. This resistance is equal to one-third your level. + +## [[Able Ritualist]] Feat 8 + +**Prerequisites** Eldritch Researcher Dedication + +* * * + +Your readings on rituals make you a skilled participant. You gain a +2 circumstance bonus to primary and secondary checks you attempt as part of casting a ritual. + +## [[Lorefinder]] Feat 8 + +**Prerequisites** Eldritch Researcher Dedication + +You know that fate sometimes conspires to keep dangerous knowledge or items from the eyes of those most able to understand them. You deny fate the ability to conceal truths from you. You can cast locate as an innate occult spell once per day. When you reach 14th level, this spell is heightened to 5th level. + +## [[Know It All (Eldritch Researcher)]] Feat 10 + +**Prerequisites** Eldritch Researcher Dedication + +Your knowledge of abstruse topics is unparalleled. When you succeed at a check to Recall Knowledge, you gain additional information or context. When you critically succeed at a Knowledge check, at the GM's discretion you might gain even more additional information or context than normal. + +## [[Advanced Seeker of Truths]] Feat 12 + +**Prerequisites** Eldritch Researcher Dedication, Seeker of Truths + +You have unlocked deeper secrets to uncovering and hoarding lore. You gain an advanced domain spell from one domain you selected with Seeker of Truths. Increase the number of Focus Points in your focus pool by 1. + +**Special** You can take this feat up to three times, each time selecting a different advanced domain spell from a domain you selected with Seeker of Truths. + +## [[Words of Unraveling]] Feat 12 + +**Prerequisites** Eldritch Researcher Dedication + +You have unlocked abstruse methods to tangle with reality itself, altering the fate of a single individual. Once per day as an occult innate spell, you can cast daydreamer's curse, outcast's curse, or savant's curse. At the GM's discretion, you can substitute or add additional occult curse spells of 4th level or lower to this list. You can choose a different spell from the list each time you use this ability. If you couldn't already cast occult spells, these spells use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells; if you could already cast occult spells, your proficiency in spell attack rolls and spell DCs for occult spells increases to expert. + +## [[Entities From Afar]] Feat 14 + +**Prerequisites** Eldritch Researcher Dedication + +You can call in aberrations to fight for you or to answer questions. You can cast summon entity as an innate occult spell once per day. If you couldn't already cast occult spells, these spells use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells; if you could already cast occult spells, your proficiency in spell attack rolls and spell DCs for occult spells increases to expert. + +As soon as the aberration arrives, instead of giving it any other commands, you can demand that it help you with a single question you pose to it. For the creature to effectively answer, you must Sustain the Spell for 1 minute, and you must understand and be understood by the aberration. If you do, the aberration gives you a cryptic clue as provided by the read omens spell, except that the clue is even more enigmatic than normal; the creature then immediately returns from whence it came without providing you any other benefit. At 16th level and every 2 levels thereafter, the summon entity spell is heightened by 1 level (to a maximum of 8th level when you reach 20th level). + +## [[Incredible Recollection]] 1 Feat 14 + +**Prerequisites** Eldritch Researcher Dedication + +You can sift through knowledge locked within your mind at an incredible pace. You instantly use up to 5 Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can't use them for these actions. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Elementalist (Class Archetype).md b/content/mechanics/srd/Archetypes/Elementalist (Class Archetype).md new file mode 100755 index 000000000..695875598 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Elementalist (Class Archetype).md @@ -0,0 +1,423 @@ +--- +title: "Elementalist (Class Archetype)" +noteType: ":sticky-note:" +aliases: "Elementalist (Class Archetype)" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.oMIA3aFKvpuV9f2H +tags: + - JournalEntryPage +--- + +# Elementalist (Class Archetype) +You revere the four elements—air, earth, fire, and water—as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these four elements, magic is made. This belief has led you to eschew traditional magical theories and divisions, and you instead focus on harnessing, manipulating, and shaping the four elements. You cast spells drawn from multiple traditions and can use the four elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace the four elements equally as a mystical quaternity, and they strengthen their connection to one of these elements each day to protect themselves from harm. Others, notably sorcerer and wizard elementalists, feel a stronger connection to a singular element that they hone to great heights, utilizing the other three elements to support and augment their favored element. + +**Additional Feats** 4th [[Familiar]]; 6th [[Enhanced Familiar]]; 8th [[Current Spell]], [[Water Step]] + +## [[Elementalist Dedication]] Feat 2 + +**Prerequisites** [[Elemental Magic]] + +* * * + +Each day when you make your daily preparations, you can attune yourself to one element of your choice: air, earth, fire, or water. + +You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned elemental trait. + +This attunement lasts until you next make your daily preparations. + +* * * + +**Special** You can't select another dedication feat until you've gained two other feats from the elementalist archetype. + +## [[Dousing Spell]] Feat 4 + +**Prerequisites** [[Elementalist Dedication]] + +* * * + +You enhance your spell with elemental water, soaking the target. + +If the next action you use is to Cast a Spell targeting a single creature, you soak the target of the spell with water. If the target has [[Persistent Damage|Persistent Acid or Fire Damage]], the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of persistent damage immediately. + +The spell gains the water trait (causing it to deal extra damage to creatures with weakness to water). + +## [[Elemental Familiar]] Feat 4 + +**Prerequisites** [[Elementalist Dedication]], [[Familiar]] + +* * * + +Your familiar becomes an elemental spirit capable of taking on aspects of the four elements: air, earth, fire, or water. Other than taking the form of an elemental instead of an animal, this familiar continues to use all the same rules as other familiars. + +Your familiar gains one additional familiar ability each day, which must be one of the following elemental familiar abilities. While your familiar has an elemental familiar ability, your familiar is composed of the associated elemental matter and gains the matching elemental trait. You can't select more than one elemental familiar ability at a time. + +* **Air** If your familiar stays completely still for 1 round, it becomes [[Invisible]] until it next takes an action. Any motion, even being moved or carried by another creature, ends this effect. +* **Earth** Your familiar gains resistance to physical damage (except adamantine) equal to half your level. +* **Fire** Your familiar sheds bright light in a 20-foot radius (and dim light for the next 20 feet) and emits warmth. Creatures that remain within a @Template\[type:emanation|distance:15\] don't take damage from severe environmental cold. +* **Water** Your familiar can move through a gap at least 2 inches wide without [[Squeeze|Squeezing]] and can Squeeze through a gap at least 1 inch wide. + +## [[Burning Spell]] Feat 6 + +**Prerequisites** [[Elementalist Dedication]] + +* * * + +You enhance your spell with elemental fire, causing it to set the target on fire. + +If the next action you use is to Cast a non-cantrip Spell that deals damage at a single target, the spell deals additional [[Persistent Damage|Persistent Fire Damage]] equal to the spell level, in addition to its other effects. This has no effect if the spell already deals persistent fire damage. + +The spell gains the fire trait. + +## [[Metabolize Element]] Feat 8 + +**Prerequisites** [[Elementalist Dedication]] + +* * * + +**Trigger** You take damage from a foe's spell or magical ability with the air, earth, fire, or water trait. + +* * * + +You rapidly metabolize the elemental particles in your opponent's spell to gain a boost of energy. You gain the [[Quickened]] condition until the end of your next turn. You can use the extra action only to Step or Stride. + +## [[Rockslide Spell]] Feat 10 + +**Prerequisites** [[Elementalist Dedication]] + +* * * + +You enhance your spell with elemental earth, causing chunks of stone to litter the ground. + +If the next action you use is to Cast a non-cantrip Spell that affects an area, a number of 5-foot squares in the area equal to the spell level become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. + +The spell gains the earth trait. + +## [[Redirect Elements]] Feat 12 + +**Prerequisites** [[Elementalist Dedication]] + +* * * + +**Trigger** The spell attack roll for a foe's spell with an elemental trait targeting you fails or critically fails. + +* * * + +You seize the elemental essence of an incoming spell and redirect the spell to a creature of your choice within the spell's area. The attacker rerolls the spell's attack roll against the new target. + +## [[Wind-Tossed Spell]] Feat 14 + +**Prerequisites** [[Elementalist Dedication]] + +* * * + +You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover. + +If the next action you use is to Cast a Spell that requires a spell attack roll, you ignore the target's [[Concealed]] condition and any cover they have from you. + +The spell gains the air trait. + +* * * + +# Elementalist Spells + +## Elemental Cantrips + +_[[Light]]_: Create four floating lights you can move. + +_[[Detect Magic]]_: Sense whether magic is nearby. + +_[[Gale Blast]]_: Damage and push adjacent creatures with air. + +_[[Healing Plaster]]_: Transform mud into a healing plaster to treat wounds without healer's tools. + +_[[Light]]_: Make an object glow. + +_[[Telekinetic Hand]]_: Command a floating hand to move an object. + +_[[Message]]_: Speak a message to a distant creature, who can reply. + +_[[Prestidigitation]]_: Perform a minor magical trick. + +_[[Produce Flame]]_: Kindle small flames to attack close or at range. + +_[[Read Aura]]_: Detect if an object is magical, and determine the school of its magic. + +_[[Scatter Scree]]_: Evoke rocks to deal bludgeoning damage and make rocky difficult terrain. + +_[[Shield]]_: A shield of magical force blocks attacks and magic missiles. + +_[[Sigil]]_: Leave a magical mark. + +_[[Spout]]_: Water blast batters creatures and is larger if cast in a body of water. + +## Elemental 1st-level Spells + +_[[Air Bubble]]_: React to create air for a creature to breathe. + +_[[Breadcrumbs]]_: Make a trail behind a creature. + +_[[Breathe Fire]]_: A small cone of flame rushes from your hands. + +_[[Create Water]]_: Conjure 2 gallons of water. + +_[[Gentle Landing]]_: React to slow a creature's fall. + +_[[Gust of Wind]]_: Wind blows out fires and knocks back objects and creatures. + +_[[Hydraulic Push]]_: Damage and push a creature with a blast of water. + +_[[Mystic Armor]]_: Ward yourself with magical armor. + +_[[Magic Stone]]_: Make ordinary stones into magical sling bullets that are especially dangerous to undead. + +_[[Runic Weapon]]_: Make a weapon temporarily magical. + +_[[Mending]]_: Repair one non-magical item. + +_[[Mud Pit]]_: Conjure mud to slow movement. + +_[[Pet Cache]]_: Hide a familiar or animal companion in a pocket dimension. + +_[[Pummeling Rubble]]_: Hurl a cone of rocks to batter creatures. + +_[[Shattering Gem]]_: Make a protective gem orbit a target. The gem shatters against an attacker if destroyed. + +_[[Shockwave]]_: Knock creatures down with a shockwave through the earth. + +_[[Snowball]]_: Throw a snowball to chill and hinder a creature. + +_[[Ventriloquism]]_: Throw your voice. + +## Elemental 2nd-level Spells + +_[[Ash Cloud]]_: Summon a cloud of hot ash and smoke. + +_[[Blistering Invective]]_: Light a creature on fire with the sheer viciousness of your words. + +_[[Everlight]]_: A magical flame burns indefinitely. + +_[[Darkvision]]_: See in the dark. + +_[[Dispel Magic]]_: End a spell or suppress an item's magic. + +_[[Elemental Zone]]_: Make one element more damaging within a zone. + +_[[Environmental Endurance]]_: Protect a creature from severe cold or heat. + +_[[Expeditious Excavation]]_: Dig up loose soil, sand, and gravel. + +_[[Faerie Fire]]_: Colorful light prevents creatures from being concealed or invisible. + +_[[Final Sacrifice]]_: Channel energy to blow up your minion. + +_[[Flame Wisp]]_: Fire wisps damage those you strike, and more grow if you cast fire spells. + +_[[Floating Flame]]_: A ball of fire rolls about at your command. + +_[[Peaceful Rest]]_: A corpse doesn't decay and can't become undead. + +_[[Heat Metal]]_: Make metal red hot. + +_[[Ignite Fireworks]]_: Throw exploding fireworks. + +_[[Mist]]_: Conceal creatures in a cloud of mist. + +_[[Quench]]_: Put out fires and hurt fire creatures. + +_[[Resist Energy]]_: Protect a creature from one type of energy damage. + +_[[Blazing Bolt]]_: Fire one to three rays of heat and flame at different foes. + +_[[Summon Elemental]]_: Conjure an elemental to fight on your behalf. + +_[[Water Breathing]]_: Allow creatures to breathe underwater. + +_[[Water Walk]]_: Buoy a creature so it can walk on water. + +## Elemental 3rd-level Spells + +_[[Aqueous Orb]]_: Roll a ball of water to put out fires and engulf creatures. + +_[[Blazing Dive]]_: Fly up then dive in an explosion of superheated air. + +_[[Crashing Wave]]_: Smash a cone of water against foes. + +_[[Cup of Dust]]_: Curse a creature with unquenchable thirst. + +_[[Earthbind]]_: Bring a flying creature to the ground. + +_[[Elemental Absorption]]_: Resist elemental effects and then release the energy against a foe. + +_[[Elemental Annihilation Wave]]_: Draw in elemental energy to unleash a cone of burning destruction. + +_[[Feet to Fins]]_: Turn a creature's feet into fins, enabling it swim but slowing it on land. + +_[[Fireball]]_: An explosion of fire in an area burns creatures. + +_[[Rune Trap]]_: Store a spell in a symbol to make a trap. + +_[[Levitate]]_: Float an object or creature a few feet off the ground. + +_[[One with Stone]]_: Merge into a block of stone. + +_[[Safe Passage]]_: Make an area safe to move through. + +_[[Holy Light]]_: A ray of burning light deals extra damage to undead and counteracts darkness. + +_[[Shifting Sand]]_: Cause sand or earth to become unstable and possibly immobilize and move creatures atop it. + +_[[Wall of Water]]_: Create a wall of water, forcing foes to swim through. + +_[[Wall of Wind]]_: Create a wall of gusting winds that hinders movement and ranged attacks. + +## Elemental 4th-level Spells + +_[[Air Walk]]_: Walk on air as though it were solid ground. + +_[[Elemental Gift]]_: Infuse an ally with one of the four elements. + +_[[Fire Shield]]_: Flames protect you from cold and harm those that touch you. + +_[[Fly]]_: Cause the target creature to gain a fly Speed. + +_[[Vapor Form]]_: Turn a willing creature into a flying cloud. + +_[[Holy Cascade]]_: Turn a vial of holy water into an explosion of blessed water. + +_[[Hydraulic Torrent]]_: Force creatures back with a damaging line of water. + +_[[Petal Storm]]_: A storm of razor-sharp petals slash creatures in the area. + +_[[Shape Stone]]_: Reshape a cube of stone. + +_[[Solid Fog]]_: Conjure heavy fog that obscures sight and is hard to move through. + +_[[Soothing Spring]]_: Create a rejuvenating hot spring that heals the wounded and tired. + +_[[Spell Immunity]]_: Name a spell to negate its effects on you. + +_[[Spike Stones]]_: Grow sharp spikes out of the ground. + +_[[Mountain Resilience]]_: Harden a creature's skin into durable stone. + +_[[Wall of Fire]]_: Create a blazing wall that burns creatures that pass through. + +## Elemental 5th-level Spells + +_[[Banishment]]_: Send a creature back to its home plane. + +_[[Blazing Fissure]]_: Rip a crack of magma in the earth. + +_[[Control Water]]_: Raise or lower the water in a large area. + +_[[Elemental Form]]_: Turn into an elemental. + +_[[Flame Strike]]_: Call divine fire from the sky. + +_[[Flammable Fumes]]_: Conjure poisonous fumes that can explode in flame. + +_[[Flowing Strike]]_: Flow on a wave and attack on the way. + +_[[Geyser]]_: Blast foes upward with superheated water, causing them to fall and leaving concealing fog. + +_[[Mantle of the Frozen Heart]]_: Morph your body with ice, which you can change during the spell. + +_[[Mantle of the Magma Heart]]_: Morph yourself with fire, which you can change during the spell. + +_[[Mariner's Curse]]_: Infect a creature with the curse of the rolling sea. + +_[[Magic Passage]]_: Form an earthen tunnel through a wall. + +_[[Summon Giant]]_: Conjure a giant to fight on your behalf. + +_[[Temporary Glyph]]_: Quickly scribe a short-lived glyph to blast foes. + +_[[Transmute Rock And Mud]]_: Turn an area of rock into mud or vice versa. + +_[[Wall of Ice]]_: Sculpt a foot-thick wall of ice that blocks sight and can chill creatures. + +_[[Wall of Stone]]_: Shape a wall of stone. + +## Elemental 6th-level Spells + +_[[Elemental Confluence]]_: Summon a confluence of elementals of all four elements. + +_[[Fire Seeds]]_: Make four explosive acorns. + +_[[Flame Vortex]]_: Invoke a moving tornado of fire and wind. + +_[[Petrify]]_: Turn a living creature to a stone statue. + +_[[Scintillating Safeguard]]_: Reactively protect multiple creatures from harm with a magic barrier. + +_[[Speak with Stones]]_: Speak to spirits within natural stone. + +_[[Stone to Flesh]]_: Turn a creature turned to stone back to flesh. + +_[[Teleport]]_: Transport you and willing creatures a great distance. + +_[[Truesight]]_: See through illusions and transmutations. + +## Elemental 7th-level Spells + +_[[Planar Seal]]_: Prevent teleportation and planar travel. + +_[[Energy Aegis]]_: A creature gains resistance to acid, cold, electricity, fire, force, and sonic. + +_[[Fiery Body]]_: Turn your body into living flame. + +_[[Frigid Flurry]]_: Turn into slashing snowflakes and fly in a straight line. + +_[[Interplanar Teleport]]_: Transport creatures to another plane of existence. + +_[[Sunburst]]_: A globe of sunlight deals fire damage, hurts undead, and overcomes darkness. + +_[[Unfettered Pack]]_: Let creatures avoid environmental hindrances. + +_[[Volcanic Eruption]]_: Cause massive lava sprays that burn creatures and encase them in rock. + +## Elemental 8th-level Spells + +_[[Boil Blood]]_: Boil a foe's blood. + +_[[Burning Blossoms]]_: A tree fascinates enemies and burns people who stay under it. + +_[[Earthquake]]_: Shake the ground with a devastating earthquake. + +_[[Desiccate]]_: Pull moisture from creatures, damaging them. + +_[[Punishing Winds]]_: A cyclone inhibits flight and traps creatures. + +_[[Whirlwind]]_: Create a moving tornado to damage creatures and raise them into the air. + +_[[Migration]]_: Turn creatures into swift-moving clouds. + +## Elemental 9th-level Spells + +_[[Falling Stars]]_: Call down four blazing meteors that explode. + +_[[Storm of Vengeance]]_: Create a massive, dangerous storm. + +## Elemental 10th-level Spells + +_[[Cataclysm]]_: Call an instant, damaging cataclysm. + +_[[Element Embodied]]_: Turn into a massive elemental. + +_[[Gate]]_: Tear open a portal to another plane. + +_[[Indestructibility]]_: Become briefly immune to everything. + +_[[Nullify]]_: React to automatically counteract a spell and take backlash damage. + +_[[Remake]]_: Recreate a destroyed object. + +## Elementalist Focus Spells + +* _[[Combustion]]_, +* _[[Crushing Ground]]_, +* _[[Powerful Inhalation]]_, +* _[[Pulverizing Cascade]]_, +* _[[Rising Surf]]_, +* _[[Stone Lance]]_, +* _[[Updraft]]_, +* _[[Wildfire]]_ \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Exorcist.md b/content/mechanics/srd/Archetypes/Exorcist.md new file mode 100755 index 000000000..fe7e0a492 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Exorcist.md @@ -0,0 +1,83 @@ +--- +title: "Exorcist" +noteType: ":sticky-note:" +aliases: "Exorcist" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.WvleaXPfigawBvtN +tags: + - JournalEntryPage +--- + +# Exorcist +You pacify restless spirits, ghosts, and haunts, capturing fragments of them and using their vengeful energies to fuel your own powers while purifying the spirit. You store these ghosts within a magical vessel called a spirit dwelling. This spirit dwelling might be a treasured family heirloom, an item you crafted expressly to help with exorcisms, or even just an odd trinket you found that happens to do the job. + +While the motivations of exorcists run the gamut, most are compassionate individuals who believe that every ghost, haunt, and spirit is simply a lost soul in need of rest. They collect spirits expressly for the purposes of offering them comfort, guidance, and absolution. After an exorcist's ministrations, these spirits are freed of their burdens, emotion, and regrets and are reabsorbed into the River of Souls. Although exorcists rarely gather in one place, many different religions employ them to deal with spiritual threats. + +Exorcists are most commonly found among the faithful of [[Ashava]] the True Spark (the empyreal lord of dancers), but among the major deities of the Inner Sea region, [[Sarenrae]], [[Pharasma]], and even [[Shelyn]] count a fair number of exorcists among their faithful. Exorcists can come from any walk of life, but many are redeemer champions, clerics, or monks. Apart from the role of the spirit dwelling, exorcism practices can vary. For example, a bard or rogue might attract spirits with trickery, charm, or empty promises. In contrast, a cleric of Pharasma could take a more severe route, demanding the spirits return to the natural order of things. + +**Additional Feats** 8th [[Spiritual Sense]]; 10th [[Blind-Fight]]; 14th [[Sense Evil]]; 16th [[Sense The Unseen]] + +SPIRIT DWELLINGS AND REMNANTS + +A spirit dwelling can be any object, from an everyday item like a mirror, hand bell, or gemstone, to a custom clockwork device, so long as it can be held in one hand, is light Bulk, and doesn't serve another function (such as a weapon, shield, consumable, or magic item). Your spirit dwelling has the trait of the magical tradition used to take Exorcist Dedication and the necromancy trait. Your spirit dwelling is attuned to you, so only you can use it. If your spirit dwelling is lost or stolen, you can turn another object into a new spirit dwelling with a 1-hour ritual; this causes your previous spirit dwelling to revert to a mundane object and any spirits within to harmlessly disperse. + +Your spirit dwelling can house not just wisps but greater remnants of spiritual energy left behind by defeated ghosts and haunts. You can use the [[Collect Spirit Remnant]] activity. + +**Rejuvenating Spirits**: Though all spirit wisps and most remnants can pass on immediately when purified, if a spirit remnant came from a creature with the rejuvenation special ability (such as most ghosts), a recurring haunt, or another entity who ordinarily doesn't pass on when destroyed, its ties to this world are too strong for it to easily pass on. When a spirit remnant from such an entity is released as part of your daily preparations, instead of joining the River of Souls, it begins re-forming itself in the time and location noted in its rejuvenation ability. However, you learn a clue about the spirit's unfinished business, which may help you put it to rest permanently. + +EXORCISTS ACROSS GOLARION + +The well-known exorcists of Pharasma use methods of repeated prayer, holy water, and sacred rituals. Ashavic exorcists often dance under the moonlight to entice lost souls and guide them onward. In Osirion, exorcists practice execration, or proactive preventive exorcism techniques. In Northern Garund and some parts of Qadira, playing the stringed tanbura, rattling manjur, and specific drum patterns help cut the threads that tie the spirit to this world. Matanji orcs in the Mwangi Expanse perform exorcisms by drawing tattoo-like diagrams in iron ink. In Tian Xia, exorcists often use fulus (Secrets of Magic 158) to assist in their practice. + +## [[Exorcist Dedication]] Feat 4 + +**Prerequisites** trained in Occultism or Religion + +* * * + +You've learned to attract, quell, and purify spirits, housing them in a special receptacle called a spirit dwelling until they're ready to move on. Through the power of prayers or ritual incantations, one mundane object in your possession becomes a spirit dwelling (page 23). Your spirit dwelling functions as a lure for lost spirits weakened by their time on the Material Plane. Each day during your daily preparations, your spirit dwelling attracts a spirit wisp who comes to dwell inside. If your spirit dwelling contains no wisps, you can spend 10 minutes in a minor ritual to cast your spirit dwelling around an area and attract another wisp. You can also capture stronger spirit remnants from vanquished undead spirits, as explained in the sidebar on page 23. As long as your spirit dwelling contains any spirits, it glows faintly, casting dim light in a 10-foot radius. + +As an exorcist, you do more than just collect spirits: you also help rid them of their burdens and lingering resentments, aiding their transition from the Material Plane. Every day, before your daily preparations, any spirit wisps and remnants remaining within your spirit dwelling from the previous day are purified and can join the River of Souls in their final journey to Pharasma's Boneyard. + +You can also learn abilities that let you purify a spirit in your spirit dwelling immediately in a cathartic surge, granting you a helpful effect as they depart for the afterlife. Any actions you gain from the exorcist archetype gain either the divine or occult trait, depending on whether you used Occultism or Religion to qualify for Exorcist Dedication. [[Spirit's Mercy]] is the simplest of the purifications. + +**Special** You can't select another dedication feat until you have gained two other feats from the exorcist archetype. + +## [[Cast Out]] Feat 6 + +**Prerequisites** Exorcist Dedication + +* * * + +You attempt to cast a malevolent entity out of the creature or object it's possessing. Roll a counteract check against the possession effect; you must be within 30 feet of the possessed creature or object to do so. Your counteract level is half your level rounded up, and your counteract modifier is your Occultism modifier, Religion modifier, or spell DC - 10, whichever is highest. If you succeed, the entity is driven out and can't attempt to possess that creature or object for 1 week. If you fail, the possessing creature is immune to your Cast Out for a year and a day. + +## [[Spirit's Absolution]] Feat 6 + +**Prerequisites** Exorcist Dedication + +**Cost** 1 spirit wisp or spirit remnant from your spirit dwelling + +**Requirements** You are holding your spirit dwelling. + +* * * + +You purify a spirit by absolving it of its sins and regrets. This cathartic experience restores your Hit Points or those of an adjacent ally. If you expend a spirit wisp, the target recovers 1d4 Hit Points per level you have. If you expend a spirit remnant, the target recovers 1d6 Hit Points per level of the incorporeal undead or haunt from which you gained the remnant. + +## [[Spirit's Anguish]] Feat 8 + +**Prerequisites** Exorcist Dedication + +**Cost** 1 spirit wisp or spirit remnant from your spirit dwelling + +**Requirements** You are holding your spirit dwelling. + +* * * + +You purify a spirit by coaxing it to release its anguish in a final cathartic howl. This deals sonic damage to all creatures in a @Template\[type:cone|distance:30\], with a basic Will save against your class DC or spell DC, whichever is higher. If you expend a spirit wisp, this deals @Damage\[1d4\[sonic]] damage per level you have. If you expend a spirit remnant, this deals @Damage\[1d6\[sonic]] damage per level of the incorporeal undead or haunt from which you gained the remnant. + +## [[Enticing Dwelling]] Feat 12 + +**Prerequisites** Exorcist Dedication + +* * * + +Your spirit dwelling is particularly inviting to spirit wisps. During your daily preparations, and whenever you spend 10 minutes to find more wisps, you entice two wisps into your spirit dwelling instead of one. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Familiar Master.md b/content/mechanics/srd/Archetypes/Familiar Master.md new file mode 100755 index 000000000..ceeaa3ade --- /dev/null +++ b/content/mechanics/srd/Archetypes/Familiar Master.md @@ -0,0 +1,59 @@ +--- +title: "Familiar Master" +noteType: ":sticky-note:" +aliases: "Familiar Master" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.yaR8E2drX6pFUFCK +tags: + - JournalEntryPage +--- + +# Familiar Master +From the wise owl perched on the wizard's shoulder to the crafty gremlin that serves the witch for their own reasons, the ghastly homunculus in the alchemist's lab to the clever monkey that picks the lock of the thief's cell, familiars have always served. Whether through rigorous training or a preternatural connection, yours serves better than most. + +**Additional Feats** 4th [[Enhanced Familiar]] + +## [[Familiar Master Dedication]] Feat 2 + +You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar. If you already have a familiar, you gain the Enhanced Familiar feat. + +**Special** You can't select another dedication feat until you have gained two other feats from the Familiar Master archetype. + +## [[Familiar Mascot]] Feat 4 + +**Prerequisites** Familiar Master Dedication + +* * * + +Your familiar is the heart and soul of your adventuring team. When selecting master abilities, you can choose an ally to benefit from any specific master ability. Each master ability can benefit only a single character, and you can select a specific master ability only once unless the ability says otherwise. + +## [[Familiar Conduit]] Feat 4 + +**Prerequisites** Familiar Master Dedication, able to cast spells + +**Requirements** You have line of effect to your familiar. + +* * * + +Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic. If the next action you use is to Cast a Spell that has a range, the spell uses the familiar as its origin point. + +## [[Improved Familiar (Familiar Master)|Improved Familiar]] Feat 6 + +**Prerequisites** Familiar Master Dedication + +You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar is two lower than normal. + +## [[Mutable Familiar]] Feat 8 + +**Prerequisites** Familiar Master Dedication + +* * * + +Your familiar's supernatural spirit has outgrown its corporeal body. You can conduct a special 10-minute activity to reselect certain familiar abilities, switching one or more of the following abilities for other abilities on this list: amphibious, burrower, climber, darkvision, fast movement, manual dexterity, resistance, and scent. You can reselect only familiar abilities you would normally be able to reselect each day, not required familiar abilities for your familiar. You can't remove an ability that is required for another ability your familiar has (for instance, you can't remove manual dexterity if the familiar has lab assistant). + +## [[Incredible Familiar (Familiar Master)|Incredible Familiar]] Feat 10 + +**Prerequisites** Enhanced Familiar + +* * * + +Your familiar is infused with even more magic than other familiars. You can select six familiar or master abilities each day, instead of four. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Fighter.md b/content/mechanics/srd/Archetypes/Fighter.md new file mode 100755 index 000000000..6990aea83 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Fighter.md @@ -0,0 +1,67 @@ +--- +title: "Fighter" +noteType: ":sticky-note:" +aliases: "Fighter" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.inxtk4rYj2UZaytg +tags: + - JournalEntryPage +--- + +# Fighter +You have spent time learning the art of warfare, increasing your skill with martial arms and at wearing armor. With further training, you can become a true combat specialist. + +## [[Fighter Dedication]] Feat 2 + +**Prerequisites** Strength +2; Dexterity +2 + +* * * + +You become trained in martial weapons. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC. + +* * * + +**Special** You cannot select another dedication feat until you have gained two other feats from the fighter archetype. + +## [[Basic Maneuver]] Feat 4 + +**Prerequisites** Fighter Dedication + +* * * + +You gain a 1st- or 2nd-level fighter feat. + +## [[Fighter Resiliency]] Feat 4 + +**Prerequisites** Fighter Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier + +* * * + +You gain 3 additional Hit Points for each fighter archetype class feat you have. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way. + +## [[Reactive Striker|Opportunist]] Feat 4 + +**Prerequisites** Fighter Dedication + +* * * + +You gain the [[Reactive Strike]] reaction. + +## [[Advanced Maneuver]] Feat 6 + +**Prerequisites** Basic Maneuver + +* * * + +You gain a fighter feat. For the purpose of meeting its prerequisites, your fighter level is equal to half your character level. + +* * * + +**Special** You can select this feat more than once. Each time you select it, you gain another fighter feat. + +## [[Diverse Weapon Expert]] Feat 12 + +**Prerequisites** Fighter Dedication; expert in any kind of weapon or unarmed attack + +* * * + +Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Firebrand Braggart.md b/content/mechanics/srd/Archetypes/Firebrand Braggart.md new file mode 100755 index 000000000..dc3834f70 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Firebrand Braggart.md @@ -0,0 +1,87 @@ +--- +title: "Firebrand Braggart" +noteType: ":sticky-note:" +aliases: "Firebrand Braggart" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.F7W15pGOeSeNJD0C +tags: + - JournalEntryPage +--- + +# Firebrand Braggart +Many Firebrands travel the Inner Sea region drawing attention to themselves, making great shows of their exploits, and proclaiming their great deeds. + +## [[Firebrand Braggart Dedication]] Feat 4 + +**Prerequisites** Charisma 14, second mark member of the Firebrands + +* * * + +Your Firebrand training has taught you that achieving something is more satisfying if you boast about it first. You declare a boast about a particular skill action, such as Balance, Demoralize, or Recall Knowledge. The first time you attempt this action within the next minute in a context the GM deems both suitably challenging and meaningful, you must roll twice and use the lower result. If you succeed at this check, you gain a +1 circumstance bonus to checks to attempt the same action for 10 minutes. If you fail this check or don't attempt the action within 1 minute, you instead take a -1 circumstance penalty on checks to attempt the same action for 1 hour. + +If the chosen action can be used with multiple skills, such as Identify Magic or Recall Knowledge, you must specify which skill you are using for that particular action, such as using Arcana to Identify Magic, and your bonus or penalty after the boast applies only to checks using that skill for that action. Once you declare a boast about a particular action, you cannot declare a boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check. + +Typically a challenging task is one with at least a standard DC for your level, though the difficulty may be higher depending on the situation. A meaningful context is one where the action's success or failure is relevant to the pursuit of your goals, rather than a boast you made simply to gain a bonus later. + +**Special** You can't select another dedication feat until you have gained two other feats from the Firebrand Braggart archetype. + +## [[Boaster's Challenge]] Feat 6 + +**Prerequisites** expert in Deception, Diplomacy, or Intimidation; Firebrand Braggart Dedication + +* * * + +You call out a foe, causing them to become flustered and easier to defeat. Select one creature you can see and declare a challenge. For your challenge, attempt a Deception, Diplomacy, or Intimidation check against that creature's Will DC. Your challenge must include a linguistic, auditory, or visual component and gains the corresponding trait. If you succeed, you gain a +2 status bonus to damage rolls with your weapon or unarmed Strikes against that foe until the end of your next turn; if you have master proficiency in the skill you used, you gain a +4 status bonus instead, and if you're legendary, you gain a +6 status bonus. On a critical success, the status bonus lasts for 3 rounds instead. Whether you succeed or fail, creatures who witnessed your challenge gain a +4 circumstance bonus to their Will DCs against your attempts to challenge for 1 minute. + +## [[Daring Act]] Feat 6 + +**Prerequisites** trained in Acrobatics or Athletics, Firebrand Braggart Dedication + +* * * + +You attempt a death-defying maneuver to distract your enemies. Select one foe within reach and attempt either an Acrobatics or Athletics check against your target's Reflex DC. If you succeed, you can Stride up to half your Speed (or up to your full Speed if you critically succeed) without triggering reactions from the target due to your movement, and the target is off-guard against the next melee attack you attempt against it before the end of your turn. + +## [[Bravo's Determination]] Feat 8 + +**Prerequisites** expert in Deception, Firebrand Braggart Dedication + +**Trigger** A foe's Strike reduces you to 0 Hit Points; you were not at 1 Hit Point and you would not be killed. + +* * * + +Your confidence borders on self-delusion, but it keeps you going against overwhelming odds. Attempt a Deception check against the attack DC of the triggering Strike. You take a penalty to this check equal to twice your wounded value, if any. If the triggering attack was a critical hit, use the result one degree of success worse than what you rolled. + +**Critical Success** You avoid being knocked out and remain at 1 Hit Point. + +**Success** You avoid being knocked out and remain at 1 Hit Point, but you increase your wounded value by 1. + +## [[Great Boaster]] Feat 10 + +**Prerequisites** Charisma 16, Firebrand Braggart Dedication + +* * * + +Your bragging is particularly effective. If you succeed at a boast, you can attempt a great boast about that same skill by using your Firebrand Braggart Dedication action about the same action during the duration of your original boast's circumstance bonus; this is an exception to the rule that you can't make another boast about the same action until your next daily preparations. A great boast uses the Firebrand Braggart Dedication action, except that if you succeed, your circumstance bonus increases to +2 and remains for 1 hour. If you fail the great boast, you take a -2 circumstance penalty to attempt the same action for 4 hours. Once you declare a great boast about a particular action, you can't declare a great boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check. The minimum challenging task for a great boast is one with at least a hard DC for your level. + +## [[Daring Flourish]] Feat 10 + +**Prerequisites** Daring Act + +* * * + +You make quick use of an opening from your daring stunts. At the end of a successful Daring Act, you can make a melee Strike against the target or attempt to Disarm the target. The target is off-guard against the Strike you make during Daring Act as well as the next melee attack you attempt against it before the end of your turn. + +## [[Demanding Challenge]] Feat 10 + +**Prerequisites** Boaster's Challenge + +* * * + +If your skill check to challenge a foe is a success, the target of your challenge takes a -1 circumstance penalty to attack rolls (or -2 if you critically succeed) until the end of your next turn. + +## [[Daredevil's Gambit]] Feat 12 + +**Prerequisites** Daring Act + +* * * + +If you critically succeed at your Daring Act, you can enter the target's space and remain there until the beginning of your next turn or until the target moves, whichever comes first. You gain a +2 circumstance bonus to AC, and your target is off-guard against your attacks while you are sharing its space in this way. If any creature other than your target hits you with an attack roll while you are sharing your target's space, attempt a DC 15 flat check. On a success, resolve the attack against the target instead of you, using the same attack roll result that hit you. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Firework Technician.md b/content/mechanics/srd/Archetypes/Firework Technician.md new file mode 100755 index 000000000..60434956f --- /dev/null +++ b/content/mechanics/srd/Archetypes/Firework Technician.md @@ -0,0 +1,77 @@ +--- +title: "Firework Technician" +noteType: ":sticky-note:" +aliases: "Firework Technician" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.S4BZW9c5n6CctDxl +tags: + - JournalEntryPage +--- + +# Firework Technician +**Rarity** Uncommon + +* * * + +The brilliant display of cascading lights and flickering aerial flowers, the thunderous boom, the sizzling crackle, and piercing screech—these are the stock and trade of your craft. You know how to perfectly pair light and sound to create fireworks displays that can amaze children and adults, comfort friends, and even confound your foes. + +As a fireworks technician, you might be an itinerant wanderer, roaming from town to town and developing your craft on your own. In that case, you make a living on the road, selling fireworks to the townsfolk, setting up public displays upon request and receipt of payment, and even tailoring individualized performances to those wealthy or interesting enough to be worthy of receiving their own private show. + +On the other hand, you might be part of an established fireworks house from Tian Xia or Vudra and rely on teamwork to perfect your various formulas and displays. Hoping to produce the next great innovation in fireworks technology, you often send back the notes from your studies and field demonstrations to esteemed colleagues from your fireworks house, seeking their opinions on your next big idea. + +#### Describing Your Fireworks Display + +As a firework technician, the exact visuals of your character's special abilities might matter significantly to you. No two firework technicians use exactly the same fireworks display, even if they come from the same fireworks house and both use the same feat to generate the display. In fact, it's likely that when you use a feat from the firework technician archetype, the resulting display remains a bit different each time as you tinker, perfect, and refine your technique. Even so, you probably have a few themes that you prefer for each of your firework technician feats. For instance, your Coughing Dragon Display might appear in the sinuous serpentine shape of a literal imperial dragon, coughing out glittering trails. It might also resemble a simple series of geometric shapes, an enigmatic spiraling aeon trailing off in a shape with radial symmetry, a pattern shaped like a tree blossoming with flowers in the sky, or anything else you can imagine. To help your fellow players visualize what your character is doing, you might come up with some go-to descriptions or draw art depicting some of your favorite displays. + +## [[Firework Technician Dedication]] Feat 2 + +**Prerequisites** trained in Crafting + +* * * + +You've learned the secrets of making fire and sound bloom using black powder, metals, and paper. You most likely came by this knowledge through formal training with a fireworks house in Tian Xia or a fireworks company from Vudra, though perhaps you mastered fireworks completely by yourself after finding a secret stash in an old shipwreck. + +You become trained in Fireworks Lore or become an expert if you were already trained in it. You gain the [[Alchemical Crafting]] feat, a pool of [[Infused Reagents]] equal to your level, and [[Advanced Alchemy]] (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You can use your infused reagents only to make fireworks, [[Launch Fireworks Display]], and use other feats from this archetype. Your advanced alchemy level is 1. If you gain infused reagents from more than one source, you use the highest number of reagents to determine your pool rather than adding them together. + +You can also create special fireworks displays using your infused reagents, designed to create distinctive effects you can use to make onlookers marvel and even to gain an advantage in combat. You gain the Launch Fireworks Display action and learn some basic displays, and you can learn additional, more complex displays through other firework technician feats. The DC for any display is equal to your class DC or spell DC, whichever is higher. + +**Special** You can't select another dedication feat until you've gained two other feats from the fireworks technician archetype. + +## [[Coughing Dragon Display]] Feat 4 + +**Prerequisites** [[Firework Technician Dedication]] + +* * * + +This display emits a cascade of loud bangs or glittering trails. While you initially designed the display to captivate your audience's attention, it turns out to have a surprisingly effective use in combat, suppressing auditory or visual effects behind your magnificent display. You gain the [[Coughing Dragon]] fireworks display. + +## [[Expert Fireworks Crafter]] Feat 6 + +**Prerequisites** [[Firework Technician Dedication]], expert in Crafting + +* * * + +You're particularly adept at crafting fireworks, allowing you to create much more powerful fireworks than you otherwise could. Your advanced alchemy level for fireworks increases to your level - 3. + +## [[Jumping Jenny Display]] Feat 8 + +**Prerequisites** [[Firework Technician Dedication]] + +* * * + +This multi-sequence rocket blasts confetti at a series of altitudes. While the design is intended to delight children of all ages, you've found it has an unexpected side effect of confounding enemy fliers. You gain the [[Jumping Jenny]] fireworks display. + +## [[Goblin Jubilee Display]] Feat 10 + +**Prerequisites** [[Firework Technician Dedication]] + +* * * + +Flames and explosions sear the air in a riot of color and devastation that rivals that wrought by even the wildest goblin party. The display is both so beautiful and chaotic that, while mesmerizing, it poses a significant risk to the physical health, sight, and hearing of anyone who gets too close. You gain the [[Goblin Jubilee]] fireworks display. + +## [[Banshee Cry Display]] Feat 12 + +**Prerequisites** [[Firework Technician Dedication]] + +* * * + +You've learned how to pull off a sudden noisemaker at just the right moment in your display, a technique that can disrupt precise wording. You gain the [[Banshee Cry]] fireworks display. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Flexible Spellcaster (Class Archetype).md b/content/mechanics/srd/Archetypes/Flexible Spellcaster (Class Archetype).md new file mode 100755 index 000000000..1839b71d3 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Flexible Spellcaster (Class Archetype).md @@ -0,0 +1,23 @@ +--- +title: "Flexible Spellcaster (Class Archetype)" +noteType: ":sticky-note:" +aliases: "Flexible Spellcaster (Class Archetype)" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.4YtHynO8i1a33zo9 +tags: + - JournalEntryPage +--- + +# Flexible Spellcaster (Class Archetype) +You've learned how to cast spells flexibly, blending the best elements of spontaneous and prepared spellcasting at the cost of casting fewer spells each day. + +#### Restricted Spell Slots + +When applying this archetype to a class that grants additional spell slots with restrictions, such as the specialist wizard's specialist school spells or the cleric's divine font, you still gain those additional slots, but they work as normal for your class, and they don't add more spells to your spell collection. A healing font grants you additional spell slots to cast _heal_ spells of the highest level you can cast, but doesn't add _heal_ to your spell collection. A harming font does the same for the _harm_ spell. As a specialist wizard, you prepare one spell per level from your specialty school, which also aren't added to your spell collection. + +## [[Flexible Spellcaster Dedication]] Feat 2 + +**Prerequisites** [[Flexible Spell Preparation]] + +* * * + +You now have four cantrips per day instead of three. At 4th level, you have five cantrips per day instead of four. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Folklorist.md b/content/mechanics/srd/Archetypes/Folklorist.md new file mode 100755 index 000000000..0de882de8 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Folklorist.md @@ -0,0 +1,67 @@ +--- +title: "Folklorist" +noteType: ":sticky-note:" +aliases: "Folklorist" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.0pPtVXH6Duitakbp +tags: + - JournalEntryPage +--- + +# Folklorist +**Rarity** Uncommon + +* * * + +Folklorists are welcome across the Mwangi Expanse for the entertaining stories they tell and the counsel they impart. However, those who take the art of storytelling to the next level can produce magical effects based on their understanding of stories and their firm belief that life conforms to the contours of these tales. While many such folklorists are benevolent, terms like hero and villain are notoriously relative, changing to fit the perspective of the storyteller. + +## [[Folklorist Dedication]] Feat 2 + +**Prerequisites** trained in Performance + +* * * + +You are a master archivist and entertainer, capable of pulling wisdom from the tales you tell and weaving your allies and enemies into a powerful narrative. You gain the [[Spin Tale]] action. + +* * * + +**Special** You can't select another dedication feat until you've gained two other feats from the folklorist archetype. + +## [[Folktales Lore]] Feat 4 + +**Prerequisites** [[Folklorist Dedication]] + +* * * + +You can pull bits of wisdom from any tale. You become trained in Folktales Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Folktales Lore, you get the effects of the [[Dubious Knowledge]] skill feat. + +If you are legendary in the Performance skill, you gain expert proficiency in Folktales Lore, but you can't increase your proficiency rank in Folktales Lore by any other means. + +## [[Narrative Conduit]] Feat 6 + +**Prerequisites** [[Folklorist Dedication]] + +* * * + +You act as a conduit for your companions just as your stories are a conduit between teller and listener. When you [[Spin Tale|Spin a Tale]] and the hero of your tale Casts a Spell against the villain, you warp the world, allowing the hero to calculate range and cover to the villain from your space instead of their own if they prefer. The hero must choose to calculate both range and cover from the same space; they can't use one space for range and the other for cover. + +## [[Rule of Three]] Feat 8 + +**Prerequisites** [[Folklorist Dedication]] + +* * * + +**Requirements** You have [[Spin Tale|Spun a Tale]]. + +**Trigger** The villain of the tale you've spun makes an attack roll with a given weapon or unarmed attack, uses a particular special ability (such as a Breath Weapon), or Casts a Spell against the hero, and they used that same attack, special ability, or spell against the hero on the previous turn. + +* * * + +Heroes learn from their previous failures, often succeeding on the third attempt. You narrate a tale of the hero's success, granting them a +2 circumstance bonus to their AC or saving throw against the triggering effect. If the villain has used the same effect against the hero on both of their last two turns, and you used Rule of Three on that effect last turn as well, the bonus increases to +4. + +## [[Communal Tale]] Feat 10 + +**Prerequisites** [[Folklorist Dedication]] + +* * * + +Stories are an experience meant to be shared as a group. When you [[Spin Tale|Spin a Tale]], you can designate up to six non-minion allies as the heroes of your story. Each hero, once during the tale, can continue the story in your stead by spending an action to Spin the Tale; if they do, the story continues for another round, as if you had Spun the Tale at the start of your turn. This could allow the story to continue for up to 6 additional rounds, if all possible allies Spin the Tale, though you can continue to Spin the Tale on your own as normal. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Game Hunter.md b/content/mechanics/srd/Archetypes/Game Hunter.md new file mode 100755 index 000000000..283c00ca0 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Game Hunter.md @@ -0,0 +1,55 @@ +--- +title: "Game Hunter" +noteType: ":sticky-note:" +aliases: "Game Hunter" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.8RYKz1WDPMJBmMNt +tags: + - JournalEntryPage +--- + +# Game Hunter +Game hunters find, follow, and slay game animals, then honor their fallen rivals by securing and preserving a trophy of the kill. Many game hunters show a reverential respect for their prey bordering on the sacred. The finest game hunters engage only in a fair chase, strive for painless kills, and use every part of the animal's carcass. + +**Additional Feats** 6th [[Hunter's Aim]]; 8th [[Running Reload]]; 14th [[Double Prey]] + +## [[Game Hunter Dedication]] Feat 2 + +**Prerequisites** trained in Survival + +* * * + +You are skilled at tracking big game animals and similar creatures. You gain the Hunt Prey action, but you can designate only animals, beasts, and dragons as prey. In addition to the other benefits of Hunt Prey, you gain a +2 circumstance bonus to Stealth checks against your hunted prey. + +When you succeed at a Strike against your hunted prey while it's off-guard, it must attempt a Fortitude save against your class DC. On a failure, the prey's Speeds are each reduced by 10 feet for 1 round; on a critical failure, the duration of this effect is 1 minute. The prey is then temporarily immune to this effect for 10 minutes. + +If you already have Hunt Prey, you become an expert in Survival. You apply the Stealth bonus and the Speed reduction only when your prey is an animal, beast, or dragon. + +* * * + +**Special** You can't select another dedication feat until you have gained two other feats from the game hunter archetype. + +## [[Big Game Trapper]] Feat 4 + +**Prerequisites** Snare Crafting, Game Hunter Dedication + +* * * + +You can set snares specifically for big prey, leaving smaller creatures unscathed. Each time you set a snare, you can choose Small, Medium, Large, or Huge. That snare can be triggered only by creatures of that size or larger. + +## [[Keep Pace (Game Hunter)|Keep Pace]] Feat 6 + +**Prerequisites** Game Hunter Dedication + +* * * + +When your hunted prey tries to bolt, you follow. You Stride up to your Speed, following your hunted prey and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use Keep Pace to Burrow, Climb, Fly, or Swim instead of Stride if you have the appropriate movement type. + +## [[Quick Positioning]] Feat 8 + +**Prerequisites** Game Hunter Dedication + +* * * + +**Requirements** You could see your hunted prey when you rolled initiative at the beginning of the encounter, and this is your first action on your first turn of the encounter. + +You're always ready to get the jump on your target. You Step up to twice. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Geomancer.md b/content/mechanics/srd/Archetypes/Geomancer.md new file mode 100755 index 000000000..b8f9f1389 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Geomancer.md @@ -0,0 +1,159 @@ +--- +title: "Geomancer" +noteType: ":sticky-note:" +aliases: "Geomancer" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.I6FbkKYncDuu7eWq +tags: + - JournalEntryPage +--- + +# Geomancer +You know how to draw power from the land around you, no matter the terrain, by attuning your magic to match its mystical properties. + +You might be a druid with an elemental focus (such as the flame, stone, or wave orders) or a naturalist with a touch of magic at your disposal. You could concentrate on a single type of terrain to wring every last drop of power from it or choose to wander the land to experience every type of terrain possible. + +## [[Geomancer Dedication]] Feat 2 + +**Prerequisites** trained in Nature; ability to cast spells from spell slots; at least one spell with the air, cold, earth, fire, plant, or water trait + +* * * + +You feel a deep connection to the world no matter where you are, a phenomenon known as "terrain attunement." When you expend a spell slot to cast a spell with a trait that corresponds to the type of terrain you are currently in (as listed below), you gain the terrain attunement effect for that type of terrain. The GM might determine an attunement applies as long as it's prevalent enough around you. For instance, you might be in aquatic terrain on a riverbank or on a boat. Similarly, one place might count as multiple types of terrain, such as a mountain in the far north being both arctic and mountain. In this case, you choose only one terrain attunement effect, even if the spell has traits that would apply to each terrain type. + +Certain terrain attunements affect your enemies instead of you. If they do, when you cast the spell you apply the listed effect to all enemies who are either adjacent to you, in the area of the spell, or targeted by the spell. These enemies receive the listed saving throw against your spell DC to attempt to avoid the effect. + +* **Aquatic** (water) You ride the currents of water. If you're in the water, you gain a swim Speed equal to your land Speed. If you're on a surface, temporary waves of water follow your movements, allowing you to use your swim Speed-if you have one-as your land Speed. +* **Arctic** (cold) Arctic rime covers your foes' bodies. Enemies must attempt a Fortitude save. They take a -5-foot status penalty to their Speeds for 2 rounds (-10-foot on a critical failure). +* **Desert** (fire) The scorching heat of the desert dehydrates your foes. Enemies must attempt a Fortitude save. On a failure, they're [[Fatigued]] until they drink water or another potable liquid. +* **Forest** (plant) Branches and vines reach out to get in your foes' way. Enemies must attempt a Reflex save. On a failure, they become [[Clumsy 1]] for 1 round ([[Clumsy 1|Clumsy 2]] on a critical failure). +* **Mountain** (earth) The rugged endurance of the mountain protects you from harm. You gain resistance to physical damage (except adamantine) equal to the spell level for 1 round. +* **Plains** (plant) The growing fields and pulsing vitality of the plains provide you vigor. You gain temporary Hit Points equal to the spell level for 1 round. +* **Sky** (air) A gust of wind carries you aloft. You can Fly up to 10 feet. If you're in the air at the end of the turn and don't have a fly Speed, you fall. +* **Swamp** (plant) Your magic draws in noxious swamp gas to fumigate your foes. Affected foes take [[Persistent Damage|Persistent Poison Damage]] equal to half the spell's level (minimum 1 damage) with a basic Fortitude save. +* **Underground** (earth) The endless darkness of the cavern depths opens up its secrets to your senses. For 1 round, you gain darkvision as well as imprecise tremorsense out to 15 feet. + +**Special** You can't select another dedication feat until you've gained two other feats from the geomancer archetype. + +## [[Attunement Shift]] Feat 4 + +**Prerequisites** [[Geomancer Dedication]] + +* * * + +**Frequency** once per 10 minutes + +**Requirements** Your previous action was to cast a spell with the air, cold, earth, fire, plant, or water trait. + +* * * + +The magic of your spell floods into you, overriding your connection to the land around you. You alter your terrain attunement to a terrain that matches a trait of the spell you just cast. You thereby gain your terrain attunement benefit when you cast further spells with the same descriptor, instead of using the terrain you're actually in. For instance, if you cast _[[Tangle Vine]]_, your terrain attunement switches to your choice of forest or swamp, and your terrain attunement applies when you cast another plant spell. + +Your terrain attunement reverts to that of the terrain you're in 1 minute after you use Attunement Shift. + +## [[Shared Attunement]] Feat 4 + +**Prerequisites** [[Geomancer Dedication]] + +* * * + +When you would gain a benefit from your terrain attunement, you can grant it to one ally within 30 feet instead of yourself. This has no effect if the terrain attunement affects your foes instead of granting you a benefit. + +## [[Rough Terrain Stance]] Feat 6 + +**Prerequisites** [[Geomancer Dedication]], expert in Nature + +* * * + +**Requirements** You gained a terrain attunement benefit this turn. + +* * * + +You enter a stance that makes it difficult to move around you. Each square adjacent to you becomes difficult terrain that matches the terrain attunement you gained (rime forms in an arctic terrain, momentary undergrowth shoots up in a forest terrain, and so on). You ignore this difficult terrain. + +This stance ends if you move into a different type of terrain. + +## [[Attuned Stride]] Feat 8 + +**Prerequisites** [[Geomancer Dedication]], expert in Nature + +* * * + +You can move freely through terrain you're attuned to. When you gain a terrain attunement benefit, you ignore difficult terrain in the corresponding type of terrain until the end of your next turn. + +## [[Draw From the Land]] Feat 10 + +**Prerequisites** [[Geomancer Dedication]], expert in Nature + +* * * + +**Requirements** You gained a terrain attunement benefit this turn, and it matched the terrain you're in. + +* * * + +You pull strength from the surrounding terrain. You gain temporary Hit Points equal to your level. They last for 1 round. If you previously gained the plains terrain attunement effect this turn, combine the temporary Hit Points together. + +## [[Read the Land]] Feat 12 + +**Prerequisites** [[Geomancer Dedication]], master in Nature + +* * * + +You've learned how to commune with the land to learn information. You learn the _[[Commune]]_ ritual if you didn't know it already. You can perform this ritual with a casting time of 1 hour instead of 1 day and without a secondary caster. + +## [[Terrain Shield]] Feat 14 + +**Prerequisites** [[Geomancer Dedication]], master in Nature + +* * * + +**Frequency** once per 10 minutes + +**Trigger** A Strike would damage you. + +**Requirements** You gained a terrain attunement benefit since the start of your most recent turn and that attunement matches the terrain you're in. + +* * * + +You're so attuned to the land that it rises up to protect you from a potentially fatal blow in a seeming coincidence. For instance, a branch suddenly falls from a nearby tree to take the brunt of a sword swing or a surprising change of current disrupts an enemy's attack. You gain resistance to physical damage equal to double your level against the triggering Strike. + +## [[Shifting Terrain]] Feat 14 + +**Prerequisites** [[Rough Terrain Stance]], master in Nature + +* * * + +**Requirements** Your terrain attunement matches the terrain you're in and you're in Rough Terrain Stance. + +* * * + +You slam your fist into the ground or twirl your arms about to cause the terrain around you to shift and ripple, potentially throwing others off balance. Each creature within your area of difficult terrain from Rough Terrain Stance must attempt a Reflex saving throw against your spell DC with the following effects. + +After you use this action, you can't use it again for `dice:1d4` rounds. + +* * * + +**Critical Success** The creature is unaffected. + +**Success** The creature is [[Clumsy 1]] for 1 round. + +**Failure** The creature is [[Clumsy 1|Clumsy 2]] for 1 round. + +**Critical Failure** The creature is clumsy 2 for 1 round and falls [[Prone]]. + +## [[Quickened Attunement]] Feat 16 + +**Prerequisites** [[Geomancer Dedication]], legendary in Nature + +* * * + +**Frequency** once per day + +**Requirements** Your previous action was Attunement Shift. + +* * * + +If your next action is to cast a spell that would grant your terrain attunement bonus, reduce the number of actions to cast it by 1 (to a minimum of 1 action). + +* * * + +**Special** You can't use Quickened Attunement and [[Quickened Casting]] in the same round. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Ghost Eater.md b/content/mechanics/srd/Archetypes/Ghost Eater.md new file mode 100755 index 000000000..6533b3f2e --- /dev/null +++ b/content/mechanics/srd/Archetypes/Ghost Eater.md @@ -0,0 +1,49 @@ +--- +title: "Ghost Eater" +noteType: ":sticky-note:" +aliases: "Ghost Eater" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.xMdIENo4w9bEzZuK +tags: + - JournalEntryPage +--- + +# Ghost Eater +The warriors of Minata frequently contend with lost spirits of the Taumatan people that haunt their shattered lands to this day. These Minatan warriors, known as ghost eaters around Bonmu, travel the countless islands of Minata and offer their skills to exorcists and priests. When working in such a partnership, ghost eater's main task is to destroy a spirit in order to give their holy comrade time to learn about the individual soul and finally put it to rest. + +Characters can gain access to this archetype from Ingdani after they retrieve the [[Phoenix Necklace]] from the temple of Irori. + +## [[Ghost Eater Dedication]] Feat 2 + +**Prerequisites** trained in Occultism or Religion + +* * * + +You have trained as a ghost eater, a hunter specialized in the destruction of spirits. You know how to channel your own spiritual energy to harm spirits. Your weapon and unarmed attack Strikes become magical. Against incorporeal creatures, they also gain the effects of a ghost touch property rune. + +**Special** You can't select another dedication feat until you have gained two other feats from this archetype. + +## [[Reach Beyond]] Feat 4 + +**Prerequisites** Ghost Eater Dedication + +* * * + +You've learned to move your spiritual energy past yourself to attack spirits where others can't. You can make melee Strikes against incorporeal creatures that are inside solid objects as long as the object is within your reach. An incorporeal creature inside of a solid object is hidden, requiring you to succeed at a DC 11 flat check when you target it. You can spend an action, which has the concentrate trait, to focus on a creature inside of a solid object. If you do, the next melee Strike you make this turn requires you to succeed at only a DC 6 flat check to affect the creature. + +## [[Disrupting Strikes]] Feat 6 + +**Prerequisites** Ghost Eater Dedication + +* * * + +You call forth vitality energy from within to help you destroy undead. Your weapon and unarmed Strikes gain the effects of a disrupting property rune until the start of your next turn. + +If you're 14th level or higher, your Strikes instead gain the effects of a greater disrupting property rune. The DC for the rune's effect is equal to your class DC or spell DC, whichever is higher. + +## [[Cross the Threshold]] Feat 16 + +**Prerequisites** Ghost Eater Dedication + +* * * + +You can cast ethereal jaunt as an occult innate spell once per day. You don't need to Sustain the Spell; instead, it lasts for 10 minutes or until you choose to return to your material form as a free action. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Ghost Hunter.md b/content/mechanics/srd/Archetypes/Ghost Hunter.md new file mode 100755 index 000000000..60625152c --- /dev/null +++ b/content/mechanics/srd/Archetypes/Ghost Hunter.md @@ -0,0 +1,69 @@ +--- +title: "Ghost Hunter" +noteType: ":sticky-note:" +aliases: "Ghost Hunter" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.LL4YD16kPqcGibKG +tags: + - JournalEntryPage +--- + +# Ghost Hunter +Ghosts have a wide range of capabilities and features- no two ghosts are exactly alike, as the nature of their abilities depends as much upon who they were in life as on how they died. Haunts, the spectral phenomena remaining in a site of death or powerful emotions, are related to but distinct from ghosts. + +The ghost hunter knows that ghosts and haunts share many features. By focusing on these similarities, they can track down, confront, and defeat all manner of unquiet souls, helping them to find peace and move on to the afterlife. + +## [[Ghost Hunter Dedication]] Feat 2 + +**Prerequisites** Trained in Occultism or Religion + +* * * + +You have focused your training on hunting and defeating ghosts, spirits, and all manner of haunts. Pick Spirit Lore or Haunt Lore; you become trained in this skill. If you were already trained in both skills, you become trained in a new Lore skill of your choice. + +Choose two cantrips from the occult spell list. Each cantrip must have the divination, enchantment, or necromancy trait. You can cast these spells as innate occult spells. You gain access to the Cast a Spell activity if you didn't have it already. You're trained in occult spell attack rolls and spell DCs. You can usually replace material components with somatic components, so you don't need a spell component pouch. Your key spellcasting ability for these spells is Charisma. + +* * * + +**Special** You can't select another dedication feat until you have gained two other feats from the ghost hunter archetype. + +## [[Grave's Voice]] Feat 4 + +**Prerequisites** Ghost Hunter Dedication + +* * * + +You can use your choice of Spirit Lore or Haunt Lore to Make an Impression or Request things of incorporeal creatures. At the GM's discretion, an incorporeal spirit might be willing to hear you out. + +## [[Investigate Haunting]] Feat 4 + +**Prerequisites** Ghost Hunter Dedication + +* * * + +You are skilled at noticing the telltale signs of ghosts and hauntings. Even when you aren't Investigating in exploration mode, you get a check to Recall Knowledge about incorporeal undead and haunts active in the area. You also gain a +2 circumstance bonus to skill checks to disable haunts. + +## [[Spirit Spells]] Feat 4 + +**Prerequisites** Ghost Hunter Dedication + +* * * + +Your ability to confront incorporeal menaces develops into full-fledged spellcasting. Choose a 1st-level occult spell. You can Cast this Spell as an innate occult spell. At 6th level, you gain a 2nd-level occult spell, and at 8th level, you gain a 3rd-level occult spell. Each of these spells must have the divination, enchantment, or necromancy trait. You can cast each of these spells once per day. + +## [[Ghost Strike]] Feat 6 + +**Prerequisites** Ghost Hunter Dedication + +* * * + +Once per day, you can infuse a weapon you are carrying with magical energies that allow it to strike true against incorporeal undead. The weapon gains the effects of the ghost touch property rune for 10 minutes. At 10th level, you can apply this effect to two weapons instead of one. + +## [[Peer Beyond]] Feat 8 + +**Prerequisites** Ghost Hunter Dedication + +* * * + +You have uncanny insight into the way ghosts and haunts manifest, manipulate the mind, and rejuvenate. You gain a +2 circumstance bonus to saving throws against mental effects caused by incorporeal undead and haunts, and you can roll a Spirit Lore or Haunt Lore check for initiative if you know that an incorporeal undead or a haunt is present. + +If you are present when a spirit or haunt is defeated, you instantly gain a flash of insight into how it can be permanently put to rest. Typically, this flash manifests as a vision that presents a quick scene closely linked to the source of the spirit or haunt's creation. Attempt a Spirit Lore or Haunt Lore check, respectively, with a DC appropriate for the spirit or haunt's level. On a success, you gain a hint about how to put the spirit to rest or permanently disable the haunt; on a critical success, you learn the exact method of doing so. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Ghost.md b/content/mechanics/srd/Archetypes/Ghost.md new file mode 100755 index 000000000..4b9592f81 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Ghost.md @@ -0,0 +1,101 @@ +--- +title: "Ghost" +noteType: ":sticky-note:" +aliases: "Ghost" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.aIpIUbupTjw2863C +tags: + - JournalEntryPage +--- + +# Ghost +Your ties to the living world cling to you in death, your unfinished business reducing you to a spirit. Your soul carries on, but your body is gone. Your mind, too, may have changed: though death can impact thoughts and desires in all sorts of ways, most ghosts experience stronger, more volatile emotions and are frequently overcome by their past ties. A need to reconcile the past overwhelms other needs. Motivations can change over time but are always strong. Pragmatism, compassion, and foresight fall before a ghost's fundamental desires. + +## [[Ghost Dedication]] Feat 2 + +**Prerequisites** You died and returned as a ghost. + +* * * + +You have risen as a shell of your former self, a spirit of mist and anguish. You gain the ghost, spirit, and undead traits, and the [[Basic Undead Benefits]]. Your undead craving is to settle your unfinished business. You also gain the incorporeal trait, as described on page 218, except you can't pass through solid objects unless you select the [[Pass Through]] feat. Being a ghost has the following major effects. + +**Floating** You can float but are still tethered to the ground. Replace your land Speed with an equal fly Speed. You can't rise more than a few inches above the ground when you Fly. This means you can move above many types of difficult or hazardous terrain without moving slowly or being damaged, even though you can't fly without limit. You can Leap, High Jump, Long Jump, and take similar actions, and use your fly Speed for any calculations that would normally require your land Speed. + +**Items** You can transmute physical items to make them part of your incorporeal form. This requires spending 10 minutes with the items within reach, during which you transform the items into part of your form; you can return items you already have incorporated to a corporeal state at the same time. The items retain all their runes and other abilities, need to be invested normally if they have the invested trait, and need to be worn, held, or stowed appropriately. Once you've incorporated the items, you and other incorporeal creatures can use them normally—you can Interact with them, Release them, and so on. Your incorporated weapons gain the benefits of the ghost touch property rune, allowing you to use them normally against both corporeal and incorporeal creatures. Incorporated items become corporeal again only if you transmute them back or are destroyed, in which case, they drop to the ground under you. + +**Attacks** Your unarmed attacks become magical and deal void damage instead of their normal type. + +**Strength** Unlike most incorporeal creatures, your Strength modifier is not -5; you keep the same Strength score you had before you became a ghost, though you can only attempt Strength-based skill checks—typically Athletics checks—against other incorporeal creatures, as normal for an incorporeal creature. Against incorporeal creatures, use your Strength normally to determine the results of Athletics checks, Strikes with melee weapons, and any other checks or damage rolls dependent on Strength. + +**Ties that Bind** When you become a ghost, work with your GM to choose a bound site and unfinished business, both of which matter for your character's story, as well as some ghost archetype feats. Your bound site tethers you to the physical world and is typically either a location important to you in life or the place where you died. Unfinished business keeps you from passing to the afterlife. If someone resolves your unfinished business, you decide whether to accept the change and pass on, or to fight it. If you pass on, you get a few minutes to say your goodbyes, and then move into the River of Souls and the afterlife. Your character ceases to be. If you fight the change, you remain, though you and the GM might determine a new unfinished business. If you are physically destroyed, you cease your existence as a ghost but still might not be able to pass on to the afterlife if your unfinished business is incomplete. In this liminal state, you might come across strange energies and become another sort of creature, or anchor to a summoner and become an eidolon. + +## [[Frightful Moan]] Feat 4 + +**Prerequisites** Ghost Dedication + +**Frequency** Once per 10 minutes + +* * * + +You lament your fate, forcing each living creature in a 30-foot emanation to attempt a Will save against your class DC or spell DC, whichever is higher. + +**Success** The creature is unaffected and temporarily immune to Frightful Moans for 1 minute. + +**Failure** The creature is frightened 1. + +**Critical Failure** The creature is frightened 2. + +## [[Ghostly Resistance]] Feat 4 + +**Prerequisites** Ghost Dedication + +* * * + +Your ghostly form becomes innately weaker but also gains resistance to many forms of damage. Your maximum HP is reduced by your level. You gain resistance 1 to all damage except for force, vitality, and any damage done by a weapon with the ghost touch rune (or any other source that acts like a ghost touch rune). This resistance increases to 2 if the source is non-magical. At 10th level, the resistance increases to 2, or 4 if the source is non-magical. At 16th level, the resistance increases to 3, or 5 if the source is non-magical. + +## [[Ghostly Grasp]] Feat 6 + +**Prerequisites** Ghost Dedication + +* * * + +Your control over your ghostly form grows. You gain the [[Advanced Undead Benefits]] and can interact with physical objects, with limits. You can attempt Strength-based skill checks against physical creatures and objects. You can Interact with physical objects, but the action has no effect unless you succeed at a DC 20 Athletics or DC 20 Thievery check. + +## [[Ghost Flight]] Feat 8 + +**Prerequisites** Ghost Dedication + +**Frequency** Once per day + +* * * + +You can suppress your tether to the ground, overcoming your resistance to fly free. For 10 minutes, your fly Speed doesn't restrict you to only a few inches off the ground, allowing you to travel to any height you choose. + +## [[Pass Through]] Feat 10 + +**Prerequisites** master in Acrobatics, Ghost Dedication + +**Frequency** Once per 10 minutes + +* * * + +Filtering your form through the substance of an object, you can pass through walls, doors, and more. You Fly up to your Speed. During this movement, you can try to move through one object. Attempt an Acrobatics check as you try to enter its space. The DC is typically 30 to move through a wall of up to 5 feet, 15 for an ordinary door, and 10 for thinner structures like windows; the GM might set the DC higher for especially dense materials like adamantine or lead, or for barriers that are magically reinforced. You can't Pass Through an obstacle made of magical force, such as a wall of force. + +**Success** You move through the object, treating the square within it as difficult terrain. If you end your turn inside an object, you can move out of it only if you Pass Through again or use some other means of moving through a solid object. As normal for being incorporeal, starting your turn inside an object makes you slowed 1 for that turn. + +**Failure** Your movement ends, and you trigger reactions as if you moved out of the square you started in. + +## [[Rejuvenation]] Feat 12 + +**Prerequisites** Ghost Dedication + +* * * + +The call of your unfinished business recreates you after destruction. When you're destroyed, you reform after 2d4 days within your bound site, fully healed. If your unfinished business is resolved while you're waiting, you pass on immediately unless you and the GM determine you have new unfinished business. + +## [[Unlimited Ghost Flight]] Feat 14 + +**Prerequisites** Ghost Flight + +* * * + +You put your connection to the material world farther behind you. Your fly Speed no longer restricts the height you can fly. When you use Ghost Flight, instead of its normal effect, you gain a +10-foot status bonus to your fly Speed for 10 minutes. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Ghoul.md b/content/mechanics/srd/Archetypes/Ghoul.md new file mode 100755 index 000000000..ac13234a2 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Ghoul.md @@ -0,0 +1,103 @@ +--- +title: "Ghoul" +noteType: ":sticky-note:" +aliases: "Ghoul" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.bKoV037XO3qiakGw +tags: + - JournalEntryPage +--- + +# Ghoul +You died from the necrotic disease known as ghoul fever and rose anew as a ravenous ghoul, forever craving the flesh of sapient creatures. While you can temper your hunger with long-dead flesh stolen from ancient graves, you much prefer devouring those who are freshly dead, whether as a scavenger or because you killed the creature yourself to ensure a fresh meal. + +Whether they stalk through the graveyards and crypts of Golarion or work together with other ghouls to build empires in the Darklands, ghouls care most about the consumption of dead flesh. The moment you become a ghoul, your existence focuses upon satisfying this endless craving. Ghouls who go more than a few days without feeding on freshly dead humanoid flesh find themselves in constant pain; those who go for more than a week might be driven to the edge of delirium, becoming bestial in their craving. + +When you succumb to ghoul fever and become a ghoul, you don't lose your mind or memories. You keep your personality only to have it warped by the never-ending need to consume flesh. A brave warrior remains brave, but under the curse of the fever, that brave warrior's prime directive is to consume flesh. A rogue might go from finding clever ways to pick pockets to finding ways to waylay opponents and devour them. + +Since most societies don't allow cannibalism, ghouls who wish to continue their old lives must satisfy their cravings in secret, finding a way to balance society's rules while feeding the constant gnawing hunger inside them. Some take up professions that allow them to secretly eat dead flesh or create dead bodies to feed upon. There are tales told of ghoul mercenary troops who satisfy their cravings and profit, while ghoul spellcasters can use their magic to procure and preserve flesh. + +Ghouls who won't restrain themselves with rules of the living may join or establish ghoul societies. These caste systems base their hierarchy on how much flesh one has consumed and can provide for other ghouls. Hunger and ambition drive ghouls to rise through the ranks, which allows them to feed their hunger even more. + +**Additional Feats**: 6th [[Guarded Movement]], [[Reactive Pursuit]]; 10th [[Wall Run]] + +## [[Ghoul Dedication]] Feat 2 + +**Prerequisites** You were killed by ghoul fever. + +* * * + +You have succumbed to ghoul fever, dying and returning as a ghoul, an undead cursed with a never-ending hunger for dead flesh that slowly overrides your reason and willpower until you would do anything for the meal you crave. In addition to the personality changes, your body changes as well. Your ears become pointed, and your skin grows blueish and pale. Your fingernails sharpen into claws; your teeth become razor sharp, ready to tear flesh off the bone; and your tongue grows long and pointed. + +You gain the ghoul and undead traits and the [[Basic Undead Benefits]]. Your undead craving is for the flesh of dead creatures; freshly dead corpses from sapient creatures fulfill your cravings much more than non-sapient or rotted corpses, but any dead creature can stave off the hunger for at least a little while. You gain two unarmed attacks in the brawling weapon group. The first unarmed attack is a claw that deals 1d4 slashing damage with the agile and finesse traits, and the second unarmed attack is a set of jaws that deal 1d6 piercing damage and have the finesse trait. + +You gain the [[Consume Flesh]]. Satisfying your craving is difficult. Consuming Flesh temporarily satiates you. Many ghoul feats have extra abilities or functions that can be used when you are satiated, though using those abilities also causes you to lose your satiated status. You can always Consume Flesh, but eating more than a normal amount has no further effect; a ghoul's hunger is satiated, or it is not. + +## [[Replenishing Consumption]] Feat 4 + +**Prerequisites** Ghoul Dedication + +* * * + +When you devour corpses and satiate your hunger, you also recover from some of your wounds, your necrotized blue flesh knitting back together almost immediately as soon as you begin shoveling the chunks of dead flesh down your throat. Once every 10 minutes, when you Consume Flesh, you regain 1d6 Hit Points for every 2 levels you have, rounded up. + +## [[Swift Leap]] Feat 4 + +**Prerequisites** GhoulDedication + +* * * + +Your undead physiology allows you to leap quickly toward or away from your opponent. You Leap. This movement doesn't trigger reactions. + +If you are satiated, you can choose to end your satiation to instead [[High Jump]] or [[Long Jump]] without triggering reactions, as you take a quick, enormous jump before any foe can react to your movement. + +## [[Feverish Enzymes]] Feat 6 + +**Prerequisites** Ghoul Dedication + +* * * + +Your claws and fangs exude an infectious enzyme, related to the necrotic effects of ghoul fever, that causes a creature's wounds to heal slowly. Strike with your claw or jaws. This attack deals void damage instead of its normal type; on a hit, the target halves any healing it receives until the start of your next turn. The target or an adjacent ally can spend two Interact actions to squeeze the enzymes from the wound and remove the effect. + +If you are satiated, when you hit you can choose to end your satiation and boost your enzymes, increasing the duration to 1 minute. + +## [[Grave Strength]] Feat 6 + +**Prerequisites** Ghoul Dedication + +* * * + +The flesh you've consumed over the course of your existence as a ghoul has made you stronger, gifting you with strange insights from the minds of the sapient creatures you've devoured and bringing you closer to a state of undead perfection. You gain the [[Advanced Undead Benefits]]. In addition, you gain a +5-foot status bonus to your Speed while you're satiated. + +## [[Paralyzing Slash]] Feat 8 + +**Prerequisites** Feverish Enzymes + +* * * + +Your enzymes can paralyze your foes rather than merely making it harder for them to heal their wounds. Strike with your claw or jaws. If you hit a living non-elf creature, it becomes paralyzed unless it succeeds at a Fortitude save against your class DC or spell DC, whichever is higher. Regardless of the result of the save, the creature is temporarily immune to Paralyzing Slash for 24 hours. A creature that becomes paralyzed can attempt a new save to end the paralysis at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. + +## [[Sickening Bite]] Feat 8 + +**Prerequisites** Ghoul Dedication + +* * * + +Your saliva causes severe nausea and mild fever in the living, weakening them so that you can more easily finish them off. When you critically hit a creature with your jaws, the creature is sickened 1. This is a disease effect. + +If you are satiated, you can end your satiation to make the target sickened 1 on a regular hit instead. + +## [[Glutton For Flesh]] Feat 10 + +**Prerequisites** Ghoul Dedication + +* * * + +You have developed a capacity to store more flesh within your gaunt body to leave yourself satiated longer. If you Consume Flesh while satiated, you become fully satiated. You stay fully satiated for 3 hours, after which you become satiated for 1 hour. If you're fully satiated when an ability would end your satiation, you cease being fully satiated but remain satiated. If you have Grave Strength, you gain a +10-foot status bonus to your Speed when fully satiated instead of a +5-foot status bonus for being satiated. + +## [[Corpse Stench]] Feat 12 + +**Prerequisites** Ghoul Dedication + +* * * + +Your body exudes an overwhelming scent of decay in a 10-foot emanation, so putrid that it nauseates creates within that range. Any creature that starts its turn in the aura must succeed at a Fortitude save against your class DC or spell DC, whichever is higher, or be sickened (plus slowed 1 on a critical failure). While within the aura, the creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to Corpse Stench for 1 minute. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Gladiator.md b/content/mechanics/srd/Archetypes/Gladiator.md new file mode 100755 index 000000000..55a82e0d4 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Gladiator.md @@ -0,0 +1,69 @@ +--- +title: "Gladiator" +noteType: ":sticky-note:" +aliases: "Gladiator" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.gfhnRp2TEy9JCfHI +tags: + - JournalEntryPage +--- + +# Gladiator +The roar of the crowd and thrill of competitive combat drive you to become the best-and the fame isn't bad either. If there are sapient creatures observing a combat encounter, and these onlookers are neither engaged in the combat themselves nor allied or affiliated with either side, the combatants have spectators. The GM is the final arbiter. + +## [[Gladiator Dedication]] Feat 2 + +**Prerequisites** Impressive Performance + +* * * + +You know how to turn combat into a form of entertainment. You become trained in Gladiatorial Lore; if already trained in Gladiatorial Lore, you instead become trained in another Lore skill of your choice. At the start of a combat encounter, if you have spectators, you gain a number of temporary HP equal to your character level for 1 minute and you can roll Performance for your initiative. + +**Special** You can't select another dedication feat until you have gained two other feats from the Gladiator archetype. + +## [[Fancy Moves]] Feat 4 + +**Prerequisites** Gladiator Dedication, expert in Performance + +* * * + +You show off your fighting style to discourage your foes. You can use Performance to Demoralize. + +## [[Play To The Crowd]] Feat 4 + +**Prerequisites** Gladiator Dedication + +**Trigger** You reduce an enemy to 0 Hit Points during a non-trivial combat encounter with spectators. + +* * * + +You show off for the crowd. Attempt a Performance check; the DC is determined by the GM but is typically the standard DC for your level or the DC to Make an Impression on the spectators, whichever is higher. On a success, choose one of the following benefits; on a critical success, choose two benefits: + +* A number of temporary Hit Points equal to your character level; these last for 1 minute. +* A +1 circumstance bonus to AC until the end of your next turn. +* A +1 circumstance bonus to your next attack roll before the end of your next turn. + +## [[Stage Fighting]] Feat 4 + +**Prerequisites** Gladiator Dedication + +* * * + +You pull punches to give a better show. You don't take the usual -2 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn't have the nonlethal trait. + +## [[Performative Weapons Training]] Feat 6 + +**Prerequisites** Gladiator Dedication + +* * * + +You're skilled with flashy weapons. You are trained with the bo staff, dueling cape, spiked chain, sword cane, and whip. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed. + +## [[Call Your Shot]] Feat 8 + +**Prerequisites** Play to the Crowd + +* * * + +When you successfully Play to the Crowd, add the following to the list of benefits you can choose from: + +* Choose a creature within 30 feet that can see you to become frightened 1. This effect has the emotion, fear, mental, and visual traits. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Golden League Xun.md b/content/mechanics/srd/Archetypes/Golden League Xun.md new file mode 100755 index 000000000..6099f8148 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Golden League Xun.md @@ -0,0 +1,57 @@ +--- +title: "Golden League Xun" +noteType: ":sticky-note:" +aliases: "Golden League Xun" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.4ZPZqbe0Ai8ZIfcp +tags: + - JournalEntryPage +--- + +# Golden League Xun +You've become a xun, a powerful gang enforcer. + +## [[Golden League Xun Dedication]] Feat 8 + +**Prerequisites** master in Underworld Lore + +* * * + +You are a xun for the Golden League, aiding the organization. You gain expert proficiency in two of the following skills (or in two other skills of your choice in which you're trained, if you were already an expert in the listed skills): Athletics, Deception, Intimidation, or Stealth. In addition, if you use Underworld Lore to Earn Income or Recall Knowledge, when you get a success, you get a critical success instead. + +**Special** You can't select another dedication feat until you have gained two other feats from this archetype. + +## [[Beneath Notice]] Feat 10 + +**Prerequisites** Golden League Xun Dedication, expert in Deception + +* * * + +You are skilled at hiding from your foes and targets among the common populace. You gain the Quick Disguise and Slippery Secrets skill feats. In addition, while in a crowd, you can Impersonate a nondescript member of the crowd as a three action activity (one action if you are legendary in Deception). + +## [[Menacing Prowess]] Feat 10 + +**Prerequisites** Golden League Xun Dedication, expert in Intimidation + +* * * + +Scaring off multiple people at once is your specialty. When you Demoralize, you can target up to 2 creatures within 30 feet of you at once. If you are a master of Intimidation, you can Demoralize up to 4 creatures at once; if you're legendary, you can Demoralize up to 8 creatures at once. + +## [[Rope Mastery]] Feat 10 + +**Prerequisites** Golden League Xun Dedication, expert in Athletics + +* * * + +Ropes are your tool of choice, and you deploy them in versatile ways. When Climbing a rope, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. This additional movement stacks with the effects of Quick Climb. + +In addition, you can use a rope to hamper your foes. When holding a rope, you can attempt an Athletics check to Disarm, Grapple, or Trip a creature up to 10 feet away instead of only adjacent creatures. If you critically fail such a check while holding a rope, you can drop the rope to take the effects of a failure instead of a critical failure. + +## [[Silent Sting]] Feat 10 + +**Prerequisites** Golden League Xun Dedication, expert in Stealth + +**Trigger** You make a strike with a weapon of light bulk. + +* * * + +You quickly hide your weapon to make it difficult to pin the attack on you. You attempt to Conceal an Object to hide the triggering weapon. Your Stealth check is compared to the Perception DC of all creatures within 30 feet that can see you. You automatically succeed against creatures farther than 30 feet. The target of your Strike gains a +4 circumstance bonus to their Perception DC for this check. If your Stealth check is a success, you hide your weapon so well that the creature can't clearly determine where the attack originated. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Golem Grafter.md b/content/mechanics/srd/Archetypes/Golem Grafter.md new file mode 100755 index 000000000..393db0788 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Golem Grafter.md @@ -0,0 +1,67 @@ +--- +title: "Golem Grafter" +noteType: ":sticky-note:" +aliases: "Golem Grafter" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.qlQSYjCwnoCzfto2 +tags: + - JournalEntryPage +--- + +# Golem Grafter +You have replaced a portion of your body with artifice of the kind used to create golems, fortifying your flesh with the unyielding might of magical constructs. + +## [[Golem Grafter Dedication]] Feat 8 + +**Prerequisites** expert in Arcana and Crafting, or an ally with expert proficiency in those skills willing to augment you + +* * * + +Your flesh has been specially treated with the same arcane and alchemical processes used to toughen the skin of flesh golems. Increase your maximum Hit Points by an amount equal to your level. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the golem grafter archetype. + +**Special** You cannot select another dedication feat until you have gained two other feats from the golem grafter archetype. + +## [[Accursed Clay Fist]] Feat 10 + +**Prerequisites** Golem Grafter Dedication, expert in unarmed attacks + +* * * + +You have replaced one of your forearms with one made of clay and infused with cursed arcane magic. When you make an unarmed Strike with your clay fist and hit, your target takes a -2 status penalty to saving throws against curse effects for 1 hour. + +**Special** The damage die for your clay fist is 1d8, and it loses the agile and finesse traits of a typical fist. + +## [[Quicken Heartbeat]] Feat 10 + +**Frequency** once per turn + +**Prerequisites** Golem Grafter Dedication + +* * * + +You've replaced your heart with one made of animated quicksilver and living adamantine. You reduce your slowed condition by 1. Alternatively, if you are not slowed, you are quickened 1 during your next turn, and can use your extra action to Stride or Strike. + +## [[Legs of Stone]] Feat 12 + +**Prerequisites** Golem Grafter Dedication + +* * * + +You gain a +2 status bonus to your Fortitude and Reflex DCs against attempts to Shove or Trip you. You can Shove creatures even if you don't have a hand free. When you successfully Shove a foe, you can Stride away from your opponent (instead of toward it), but you must move the same distance in the opposite direction from where you Shoved it. + +## [[Iron Lung]] Feat 14 + +**Prerequisites** Golem Grafter Dedication + +* * * + +Your lungs are infused with the resilience of iron. Treat the result of your save against an inhaled poison as one degree of success better than you rolled. Additionally, you gain the following ability. + +### [[Exhale Poison]] + +**Frequency** once per hour + +**Requirements** You were within the area of an inhaled poison within the last minute + +* * * + +You sharply exhale the poison that previously surrounded you in a 15-foot cone. Creatures in the area are affected by the poison; the poison's DC and effects are unchanged. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Gray Gardener.md b/content/mechanics/srd/Archetypes/Gray Gardener.md new file mode 100755 index 000000000..b0fb0895a --- /dev/null +++ b/content/mechanics/srd/Archetypes/Gray Gardener.md @@ -0,0 +1,119 @@ +--- +title: "Gray Gardener" +noteType: ":sticky-note:" +aliases: "Gray Gardener" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.DAVBjDSysgXgtVQu +tags: + - JournalEntryPage +--- + +# Gray Gardener +The Gray Gardeners are the remorseless executioners of Galt. Prior to the events of the adventure, the Gray Gardeners are at best sinister (when not actively pursuing evil) as a malevolent monster controls their organization. After the events of _Night of the Gray Death_, the organization is broken—leadership is in disarray while the rank-and-file members labor to enforce laws and recapture escaped criminals. The Gray Gardeners still command the respect of Galt's people, however, as their brutal reputation is indelibly etched in the public consciousness over the last fifty years. + +The following is suitable for heroes to take after the events of _Night of the Gray Death_. You might be a member of the old organization who tried to uphold order despite vindictive directives from above, or you might be someone who recently donned a mask to enforce the law in Galt's new age. Either way, as a Gray Gardener you draw power and authority from being masked and have a reputation for dispassionate justice. + +Your vigilante identity is that of a Gray Gardener, and you must be wearing a mask to use any of your vigilante feats or you risk exposing your social identity, as described in the vigilante archetype + +### Vigilante Archetype + +The Gray Gardener is accessed using the [[Vigilante Dedication]] feat, along with membership in the Gray Gardeners. + +## [[Executioner Weapon Training]] Feat 4 + +**Prerequisites** Vigilante Dedication; member of the Gray Gardeners + +* * * + +Your Gray Gardener training has made you deeply skilled with the weapons that execute with a swift chop to the neck. You become trained with the following weapons: [[Battle Axe]], [[Falchion]], [[Greataxe]], and [[Scimitar]]. + +Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency for these weapons. + +## [[Harsh Judgement]] Feat 4 + +**Prerequisites** Vigilante Dedication; member of the Gray Gardeners + +* * * + +Choose one creature you can see, and loudly declare the creature's life forfeit by your judgment. That creature becomes your condemned foe until they are defeated, you use Harsh Judgment on a different creature, or the encounter ends. You gain a +2 circumstance bonus to Perception checks to Seek your condemned foe and on Intimidation checks to Demoralize them. You have a -1 circumstance penalty to Perception checks to Seek creatures other than your condemned foe and on Intimidation checks to Demoralize anyone other than your condemned foe. + +You typically can use Harsh Judgment only during an encounter, and if you try to use it to declare someone's life forfeit during exploration or downtime, you are likely to start an encounter. + +## [[Voice of Authority]] Feat 4 + +**Prerequisites** expert in Intimidation; Vigilante Dedication; member of the Gray Gardeners + +* * * + +You easily command the attention of others, and when the time comes to turn threats into action, your authoritative voice causes foes to falter. + +Your voice be heard easily by any creatures within 300 feet if you wish, regardless of the level of ambient noise, although your voice can't penetrate _[[Silence]]_ or similar effect. If you roll Intimidation for initiative, on the first round of combat, creatures that haven't acted yet are [[Off-Guard]] to you. + +## [[Discerning Gaze]] Feat 6 + +**Prerequisites** Vigilante Dedication; member of the Gray Gardeners + +* * * + +You have a sense for when people are lying. You gain a +1 circumstance bonus on your secret Perception checks to Sense Motive. + +If you use Sense Motive on a creature you have currently condemned with Harsh Judgment, your GM rolls the Perception check twice and takes the higher result (this is a fortune effect). + +## [[Frightful Condemnation]] Feat 6 + +**Prerequisites** Harsh Judgement; Vigilante Dedication; member of the Gray Gardeners + +**Trigger** You hit your condemned foe with a melee Strike in the same turn during which you condemned it with Harsh Judgment. + +**Requirements** You have condemned a foe to death with Harsh Judgment. + +* * * + +Your willingness to follow through on your pitiless judgment is frightful to the person you have condemned, and they begin to dread what you will do to them next. Your condemned foe is [[Frightened|Frightened 1]], or [[Frightened|Frightened 2]] if the triggering Strike was a critical hit. + +## [[Accurate Swing]] Feat 8 + +**Prerequisites** Harsh Judgement; Vigilante Dedication; member of the Gray Gardeners + +* * * + +You strike cleanly with wide, sweeping attacks to inflict maximum damage, taking advantage of your judged foe's fear to land a felling blow. If you Strike a creature you condemned with Harsh Judgment that has the frightened condition with a sweep melee weapon or a sweep unarmed attack, you gain a circumstance bonus to the Strike's damage equal to the number of weapon damage dice your weapon deals. + +## [[Gardener's Resolve]] Feat 8 + +**Prerequisites** Vigilante Dedication; member of the Gray Gardeners + +**Frequency** once per day + +**Trigger** You roll a failure (but not a critical failure) on a Will save against a fear effect. + +* * * + +The Gray Gardeners are known for having nerves of steel and an unbreakable resolve. When you would be overwhelmed by terror, you can draw upon this resolve to keep your composure and remain undaunted. You take mental damage equal to twice your level, and the saving throw is a success. + +## [[Strident Command]] Feat 10 + +**Prerequisites** master in Intimidation; Vigilante Dedication; Voice of Authority; member of the Gray Gardeners + +* * * + +The common folk heed your demands, and though your true foes rarely bend to your commands, when they do the hesitation can cost them the battle. You can cast _[[Command]]_ once every 10 minutes as a 1st-level occult innate spell. + +If you're in your vigilante identity, you can command the target only to approach you, drop prone, or stand in place. If you're in your social identity, you can command the target only to run away or release what the target is holding. + +## [[Execution]] Feat 14 + +**Prerequisites** Harsh Judgment; Vigilante Dedication; member of the Gray Gardeners + +**Requirements** You have condemned a foe with Harsh Judgment. + +* * * + +You swing wide, attempting to behead your condemned foe. Make a melee Strike against your condemned foe. If you hit, your condemned foe takes 8d6 extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. If the condemned foe is reduced to 0 Hit Points by the execution and requires a head to live, they die. For creatures with multiple heads, this usually kills the creature only if you sever its last head. The creature then becomes temporarily immune to your Execution for 1 day. + +## [[Terrifying Countenance]] Feat 18 + +**Prerequisites** Vigilante Dedication; member of the Gray Gardeners + +* * * + +You can erect a magical cowl that terrorizes your enemies. Once per day, you can cast _[[Mask of Terror]]_ as an innate occult spell, targeting yourself. If you critically hit a creature that's temporarily immune to the spell, the creature's temporary immunity ends. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Gunslinger.md b/content/mechanics/srd/Archetypes/Gunslinger.md new file mode 100755 index 000000000..bf6b270bd --- /dev/null +++ b/content/mechanics/srd/Archetypes/Gunslinger.md @@ -0,0 +1,75 @@ +--- +title: "Gunslinger" +noteType: ":sticky-note:" +aliases: "Gunslinger" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.CSVoyUvynmM5LzPW +tags: + - JournalEntryPage +--- + +# Gunslinger +You like a weapon that makes an impression almost as much as you like making an impression. + +## [[Gunslinger Dedication]] Feat 2 + +**Prerequisites** Dexterity 14 + +* * * + +You become trained in simple and martial crossbows and simple and martial firearms. You become trained in gunslinger class DC. Choose a [[Gunslinger's Way|Gunslinger Way]]. You become trained in your way's associated skill; if you were already trained in this skill, you become trained in a skill of your choice. You don't gain any other abilities from your choice of way. + +* * * + +**Special** You can't select another dedication feat until you've gained two other feats from the gunslinger archetype. + +## [[Basic Shooting]] Feat 4 + +**Prerequisites** Gunslinger Dedication + +* * * + +You gain a 1st- or 2nd-level gunslinger feat of your choice. + +## [[Advanced Shooting]] Feat 6 + +**Prerequisites** Basic Shooting + +* * * + +You gain one gunslinger feat. For the purpose of meeting its prerequisites, your gunslinger level is equal to half your level. + +* * * + +**Special** You can select this feat more than once. Each time you select it, you gain another gunslinger feat. + +## [[Slinger's Readiness]] Feat 6 + +**Prerequisites** Gunslinger Dedication + +* * * + +You've learned a gunslinger's tricks for staking out your territory in a fight. You gain the initial deed for the way you selected with Gunslinger's Dedication. + +## [[Practiced Reloads]] Feat 10 + +**Prerequisites** Gunslinger Dedication + +* * * + +You've mastered the reloading techniques and methods usually practiced by only the most dedicated firearm professionals. You gain the slinger's reload for the way you selected with Gunslinger's Dedication. + +## [[Eagle Eye]] Feat 12 + +**Prerequisites** Gunslinger Dedication; expert in Perception + +* * * + +Your practice with crossbows and firearms has sharpened your attention to detail. You become a master in Perception. + +## [[Firearm Expert]] Feat 12 + +**Prerequisites** Gunslinger Dedication; expert in any kind of weapon or unarmed attack + +* * * + +You've become an expert with your chosen weapons. Your proficiency ranks for simple and martial crossbows and simple and martial firearms increase to expert. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Halcyon Speaker.md b/content/mechanics/srd/Archetypes/Halcyon Speaker.md new file mode 100755 index 000000000..96854da69 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Halcyon Speaker.md @@ -0,0 +1,107 @@ +--- +title: "Halcyon Speaker" +noteType: ":sticky-note:" +aliases: "Halcyon Speaker" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.pDmUITVao0FDMnVf +tags: + - JournalEntryPage +--- + +# Halcyon Speaker +One of Old-Mage Jatembe's central lessons was that magic was magic, no matter what the source. Though the Magaambya seeks to hold true to Jatembe's teachings by aiming to understand magic of all kinds, the mages of the Magaambya have found the most success with magic rooted in the material world. Halcyon speakers are powerful conversants who epitomize the Magaambyan practice of blending arcane and primal magic, seeing both traditions as flowing from the same wellspring. + +## Halcyon Spells + +Through hard study, Magaambyans can meld arcane and primal spellcasting. Halcyon spells are spells from the arcane or primal spell list. You don't gain new halcyon spells via the normal means you typically use to gain spells; instead, you gain new halcyon spells and new spell levels of halcyon spells only through feats. Halcyon spells are prepared or cast just like other spells granted by your class; for example, a wizard who gained halcyon spells would add them to their spell list and their spellbook, while a sorcerer would add them to their spell list and their spell repertoire. If you have more than one arcane or primal spellcasting class, you add halcyon spells to all such classes. + +Each time you cast a halcyon spell, decide whether it is an arcane or primal spell. You can't heighten a halcyon spell beyond your maximum spell level of halcyon spell, even if you have higher-level spell slots, and you can't select a halcyon spell as a signature spell. + +Each time you gain a level and learn new spells, and each time you gain a halcyon feat, you can swap out one of your old halcyon spells for a different halcyon spell of the same level; this is in addition to any swapping from your class, such as via a sorcerer's spell repertoire class feature. You can also swap out halcyon spells by retraining during downtime. If you have a spellbook, when you swap out a halcyon spell, you lose the spell from your spellbook entirely. + +## [[Halcyon Speaker Dedication]] Feat 6 + +**Prerequisites** Magaambyan Attendant Dedication, member of the Magaambya of conversant rank + +* * * + +You devote much of your study to halcyon magic. You gain access to two common Halcyon cantrips and two common 1st-level halcyon spells. In addition to being able to cast your halcyon spells via your arcane or primal spell slots, you also gain a 1st-level halcyon spell slot. You can use your halcyon spell slots to spontaneously cast your halcyon spells. + +**Special** You cannot select another dedication feat until you have gained two other feats from the halcyon speaker archetype. + +## [[Dualistic Synergy]] Feat 8 + +**Prerequisites** Halcyon Speaker Dedication + +* * * + +If your next action is to Cast a Spell from your spell slots, you gain a benefit. If the spell is arcane, you can attempt a skill check to Recall Knowledge with a +1 status bonus to the check after casting the spell, or a +2 status bonus if the spell is 7th level or higher. If the spell is primal, you gain a number of temporary Hit Points equal to the spell's level for 1 round. If the spell is a halcyon spell, you gain both benefits. + +## [[Persistent Creation]] Feat 8 + +**Prerequisite** s Halcyon Speaker Dedication + +* * * + +You can cast _[[Creation]]_ as an innate spell at will, choosing whether it is arcane or primal each time. The created object lasts until you spend 1 hour not within its immediate vicinity or until it is destroyed. Such objects are called persistent creations. If you cast creation again, any persistent creation you previously created with the spell immediately disintegrates. + +## [[Halcyon Spellcasting Initiate]] Feat 10 + +**Prerequisites** Halcyon Speaker Dedication + +* * * + +Your knowledge of halcyon magic increases. You gain two common 2nd-level halcyon spells and two 3rd-level halcyon spells. You also gain a 2nd-level halcyon spell slot and a 3rd-level halcyon spell slot. These and all future halcyon spell slots work like the 1st-level halcyon spell slot you gained from Halcyon Speaker Dedication. + +## [[Shared Synergy]] Feat 10 + +**Prerequisites** Dualistic Synergy + +* * * + +You can grant the benefit from Dualistic Synergy to an ally within 30 feet instead of yourself, either allowing that ally to Recall Knowledge, granting that ally temporary Hit Points, or both, depending on the spell's tradition. + +## [[Charged Creation]] Feat 12 + +**Prerequisites** Persistent Creation + +* * * + +Your magic is drawn to your persistent creations. While you are within 30 feet of and have line of effect to your persistent creation, you can use it as the origin point for your line or cone spells. For instance, a _[[Lightning Bolt]]_ could originate from the persistent creation rather than from you. + +## [[Flexible Halcyon Spellcasting]] Feat 12 + +**Prerequisites** Halcyon Spellcasting Initiate + +* * * + +You broaden your ability to channel your power into halcyon magic. You gain one more common halcyon spell of each level of halcyon spell you can cast other than your highest (you do not gain an additional cantrip). You also gain one additional halcyon spell slot for each level of halcyon spell you can cast, other than the highest. + +## [[Halcyon Spellcasting Adept]] Feat 14 + +**Prerequisites** Halcyon Spellcasting Initiate; master in either Arcana or Nature, expert in the other + +* * * + +You refine your halcyon magic. You gain two common 4th-level halcyon spells and two 5th-level halcyon spells. You also gain a 4th-level halcyon spell slot and a 5th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from trained to expert. + +## [[Fulminating Synergy]] Feat 16 + +**Prerequisites** Dualistic Synergy + +* * * + +When you draw upon your spells' synergy, you create a physical manifestation of their magical resonance and invoke it to harm a foe. When you use Dualistic Synergy, choose a damage type: acid, cold, electricity, or fire. In addition to Dualistic Synergy's normal effect, a foe within 30 feet of you takes an amount of damage of the chosen type equal to the spell's level. If the spell already deals damage of the chosen type, combine the damage before applying weaknesses and resistances. + +## [[Halcyon Spellcasting Sage]] Feat 18 + +Prerequisites Halcyon Spellcasting Adept; legendary in either Arcana or Nature, master in the other + +Your command over halcyon magic is nearly unmatched. You gain two common 6th-level and 7th-level halcyon spells. You also gain a 6th-level halcyon spell slot and a 7th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from expert to master. + +## [[Synergistic Spell]] Feat 20 + +**Prerequisites** Halcyon Spellcasting Initiate, Fulminating Synergy, legendary in Arcana and Nature + +* * * + +You combine your synergy and spells into a fantastic web of magic, allowing you to cast two spells at once. If the next action you use is to Cast a Spell from one of your halcyon spell slots, after that spell resolves, you can Cast another Spell as a free action. This spell must be cast from one of your halcyon spell slots and be a spell that would normally take two actions to cast. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Hallowed Necromancer.md b/content/mechanics/srd/Archetypes/Hallowed Necromancer.md new file mode 100755 index 000000000..6f13f5696 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Hallowed Necromancer.md @@ -0,0 +1,90 @@ +--- +title: "Hallowed Necromancer" +noteType: ":sticky-note:" +aliases: "Hallowed Necromancer" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.3B1PqqSZYQj9YXac +tags: + - JournalEntryPage +--- + +# Hallowed Necromancer +It's quite common for mages of all sorts to study necromancy-the surprisingly diverse school holds the secrets of vitality and void energy, as well as life and death. Many tap into these powers with no consideration of the morality of their use. For these unscrupulous magic users, it's simply another avenue in their never-ending pursuit of power, and the abilities learned are turned to the caster's personal ends, whatever they may be. + +Others choose a different path. Through spiritual study and introspection, they have come to recognize the evil intrinsic in the existence of undead, the fundamental wrongness of using the universal energy of death to create an appearance of life. To combat this evil, these casters learn to conduct vitality energy and direct it to great effect against the undead they encounter. They may also engage in ongoing study to learn of the nature of life, death, and undeath, and the precise relationship between each state. These scholars and mages are commonly known as hallowed necromancers-a slightly misrepresentative name, as many of them don't use religious methods, but a frequently used shorthand regardless. + +The exact origin of hallowed necromancers' abilities may vary from one to the next. Some are granted their gifts directly by a sympathetic deity such as Sarenrae or Pharasma, while others might use their knowledge of religion and the planes to learn such abilities on their own. Though rarer, it's even possible these practitioners might discover they possess an intuitive understanding and control over abilities that manifest spontaneously as their capabilities grow. Despite this variance, all share a fundamental understanding that undeath is an aberration to be quickly remedied. + +Though the majority of hallowed necromancers have similar goals and are willing to work together, they tend not to form their own organizations. More often, these necromancers attach themselves to existing groups-such as the Knights of Lastwall or Voices of the Spire-and use their powers in support of those groups' causes. Otherwise, they plan and carry out their own personal vendettas against the forces of undeath, often enlisting the help of trusted friends and allies. + +HALLOWED NECROMANCY IN GEB + +As hallowed necromancy lacks any unified credo, its practitioners are found throughout Golarion. It's rare they make their presence known within the borders of Geb, however. Those who hide their profession usually move on to other lands and those who openly crusade against Geb's many undead quickly find themselves utterly overwhelmed. + +Hallowed necromancers captured in Geb might be executed only to be risen by their foes with their spellcasting ability intact but moral code absent or twisted. + +## [[Hallowed Necromancer Dedication]] Feat 2 + +**Prerequisites** good alignment, able to cast spells using spell slots, able to cast at least one necromancy spell, expert in Religion + +* * * + +You've studied techniques allowing you to blend so-called hallowed necromancy into your own spellcasting to bolster the living and destroy the undead. You gain the _[[Hallowed Ground]]_ focus spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the [[Refocus]] activity. You can Refocus by meditating or praying to connect yourself to conduits of vitality energy. Focus spells from the hallowed necromancer archetype have the same tradition as your spell slots. Casting spells that create, heal, or otherwise aid or promote undead is anathema to you, as is cooperation with undead. Using void energy isn't anathema, as it serves a natural purpose, but twisting that void energy for creation is blasphemous to you. If you perform acts that are anathema to your principles, you lose access to all feats from this archetype. These abilities can be regained only with an _[[Atone]]_ ritual. + +**Special** You can't select another dedication feat until you have gained two other feats from the hallowed necromancer archetype. + +## [[Hallowed Initiate]] Feat 4 + +**Prerequisites** Hallowed Necromancer Dedication + +* * * + +You've expanded your focus spellcasting to techniques used by clerics and wizards. You gain an additional focus spell, either the necromancer school spell _[[Call of the Grave]]_ or the initial domain spell of the death domain, _[[Death's Call]]_. Increase the number of Focus Points in your focus pool by 1. + +**Special** You can select this feat a second time, choosing the other initial focus spell. + +## [[Sacred Spells]] Feat 4 + +**Prerequisites** Hallowed Necromancer Dedication + +* * * + +Add _[[Void Warp]]_, _[[Death Ward]]_, _[[Vitality Lash]]_, _[[Infuse Vitality]]_, _[[Holy Cascade]]_, _[[Magic Stone]]_, and _[[Sunburst]]_ to your spell list. These are all necromancy spells for you, even if they normally have a different spell school. You can either prepare these spells or add them to your repertoire just like the spells normally on your tradition's spell list. When you gain this feat, you can retrain existing spells to replace them with ones on this list. In addition, your knowledge of the conduits to the Forge of Creation allows you more flexibility with these spells. Choose one of these two benefits. + +* If you're a prepared spellcaster, you can spend 10 minutes to replace one of the spells you've prepared with a spell of the same level from the list of sacred spells. You can do this while Refocusing. +* If you're a spontaneous spellcaster with the signature spells class feature, add two of the spells from the list of sacred spells to your repertoire. They are signature spells for you, in addition to your normal signature spells. When you gain the ability to cast a new level of spells, you can choose to switch the spells from this feat to any other spells from the list. + +## [[Death Warden]] Feat 6 + +**Prerequisites** Hallowed Necromancer Dedication + +* * * + +With your intimate familiarity with the duality of vitality and void energy, you're able to stand as a bulwark against death and undeath alike. You gain resistance to void damage equal to half your level and a +1 status bonus to saving throws against effects with the void trait. + +## [[Advanced Hallowed Spell]] Feat 8 + +**Prerequisites** Hallowed Necromancer Dedication, necromancer initial school spell or death initial domain spell + +* * * + +You dig deeper into the magical tools found in wizard schools and divine domains. You gain an advanced focus spell, either the necromancer advanced school spell _[[Life Siphon]]_ or the advanced domain spell of the death domain, _[[Eradicate Undeath]]_. Increase the number of Focus Points in your focus pool by 1. If you choose life siphon, it triggers when you expend spell slots from your class even if they aren't wizard spell slots. + +**Special** You can select this feat a second time, choosing the other advanced focus spell. + +## [[Positive Luminance]] Feat 8 + +**Prerequisites** Hallowed Necromancer Dedication + +* * * + +You learn how to create a luminous reservoir of vitality energy that you can use to punish undead who dare attack you. You gain the domain spell _[[Vital Luminance]]_. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. + +## [[Consecrated Aura]] Feat 14 + +**Prerequisites** Hallowed Necromancer Dedication + +* * * + +Your body radiates vitality energy, making your very presence disorienting to undead and encouraging them to move away from you. The effect plays upon the instincts flowing through their bodies from void energy and can thus affect even mindless creatures. You gain an aura of vitality energy in a @Template\[type:emanation|distance:20\]. Each undead creature that ends its turn in your aura must succeed at a Will save against your spell DC or become [[Frightened|Frightened 1]] ([[Frightened|Frightened 2]] on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute. + +**Special** Your aura gains the trait of the magical tradition for the spells you used to qualify for Hallowed Necromancer Dedication. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Harrower.md b/content/mechanics/srd/Archetypes/Harrower.md new file mode 100755 index 000000000..34c953d08 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Harrower.md @@ -0,0 +1,103 @@ +--- +title: "Harrower" +noteType: ":sticky-note:" +aliases: "Harrower" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.OtBPlgtudM4PlTWD +tags: + - JournalEntryPage +--- + +# Harrower +Whether or not the revelations and divinations of a typical harrow card reading are trustworthy, none can deny that the strange powers wielded by the harrower are real. The harrower uses the ancient art of fortune-telling to harness destiny and augment their spellcasting abilities, infusing them with power by drawing cards from their harrow deck and letting fate decide what elements of their magic need augmentation. For many years, the traditions of the harrower were limited to regions like Varisia and Ustalav, where the Varisian people had more deeply established traditions. But recently, particularly as Varisia's importance in Avistan has grown, harrowers have begun to spread across the world of Golarion. + +## [[Harrower Dedication]] Feat 2 + +You become trained in Occultism; if you are already trained in this skill, you become trained in a different skill of your choice instead. You also become trained in Fortune-Telling Lore, and you learn the _[[Harrowing]]_ ritual. + +In addition, once a day when you perform your daily preparations, you can perform a harrow reading for yourself if you have access to a harrow deck. Draw a card from your harrow deck—that card's suit becomes your active harrow omen for the next 24 hours and modifies several other harrower feats as detailed on the following pages. You gain the [[Avoid Dire Fate]] reaction. + +**Special** You can't select another dedication feat until you've gained two other feats from the harrower archetype. If you retrain out of this feat, you lose the harrowing ritual you learned from it + +## [[Experienced Harrower]] Feat 4 + +When you perform the _[[Harrowing]]_ ritual, the DC for the Primary Check is never more than the standard DC by level, and the cost for the ritual is halved. If you use a fine harrow deck, the cost for the ritual is removed entirely. + +## [[Harrow Casting]] Feat 4 + +**Requirements** You have an active harrow omen. + +* * * + +You draw a card from your harrow deck just before you cast a spell to infuse your magic with its destined potential. If your next action is to Cast a Spell, the suit of the card you draw enhances the spell in one of the following ways. If the card you draw matches the suit of your active harrow omen, the effect is enhanced further as detailed below. When you Harrow Cast, attempt a @Check\[type:flat|dc:11\]. If you fail this check, you lose your active harrow omen at the end of your turn. + +**Hammer** The force of the spell is enhanced. This effect only enhances single-target offensive spells that require you to make a successful spell attack or require a saving throw from the target to resist. If you hit the target, or if they fail their saving throw, the spell inflicts additional force damage equal to the spell's level. This additional damage doubles if your harrow omen is Hammers. + +**Key** Some of the magic remains behind, infusing your defenses. Until the start of your next turn, you gain a +1 status bonus to your AC and all saving throws. If your harrow omen is Keys, this increases to a +2 status bonus. + +**Shield** As the spell's magic takes effect, it heals you as well, restoring Hit Points equal to 2d6 + the spell's level. If your harrow omen is Shields, the Hit Points restored increases to 4d6 + twice the spell's level. + +**Book** The spell's magic infuses your mind with sudden insights about the target. You can attempt to Recall Knowledge about the target as a free action, using your spell attack roll to make the check. You gain a +2 status bonus to this roll if Books is your harrow omen. + +**Star** The spell's magic bolsters those it aids. This effect only enhances single-target spells cast on willing subjects. The magic restores Hit Points to the affected target equal to 2d6 + the spell's level. If your harrow omen is Stars, the magic also grants the target a +2 status bonus to all saving throws until the start of your next turn. + +**Crown** The spell's magic is [[Hidden]] and subtle, and observers may not realize you're doing anything more than manipulating cards in your harrow deck. Attempt a Fortune-Telling Lore check against all observer's Perception DCs. If your check is successful against an observer's Perception DC, that observer doesn't notice you are Casting a Spell, even though normally spells have sensory manifestations. This hides only the spell's spellcasting actions and manifestations, not its effects. If your harrow omen is Crowns, you gain a +2 status bonus to your Fortune-Telling Lore check. + +## [[Restore Omen]] Feat 4 + +**Requirements** You do not have an active harrow omen. + +* * * + +You spend 10 minutes meditating with your harrow deck, then draw a card. The suit of the card grants you a new harrow omen. + +## [[Benevolent Spirit Deck]] Feat 6 + +**Requirements** You have an active harrow omen. + +* * * + +You manifest a ghostly deck of harrow cards that seek to protect you or an ally. Select one willing target within 30 feet; the cards move through the air to surround that target, protecting them from harm and granting a +1 status bonus to AC and resistance 5 to a type of damage associated with your active harrow omen. This resistance increases to 10 if you're at least 10th level and 15 if you're 15th level. This effect lasts as long as you sustain it, up to 1 minute, or until you no longer have an active harrow omen. Once the effect ends, you lose your active harrow omen. + +**Hammers:** cold damage + +**Keys:** fire damage + +**Shields:** poison damage + +**Books:** electricity damage + +**Stars:** mental damage + +**Crowns:** acid damage + +## [[Harrow Ritualist]] Feat 6 + +You immediately learn two of the following rituals: _[[Astral Projection]]_, _[[Call Spirit]]_, _[[Commune]]_, _[[Commune]]_, _[[Collective Memories]]_, or _[[Binding Circle]]_. When you perform any ritual, you can incorporate harrow cards into the ritual to gain a +2 status bonus to all skill checks made to resolve the effects of the ritual. You can take this feat more than once; each time you do, you learn two new rituals. + +## [[Vengeful Spirit Deck]] Feat 6 + +**Requirements** You have an active harrow omen. + +* * * + +You manifest a ghostly deck of harrow cards. Draw a card from a harrow deck, then select a target within 60 feet. The card flies through the air to strike at that target, inflicting 4d6 damage, with a @Check\[type:reflex|dc:resolve(@actor.attributes.classDC.value)|basic:true\] saving throw against your class DC. The type of damage inflicted is determined by your active harrow omen; if the card drawn is in the same suit as your active harrow omen, the target takes a –2 status penalty to its saving throw. The damage increases to 6d6 if you're 10th level and 8d6 if you're 15th level. You can continue to throw cards at targets on your turn as long as you Sustain the Vengeful Spirit Deck—throwing a card takes two actions. This effect lasts as long as you Sustain it, up to 1 minute, or until you no longer have an active harrow omen. Once the effect ends, you lose your active harrow omen. + +**Hammers:** @Damage\[4d6\[cold]] damage, @Damage\[6d6\[cold]], @Damage\[8d6\[cold]] + +**Keys:** @Damage\[4d6\[fire]] damage, @Damage\[6d6\[fire]], @Damage\[8d6\[fire]] + +**Shields:** @Damage\[4d6\[poison]] damage, @Damage\[6d6\[poison]], @Damage\[8d6\[poison]] + +**Books:** @Damage\[4d6\[electricity]] damage, @Damage\[6d6\[electricity]], @Damage\[8d6\[electricity]] + +**Stars:** @Damage\[4d6\[mental]] damage, @Damage\[6d6\[mental]], @Damage\[8d6\[mental]] + +**Crowns:** @Damage\[4d6\[acid]] damage, @Damage\[6d6\[acid]], @Damage\[8d6\[acid]] + +* * * + +_Note: The original text provided by Paizo does not state which type of saving throw to use._ + +## [[Reading the Signs]] Feat 8 + +You have a knack for drawing the right card, be it from a harrow deck, in a game of cards, or even when drawing from a [[Deck of Many Things]]. When you're attempting a skill check involving the drawing of cards or resolving the effects of a divination effect (including attempting a saving throw against a hostile divination effect against you), you gain a +2 status bonus to the check. When you draw a card to determine your harrow omen, perform Harrow Casting, cast _[[Harrowing]]_, or if you activate a magical deck of cards, draw 2 cards, and choose the one you prefer as your actual card drawn. You can even use this ability when drawing from a Deck of Many Things, but only once per deck. The unused card is shuffled back into the stack. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Hellknight Armiger.md b/content/mechanics/srd/Archetypes/Hellknight Armiger.md new file mode 100755 index 000000000..9375e28eb --- /dev/null +++ b/content/mechanics/srd/Archetypes/Hellknight Armiger.md @@ -0,0 +1,85 @@ +--- +title: "Hellknight Armiger" +noteType: ":sticky-note:" +aliases: "Hellknight Armiger" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ARYrFIOsT3JxpjDY +tags: + - JournalEntryPage +--- + +# Hellknight Armiger +You have presented yourself to a Hellknight citadel as a candidate to become a fearsome Hellknight. You believe that all who live must be forced to obey law, and you adventure as a test of your loyalty, discipline, and courage. Someday you will take the Hellknight test and battle a devil in single combat to prove your strength and join the Hellknight ranks. + +## [[Hellknight Armiger Dedication]] Feat 2 + +**Prerequisites** member of a Hellknight order, trained in heavy armor as well as your order's favored weapon + +**Access** You are from Old Cheliax. + +* * * + +Your Hellknight training teaches you to terrorize others into compliance, but you also study the structure and hierarchy of Hell. You must survive painful tests of your body and mind called reckonings, which steady your mind against all sorts of trauma. You gain resistance to mental damage equal to 1 + your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes. You become trained in Intimidation and Hell Lore; if you were already trained, you become an expert instead. + +**Special** You can't select another dedication feat except dedication feats for higher positions within the Hellknights until you have gained two other feats from the Hellknight armiger archetype. + +## [[Ardent Armiger]] Feat 4 + +**Prerequisites** Hellknight Armiger Dedication + +* * * + +You have been trained to resist the manipulations of fiends, and your Hellknight discipline makes you difficult to influence. You gain a +1 circumstance bonus to saves against mental effects that specifically improve your attitude and to your Will DC against someone Coercing you, Demoralizing you, Making an Impression on you, or Making a Request of you. + +If a mental effect would compel you to act in a way that violates your Hellknight order's tenets (as determined by the GM), you can attempt to break free from the effect as a reaction triggered by receiving the violating order, and you gain a new Will save against the effect. You can attempt this new save only once for a given effect, even if you are compelled to violate your order's tenets multiple times. + +## [[Diabolic Certitude]] Feat 4 + +**Prerequisites** Hellknight Armiger Dedication + +**Trigger** Your turn begins and you can observe a devil. + +* * * + +Your Hellknight training drilled details of Hell's denizens deep into your mind. Make an attempt to Recall Knowledge about a devil you're observing. If you roll a critical failure on this check, you get a failure instead. + +## [[Mortification]] Feat 4 + +**Prerequisites** Hellknight Armiger Dedication + +* * * + +Your reckonings have prepared your body for physical punishment. Choose bludgeoning, piercing, or slashing damage, based on the nature of your physical reckonings. You gain resistance to the chosen damage type equal to your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes. + +## [[Armiger's Mobility]] Feat 8 + +**Prerequisites** expert in heavy armor, Hellknight Armiger Dedication + +* * * + +You've learned how best to move in heavy armor. When wearing heavy armor, if you meet the Strength requirement, instead of reducing the movement penalty by 5 feet, you reduce the penalty by 10 feet (typically reducing the penalty to 0). If you are a dwarf with the Unburdened Iron feat, increase your Speed by 5 feet. + +## [[Order Training]] Feat 8 + +**Prerequisites** Hellknight Armiger Dedication + +* * * + +You gain the lesser order benefit for the Hellknight order to which you belong. + +## [[Advanced Order Training]] Feat 12 + +**Prerequisites** Hellknight Armiger Dedication; Hellknight Dedication or Hellknight Signifer Dedication + +* * * + +You gain the greater order benefit for the Hellknight order to which you belong. + +## [[Hellknight Order Cross-Training]] Feat 12 + +**Prerequisites** Hellknight Armiger Dedication; Hellknight Dedication or Hellknight Signifer Dedication + +* * * + +You gain the lesser order benefit of a Hellknight order other than the one to which you belong. This represents your time spent training with members of that order to learn their techniques and teachings. If you aren't in good standing with a given order, you can't receive their training. + +**Special** You can select this feat multiple times, gaining the lesser order benefit from a different order each time by training with members of that order. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Hellknight Signifer.md b/content/mechanics/srd/Archetypes/Hellknight Signifer.md new file mode 100755 index 000000000..35baf0180 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Hellknight Signifer.md @@ -0,0 +1,59 @@ +--- +title: "Hellknight Signifer" +noteType: ":sticky-note:" +aliases: "Hellknight Signifer" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.RxDsPgPCCxEdjcVQ +tags: + - JournalEntryPage +--- + +# Hellknight Signifer +Signifers are the powerful and enigmatic Hellknight spellcasters who support and sometimes lead other Hellknights on their missions to enforce unwavering law. Formidable in their own right, signifers are trained to be unstoppable forces of order and authority when they stand alongside their martial counterparts. + +## Hellknight Archetypes + +The following archetypes represent fully inducted members of a Hellknight order. You can select the dedication feats for these archetypes even if you haven't yet gained three feats from the Hellknight Armiger archetype. A character can't have both the Hellknight and Hellknight signifer archetypes. + +## [[Hellknight Signifer Dedication]] Feat 6 + +**Prerequisites** spellcasting class feature, Hellknight Armiger Dedication, lawful alignment, member of a Hellknight order, passed the Hellknight Test + +* * * + +You have bolstered your force of will with the power of the Measure and the Chain. Upon initiation, you receive a signifer mask, often devoid of eyeholes or other decorative features. The mask doesn't obscure your vision, though it makes it impossible for others to see your eyes. While wearing your signifer's mask, you gain +1 circumstance bonus to Deception checks to Lie, Intimidation checks, and Deception DCs against Sense Motive. You gain expert proficiency in Intimidation (or in another skill in which you're trained of your choice, if you were already an expert in Intimidation) as well as in your choice of Arcana, Nature, Occultism, or Religion. + +**Special** You cannot select another dedication feat until you have gained two other feats from the Hellknight Signifer or Hellknight Armiger archetypes. + +## [[Masked Casting]] Feat 8 + +**Requirements** You are wearing your signifer's mask. + +**Trigger** You begin Casting a Spell. + +* * * + +You harness the magical energy flowing through your eyeless mask to effortlessly protect you from visual effects. You Avert your Gaze. + +## [[Gaze of Veracity]] Feat 10 + +**Prerequisites** Hellknight Signifer Dedication, ability to cast focus spells + +* * * + +You can channel your mask's power to pierce through lies and see the truth in any situation. Increase the number of Focus Points in your focus pool by 1. While wearing your mask, you can cast the glimpse the truth cleric domain spell as a divine focus spell. + +## [[Signifer's Sight]] Feat 10 + +**Prerequisites** Hellknight Signifer Dedication + +* * * + +The magic flowing through your signifer's mask allows you to see in the dark, and the mask dampens the distraction caused by sudden flashes of bright light. While wearing your signifer's mask, you gain darkvision. Additionally, if you are dazzled while wearing your signifer's mask and the target is concealed only because you are dazzled, you reduce the flat check DC to target that creature from 5 to 3. + +## [[Signifer Armor Expertise]] Feat 12 + +**Prerequisites** Hellknight Signifer Dedication + +* * * + +You've spent enough time helping your comrades equip medium and heavy armor that you spread your own expertise to those armors as well. If you have expert proficiency in any armor or unarmored defense, you also gain expert proficiency in medium and heavy armor. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Hellknight.md b/content/mechanics/srd/Archetypes/Hellknight.md new file mode 100755 index 000000000..7aada694b --- /dev/null +++ b/content/mechanics/srd/Archetypes/Hellknight.md @@ -0,0 +1,49 @@ +--- +title: "Hellknight" +noteType: ":sticky-note:" +aliases: "Hellknight" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.yWtwNUkGyj79Q04W +tags: + - JournalEntryPage +--- + +# Hellknight +Hellknights are among the fiercest warriors in the Inner Sea region, as they have emerged from hell-forged trials ready to serve as faceless bastions of law wherever chaos might threaten to rear. + +## Hellknight Archetypes + +The following archetypes represent fully inducted members of a Hellknight order. You can select the dedication feats for these archetypes even if you haven't yet gained three feats from the [[.ARYrFIOsT3JxpjDY]] archetype. A character can't have both the Hellknight and [[.RxDsPgPCCxEdjcVQ]] archetypes. + +## [[Hellknight Dedication]] Feat 6 + +**Prerequisites** Hellknight Armiger Dedication, lawful alignment, member of a Hellknight order, passed the Hellknight Test + +* * * + +You have forged your body to comply with the commands of your mind-orders steeped in the Measure and the Chain. You gain expert proficiency in Intimidation (or in another skill in which you're trained of your choice, if you were already an expert in Intimidation). You gain the armor specialization effects of Hellknight plate, and your resistance from that armor specialization is 1 higher than normal. In addition, you gain a +1 circumstance bonus to Intimidation checks while wearing your Hellknight plate. + +**Special** You cannot select another dedication feat until you have gained two other feats from the Hellknight or Hellknight armiger archetypes. + +## [[Sense Chaos]] Feat 8 + +**Prerequisites** Hellknight Dedication + +* * * + +You sense chaos as an unsettling feeling of nervous energy. When in the presence of an aura of chaos that is powerful or overwhelming, you eventually detect the aura, though you might not do so instantly and you can't pinpoint the location. This is a vague sense, similar to humans' sense of smell. A chaotic creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its aura from you. If the creature succeeds at its Deception check, it is temporarily immune to your Sense Chaos for 1 day. + +## [[Blade of Law]] Feat 12 + +**Prerequisites** Hellknight Dedication + +* * * + +You call upon the power of law and make a weapon or unarmed Strike against a foe you have witnessed breaking or disrespecting the law or otherwise acting disorderly. The Strike deals two extra weapon damage dice if the target of your Strike is chaotic. Whether or not the target is chaotic, you can convert the physical damage from the attack into lawful damage. + +## [[Hell's Armaments]] Feat 12 + +**Prerequisites** Hellknight Dedication + +* * * + +You've trained with your order's weapon and your Hellknight plate long enough to apply your expertise from other weapons and armor. If you have expert proficiency in any weapon or unarmed attack, you gain expert proficiency in your order's weapon as well. If you have expert proficiency in any armor or unarmored defense, you gain expert proficiency in Hellknight plate as well. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Herbalist.md b/content/mechanics/srd/Archetypes/Herbalist.md new file mode 100755 index 000000000..04b12b67f --- /dev/null +++ b/content/mechanics/srd/Archetypes/Herbalist.md @@ -0,0 +1,64 @@ +--- +title: "Herbalist" +noteType: ":sticky-note:" +aliases: "Herbalist" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.Rrjz5tMJtyVEQnh8 +tags: + - JournalEntryPage +--- + +# Herbalist +The plants around you can provide more remedies than the finest hospital or temple, and you are skilled in their use. + +## [[Herbalist Dedication]] Feat 2 + +**Prerequisites** trained in Nature, Natural Medicine + +* * * + +You can create remedies and other herbal products. You gain the basic alchemy benefits, though they apply only for herbal items: alchemical items with the healing trait, plus antidote and antiplague. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. + +You become an expert in Nature and can use Nature instead of Crafting to Craft herbal items. You don't need to be trained in Crafting or have the Alchemical Crafting feat to do so, and you can use healer's tools instead of alchemist's tools. + +**Special** You can't select another dedication feat until you have gained two other feats from the Herbalist archetype. + +## [[Fresh Ingredients]] Feat 4 + +**Prerequisites** Herbalist Dedication, expert in Nature + +* * * + +When using Natural Medicine to Treat Wounds, you can spend a batch of herbs to gain the +2 circumstance bonus from having fresh ingredients, even if not in wilderness. If you spend a batch of herbs in wilderness, you gain a +4 circumstance bonus instead. + +## [[Poultice Preparation]] Feat 4 + +**Prerequisites** Herbalist Dedication + +* * * + +When you create an herbal elixir, you can prepare it as a poultice instead. A poultice gains the oil trait (but remains alchemical, not magical) and loses the elixir and ingested traits. You can apply a poultice by Interacting with one hand. When you apply a poultice, in addition to the item's normal effects, the recipient can attempt an immediate flat check to recover from a single source of persistent acid, bleed, or fire damage, with the DC reduction from appropriate assistance. + +## [[Endemic Herbs]] Feat 6 + +**Prerequisites** Herbalist Dedication, trained in Survival + +* * * + +During your daily preparations, you find medicinal plants endemic to your location. Until your next preparations, you can spend an additional batch of herbs to add a benefit to an item you create with your herbalism. The benefit of the special herbs affects the creature that the item is applied to; if the benefit is not immediate, it lasts for 1 minute unless otherwise stated. This adjustment counts as an additive, so you can't include another additive without spoiling the item. + +* Aquatic Gain a +1 circumstance bonus to Fortitude saves. +* Arctic For 1 hour, treat environmental cold effects as if they were one step less severe. +* Desert For 1 hour, treat environmental heat effects as if they were one step less severe. +* Forest Gain a +2 circumstance bonus to saves against disease and poison effects. +* Mountain Gain a +1 circumstance bonus to Reflex saves. +* Plains Gain a +1 circumstance bonus to Will saves. +* Swamp Remove one source of persistent bleed damage. +* Underground Gain a +1 circumstance bonus to Perception. + +## [[Expert Herbalism]] Feat 6 + +**Prerequisites** Herbalist Dedication, expert in Nature + +* * * + +Your advanced alchemy level for herbalism increases to your level - 3. You gain the formulas for elixirs of life as soon as your advanced alchemy level is high enough to create them: lesser at 8th level, moderate at 12th level, greater at 16th level, and major at 18th level. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Horizon Walker.md b/content/mechanics/srd/Archetypes/Horizon Walker.md new file mode 100755 index 000000000..35f9a675d --- /dev/null +++ b/content/mechanics/srd/Archetypes/Horizon Walker.md @@ -0,0 +1,65 @@ +--- +title: "Horizon Walker" +noteType: ":sticky-note:" +aliases: "Horizon Walker" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.M5QOocGyP4zkMo9m +tags: + - JournalEntryPage +--- + +# Horizon Walker +Many long for the open road, but you prefer the trackless wild. You can find safe passage through the most inhospitable terrain in the world-icecaps, deserts, and similar environs are where you're comfortable. Your talents open untrod paths for you and help guide others through the wilderness. + +**Additional Feats** 10th [[Blind-Fight]], [[Terrain Master]]; 12th [[Warden's Step]] + +## [[Horizon Walker Dedication]] Feat 2 + +**Prerequisites** trained in Survival + +* * * + +You've mastered travel within a specific type of terrain. You gain the Favored Terrain feat. When in your favored terrain, you gain a +10-foot circumstance bonus to your travel Speed. When other creatures Follow the Expert with you as a guide in your favored terrain, they gain both the ability to ignore non-magical difficult terrain for the purpose of their travel Speed and the bonus to travel Speed. + +**Special** You can't select another dedication feat until you have gained two other feats from the Horizon Walker archetype. + +## [[Acclimatization]] Feat 4 + +**Prerequisites** Horizon Walker Dedication + +* * * + +Your time spent in the hostile parts of the world has inured you to extreme climates. In your favored terrain, you gain resistance equal to half your level to all environmental damage and are affected by temperature effects as though they were one step less severe (incredible heat or cold becomes extreme, extreme heat or cold becomes severe, and so on). + +When other creatures Follow the Expert with you as a guide in your favored terrain, they too treat temperature effects as one step less severe. + +## [[Sure Foot]] Feat 4 + +**Prerequisites** Horizon Walker Dedication, expert in Acrobatics and Athletics + +* * * + +You know the secrets of moving in your favored terrain. You gain a +2 circumstance bonus to skill checks to move within your favored terrain, such as Acrobatics checks to Balance on ice, Athletics checks to Swim in rough water, Acrobatics checks to Fly in windy conditions, and so forth. + +## [[Perpetual Scout]] Feat 6 + +**Prerequisites** Horizon Walker Dedication + +* * * + +You spot anything out of place in the areas you know best. While in your favored terrain, you always gain the benefits of the Scout exploration activity, even if you are performing another exploration activity. If you're legendary in Survival, you gain these benefits in any terrain. + +## [[Magical Adaptation]] Feat 10 + +**Prerequisites** Horizon Walker Dedication + +* * * + +When an obstacle bars your path, you pull a trick from your sleeve to overcome it. You can cast darkvision, spider climb, and 4th-level water breathing as innate primal spells, each once per day. + +## [[Wild Strider]] Feat 12 + +**Prerequisites** Horizon Walker Dedication + +* * * + +Natural obstacles pose no obstacle to you. You gain the ranger's wild stride class feature. This allows you to ignore the effects of all non-magical difficult terrain, treat greater difficult terrain as merely difficult terrain, and gives you an additional benefit from Favored Terrain based on the terrain. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Inventor.md b/content/mechanics/srd/Archetypes/Inventor.md new file mode 100755 index 000000000..5056aed11 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Inventor.md @@ -0,0 +1,67 @@ +--- +title: "Inventor" +noteType: ":sticky-note:" +aliases: "Inventor" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.aAm6jY2k5qBuWETd +tags: + - JournalEntryPage +--- + +# Inventor +You revel in the creation of clever inventions, deploying your brilliance to defeat your foes. Explosives, gadgets, and innovative technologies? You have ideas for all of them, and you're eager to test your theories. + +## [[Inventor Dedication]] Feat 2 + +**Prerequisites** Intelligence 14 + +* * * + +You become trained in Crafting and inventor class DC. You gain the [[Inventor]] skill feat, even if you don't meet the skill feat's requirements. Choose an innovation. You gain that [[Innovation]], though you don't gain any other abilities that modify or use that innovation, such as modifications or Explode. + +* * * + +**Special** You cannot select another dedication feat until you have first gained two other feats from the inventor archetype. + +## [[Basic Breakthrough]] Feat 4 + +**Prerequisites** Inventor Dedication + +* * * + +You gain a 1st- or 2nd-level inventor feat of your choice. + +## [[Brilliant Crafter]] Feat 4 + +**Prerequisites** Inventor Dedication + +* * * + +Your skill at crafting is unparalleled. You become an expert in Crafting. At 7th level you become a master in Crafting, and at 15th level, you become legendary in Crafting and you become an expert in your inventor class DC. + +## [[Advanced Breakthrough]] Feat 6 + +**Prerequisites** Basic Breakthrough + +* * * + +You gain one inventor feat. For the purpose of meeting its prerequisites, your inventor level is equal to half your character level. + +* * * + +**Special** You can select this feat more than once. Each time you select it, you gain another inventor feat. + +## [[Explosion]] Feat 6 + +**Prerequisites** Inventor Dedication + +* * * + +Your innovation can explode on command. You gain the [[Explode]] action. + +## [[Basic Modification]] Feat 8 + +**Prerequisites** Inventor Dedication + +* * * + +You've learned to modify your innovation in order to enhance its capabilities beyond what an ordinary piece of equipment can accomplish. You gain a basic modification of your choice for your innovation. Your innovation must meet any requirements for the modification you choose, as normal. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Investigator.md b/content/mechanics/srd/Archetypes/Investigator.md new file mode 100755 index 000000000..457e81259 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Investigator.md @@ -0,0 +1,73 @@ +--- +title: "Investigator" +noteType: ":sticky-note:" +aliases: "Investigator" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.mmB3EkkdCpLke7Lk +tags: + - JournalEntryPage +--- + +# Investigator +You've developed a keen eye for investigating mysteries. + +## [[Investigator Dedication]] Feat 2 + +**Prerequisites** Intelligence 14 + +* * * + +You gain the on the case class feature, which grants you both the [[Pursue a Lead]] activity and [[Clue In]] reaction. You become trained in Society and another skill of your choice. If you were already trained in Society, you instead become trained in an additional skill of your choice. You also become trained in investigator class DC. + +**Special** You can't select another dedication feat until you have gained two other feats from the investigator archetype. + +## [[Basic Deduction]] Feat 4 + +**Prerequisites** Investigator Dedication + +* * * + +You gain a 1st- or 2nd-level investigator feat of your choice. + +## [[Investigator's Stratagem]] Feat 4 + +**Prerequisites** Investigator Dedication + +* * * + +You play out battles in your head, allowing you to strike when the time is right. You gain the Devise a Stratagem action; however, when you substitute its result for your attack roll, you can't use your Intelligence modifier in place of your Strength or Dexterity modifier. You also can't use your Intelligence modifier on other rolls from abilities that expand Devise a Stratagem, such as the Athletic Strategist feat. + +## [[Advanced Deduction]] Feat 6 + +**Prerequisites** Basic Deduction + +* * * + +You gain one investigator feat. For the purpose of meeting its prerequisites, your investigator level is equal to half your character level. + +**Special** You can select this feat more than once. Each time you select it, you gain another investigator feat. + +## [[Keen Recollection]] Feat 6 + +**Prerequisites** Investigator Dedication + +* * * + +You can recall all sorts of information. You gain the keen recollection class feature. + +## [[Skill Mastery (Investigator)|Skill Mastery]] Feat 8 + +**Prerequisites** Investigator Dedication, trained in at least one skill and expert in at least one skill + +* * * + +Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose. + +**Special** You can select this feat up to five times. + +## [[Master Spotter (Investigator)]] Feat 12 + +**Prerequisites** Investigator Dedication, expert in Perception + +* * * + +Your proficiency rank in Perception increases to master. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Jalmeri Heavenseeker.md b/content/mechanics/srd/Archetypes/Jalmeri Heavenseeker.md new file mode 100755 index 000000000..a21f2b1cc --- /dev/null +++ b/content/mechanics/srd/Archetypes/Jalmeri Heavenseeker.md @@ -0,0 +1,79 @@ +--- +title: "Jalmeri Heavenseeker" +noteType: ":sticky-note:" +aliases: "Jalmeri Heavenseeker" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.NaG4fy33coUdSFtH +tags: + - JournalEntryPage +--- + +# Jalmeri Heavenseeker +Certain martial artists dedicate themselves to fighting in Jalmeray's Challenge of Sky and Heaven. These individuals devote themselves to the esoteric mysteries of the sky. + +You can select the dedication feat for the Jalmeri Heavenseeker archetype even if you haven't yet gained three feats from the [[Student of Perfection]] archetype. + +## [[Jalmeri Heavenseeker Dedication]] Feat 4 + +**Prerequisites** Student of Perfection Dedication, or you've trained with a champion of the Challenge of Sky and Heaven + +* * * + +You become trained in either Acrobatics or Occultism; if you were already trained in both these skills, you become an expert in one of them instead. You gain either the [[Ki Rush]] or [[Ki Strike]] monk feat, which grants you a ki spell and a focus pool of 1 Focus Point that you can recover using the Refocus activity as a monk does. If you already have both feats, you can instead choose a single 1st‐level monk feat. + +**Special** You can't select another dedication feat until you gain two other feats from the Jalmeri Heavenseeker or Student of Perfection archetypes. + +## [[Heaven's Thunder]] Feat 6 + +**Prerequisites** Jalmeri Heavenseeker Dedication + +* * * + +Until the end of your next turn, your unarmed attacks and any monk weapons you wield deal additional electricity and sonic damage; the amount of each damage type is equal to the number of damage dice for the weapon or unarmed attack. Any creature who successfully Grapples you or is successfully Grappled by you takes this damage immediately after the Grapple check is resolved (using the number of damage dice of your unarmed attack to determine the damage dealt). + +If you also know the _ki blast_ ki spell, you can choose to deal either electricity or sonic damage with the spell instead of force while this effect is active (_ki blast_ loses the force trait and gains the electricity or sonic trait instead). + +## [[Sky and Heaven Stance]] Feat 6 + +**Prerequisites** Jalmeri Heavenseeker Dedication + +**Requirements** You're unarmored. + +* * * + +Your jagged blows are like lightning. The only Strikes you can make are skyward slash unarmed attacks. These unarmed attacks deal 1d10 slashing damage; are in the brawling group; and have the nonlethal, unarmed, and versatile P traits. While in Sky and Heaven Stance, you gain resistance 2 to electricity and resistance 2 to sonic damage. These resistances increase to 5 at 12th level and to 8 at 18th level. + +## [[Skyseeker]] Feat 8 + +**Prerequisites** Sky and Heaven Stance + +**Requirements** You're in Sky and Heaven Stance. + +* * * + +You Leap toward an opponent. At any point in the Leap, you can make a single Strike against a creature within your reach. At 12th level, if you hit with this Strike, instead of finishing your Leap, you can immediately attempt a second Leap from the space where you struck the target of your Strike. You can make a single Strike against a target within your reach during this second Leap as well. At 16th level, you can attempt a third Leap if your second Strike hits, and you can attack a target at any point during this third Leap. All Leaps made during this activity gain a +10‐foot status bonus to the total height or distance of your leap, and no two Strikes can target the same creature. + +## [[Steal the Sky]] Feat 10 + +**Prerequisites** Jalmeri Heavenseeker Dedication + +* * * + +You can take away the air that keeps a flying foe aloft. You gain the _[[Steal the Sky]]_ ki spell. Increase the number of Focus Points in your focus pool by 1. + +## [[Speaking Sky]] Feat 12 + +**Prerequisites** Jalmeri Heavenseeker Dedication + +* * * + +You gain the _[[Speaking Sky]]_ ki spell. Increase the number of Focus Points in your focus pool by 1. + +## [[Cross the Final Horizon]] Feat 20 + +**Prerequisites** Sky and Heaven Stance + +**Requirements** You're in Sky and Heaven Stance. + +* * * + +You Stride up to your Speed, and your ki enshrouds your limbs in terrifying stormy energy, increasing the reach of your Sky and Heaven Stance unarmed attacks by 5 feet. At the end of your movement, make up to three Strikes against a target you can reach, each at a –2 penalty. Each attack counts toward your multiple attack penalty, but the multiple attack penalty doesn't increase until after you've made all your attacks. Instead of the usual slashing or piercing damage, the damage for these Strikes is either electricity or sonic, as you choose with each Strike. If you successfully hit with all three Strikes, the target is Drained 3. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Juggler.md b/content/mechanics/srd/Archetypes/Juggler.md new file mode 100755 index 000000000..375285370 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Juggler.md @@ -0,0 +1,73 @@ +--- +title: "Juggler" +noteType: ":sticky-note:" +aliases: "Juggler" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.bQeLZt29NnHEn6fh +tags: + - JournalEntryPage +--- + +# Juggler +You're a skilled performer, with impressive balance and coordination that help you greatly in battle. + +## [[Juggler Dedication]] Feat 2 + +**Prerequisites** Dexterity 14 + +* * * + +You become trained in Performance; if you were already trained in Performance, you instead become trained in a skill of your choice. You also gain the [[Juggle]] skill feat, even if you don't meet its prerequisites. + +**Special** You cannot select another dedication feat until you have gained one other feat from the juggler archetype. + +## [[Focused Juggler]] Feat 4 + +**Prerequisites** Juggler Dedication + +**Trigger** Your turn begins. + +* * * + +You continue Juggling until the end of your next turn. Increase the maximum number of items you can Juggle by one. + +## [[Quick Juggler]] Feat 4 + +**Prerequisites** expert in Performance, Juggler Dedication + +* * * + +When you start to Juggle or add another item to those you are Juggling, you add two items instead of one. Increase the maximum number of items you can Juggle by one. + +## [[Reflexive Catch]] Feat 4 + +**Prerequisites** expert in Acrobatics, Juggler Dedication + +**Requirements** The item or thrown weapon is of a Bulk you can Juggle. If the trigger was a thrown weapon attack targeting you, you can't be off-guard to the attack. If you were already Juggling, you can't be Juggling your maximum number of items. + +**Trigger** An item falls within your reach or an attacker fails an attack roll to hit you or a creature within your reach with a thrown weapon. + +* * * + +You grab the triggering item. If you are Juggling, you can immediately add the item to the objects you're Juggling as a free action, which has the concentrate and manipulate traits. + +## [[Lobbed Attack]] Feat 8 + +**Prerequisites** master in Performance, Juggler Dedication + +**Requirements** You are Juggling a thrown weapon. + +* * * + +You make a thrown ranged Strike with the required weapon, using the weapon's normal range increment. This attack doesn't trigger reactions, and if the target has never seen you use this feat before, the target is off-guard against this attack. + +## [[Opportune Throw]] Feat 16 + +**Prerequisites** legendary in Performance, Juggler Dedication + +**Requirements** You are Juggling a thrown weapon. + +**Trigger** A creature within 10 feet of you uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. + +* * * + +You make a thrown ranged Strike with the required weapon against the triggering creature. If you critically succeed and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count against your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Kineticist.md b/content/mechanics/srd/Archetypes/Kineticist.md new file mode 100755 index 000000000..49bb156dd --- /dev/null +++ b/content/mechanics/srd/Archetypes/Kineticist.md @@ -0,0 +1,81 @@ +--- +title: "Kineticist" +noteType: ":sticky-note:" +aliases: "Kineticist" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.1kRGIb5LPPKypQpN +tags: + - JournalEntryPage +--- + +# Kineticist +You have, intentionally or accidentally, awoken a gateway to elemental power inside yourself and can now channel that power to devastating effect, adding an elemental arsenal to your abilities + +### Multiclass Kineticist Characters + +Kineticist is a great fit for characters with high Constitution who want to add some magical blasting to their repertoire without managing the complexity of spell slots. Kineticist impulses can also provide damage types that are useful against certain creatures and special utility abilities such as better movement or battlefield control. + +Champions looking to diversify their capabilities, barbarians with the Moment of Clarity feat, and particularly stout druids might all find suitable options. + +## [[Kineticist Dedication]] Feat 2 + +**Prerequisites** Constitution +2 + +* * * + +You become trained in kineticist class DC and impulse attack rolls. Choose one element to be your kinetic element (air, earth, fire, metal, water, or wood). You gain a kinetic aura and the [[Channel Elements]] action, though you don't get to use an [[Elemental Blast]] or stance impulse when you take that action. You gain the Elemental Blast action. Your Elemental Blast does not automatically gain additional damage dice every four levels, instead requiring you to take the [[Improved Elemental Blast]] feat. + +## [[Base Kinesis]] Feat 4 + +**Prerequisites** Kineticist Dedication + +* * * + +You gain the Base Kinesis impulse. For the purposes of determining when the range and Bulk improvements of the action occur, your kineticist level is equal to half your level (for example, Base Kinesis for a 10th-level character with this feat would have a range of 45 feet and could affect 1 Bulk of their chosen element). + +## [[Through the Gate]] Feat 4 + +**Prerequisites** Kineticist Dedication + +* * * + +You gain a 1st- or 2nd-level kineticist feat of your choice. Your options include impulse feats for your kinetic element, as normal for a kineticist. + +## [[Advanced Element Control]] Feat 6 + +**Prerequisites** Through the Gate + +* * * + +You gain one kineticist feat. For the purpose of meeting its prerequisites, your kineticist level is equal to half your level. Your options include impulse feats for your kinetic element, as normal for a kineticist. + +* * * + +**Special** You can select this feat more than once. Each time you select it, you gain another kineticist feat. + +## [[Improved Elemental Blast]] Feat 8 + +**Prerequisites** Kineticist Dedication + +* * * + +The power of your elemental blast improves. The damage of your elemental blast increases by one die. + +* * * + +**Special** You can take Improved Elemental Blast a second time at 14th level to increase your Elemental Blast to three damage die, and a third time at 18th level to increase your Elemental Blast to four damage die. + +## [[Add Element]] Feat 10 + +**Prerequisites** Advanced Element Control + +* * * + +Choose a second kinetic element to add to the one you already have. You gain an impulse feat for that element. For the purpose of meeting its prerequisites, your kineticist level is equal to half your level. If you gain more kineticist feats, you can select hybrid impulses that have both your elements, as normal for a kineticist. + +## [[Expert Kinetic Control]] Feat 12 + +**Prerequisites** Kineticist Dedication + +* * * + +You become an expert in kineticist class DC and impulse attack rolls. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Knight Reclaimant.md b/content/mechanics/srd/Archetypes/Knight Reclaimant.md new file mode 100755 index 000000000..b0aa53a9a --- /dev/null +++ b/content/mechanics/srd/Archetypes/Knight Reclaimant.md @@ -0,0 +1,57 @@ +--- +title: "Knight Reclaimant" +noteType: ":sticky-note:" +aliases: "Knight Reclaimant" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.OcioDiLTdgzvT8VX +tags: + - JournalEntryPage +--- + +# Knight Reclaimant +Knights reclaimant spend much of their time amid the horrors of the Gravelands, rescuing civilians that remain and striking back against the Whispering Tyrant's agents. Accomplishing these goals requires the adoption of subtle tactics, with a focus on stealth and survival. + +## Knights of Lastwall Archetypes + +The following archetypes are uncommon but are available to members of the Knights of Lastwall. Qualifying characters with the Lastwall sentry archetype can select one of these dedications even without gaining three feats from the Lastwall sentry archetype, and each of these archetypes' feats fulfills the [[Lastwall Sentry Dedication]]'s special requirement despite not being from the Lastwall sentry archetype. + +## [[Knight Reclaimant Dedication]] Feat 6 + +**Prerequisites** trained in Survival and Stealth, any non-evil alignment, member of the Knights of Lastwall of knight rank + +* * * + +You have sworn the Crimson Oath and become a full member of the Crimson Reclaimers. You gain expert proficiency in Stealth and Survival. Whenever you roll a success on a saving throw against an undead's special ability, you get a critical success instead. This applies to any abilities that come from being undead, including an undead's innate spells (but not its prepared or spontaneous spells). + +**Special** You cannot select another dedication feat until you have gained two other feats from the Knight Reclaimant archetype. + +## [[Invoke the Crimson Oath]] Feat 8 + +**Prerequisites** Knight Reclaimant Dedication + +* * * + +You can invoke the Crimson Oath to unleash blasts of ruby energy from your weapon. You gain the _[[Invoke the Crimson Oath]]_ focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the Refocus activity to recite the Crimson Oath and meditate on its teachings; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your knight reclaimant focus spells are divine spells; when you gain this feat, you become trained in divine spell attacks and spell DCs. + +## [[Survivor of Desolation]] Feat 8 + +**Prerequisites** Knight Reclaimant Dedication + +* * * + +You gain a +2 circumstance bonus to saving throws against unnatural weather events or environmental hazards occurring in blighted or otherwise unnaturally marred regions. If you roll a success on a saving throw against such an effect, you get a critical success instead; if you roll a critical failure, you get a failure instead. This does not apply to unnatural events created or directed by active effects, such as spells that create anomalous weather or hazardous areas. + +## [[Blade of the Crimson Oath]] Feat 12 + +**Prerequisites** Knight Reclaimant Dedication + +* * * + +You call upon the Crimson Oath to smite undead and then make a weapon or unarmed Strike against an undead foe. The Strike deals two extra weapon damage dice, and you can convert all the physical damage from the attack into vitality damage. + +## [[Reaper of Repose]] Feat 12 + +**Prerequisites** Knight Reclaimant Dedication, master proficiency in a weapon + +* * * + +Your skill and fervor allow you to pierce undead defenses and exploit their weaknesses. When you make an attack using a weapon with which you have master proficiency and hit an undead creature, you ignore 5 points of the creature's resistances, and the undead's weaknesses are 2 higher against your attack. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Knight Vigilant.md b/content/mechanics/srd/Archetypes/Knight Vigilant.md new file mode 100755 index 000000000..c92aecedb --- /dev/null +++ b/content/mechanics/srd/Archetypes/Knight Vigilant.md @@ -0,0 +1,71 @@ +--- +title: "Knight Vigilant" +noteType: ":sticky-note:" +aliases: "Knight Vigilant" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.57rElfZ9sWKFQ8Ep +tags: + - JournalEntryPage +--- + +# Knight Vigilant +Taking their lead from heroic stories of the Shining Crusade, the knights vigilant stand as a courageous example of morality and honor. + +## Knights of Lastwall Archetypes + +The following archetypes are uncommon but are available to members of the Knights of Lastwall. Qualifying characters with the Lastwall sentry archetype can select one of these dedications even without gaining three feats from the Lastwall sentry archetype, and each of these archetypes' feats fulfills the [[Lastwall Sentry Dedication]]'s special requirement despite not being from the Lastwall sentry archetype. + +## [[Knight Vigilant Dedication|Knight Vigilant]] Feat 6 + +**Prerequisites** trained in Religion, any good alignment, member of the Knights of Lastwall of knight rank + +* * * + +You are dedicated to the cause of the Shining Sentinels. You gain expert proficiency in Religion. When you are between an ally and a foe and would provide lesser cover to your ally against the foe's attacks, you twist to become even more obtrusive, providing standard cover instead. + +**Special** You cannot select another dedication feat until you have gained two other feats from the Knight Vigilant archetype. + +## [[Unshakable Idealism]] Feat 8 + +**Prerequisites** Knight Vigilant, expert in Will saves + +* * * + +Your faith and hope can't be shaken, and you won't flee when lives are at stake. You gain a +1 circumstance bonus on saves against fear effects and emotion effects that inflict despair. When you would gain the fleeing condition, you can choose to stand your ground and be stunned for the effect's duration as well, preventing you from running and allowing you to re-enter the fight more quickly when the effect ends. + +## [[Endure Death's Touch]] Feat 10 + +**Prerequisites** Knight Vigilant, expert in medium or heavy armor + +**Requirements** You are wearing medium or heavy armor in which you have expert proficiency. + +**Trigger** An undead hits you with an unarmed attack. + +* * * + +Your conviction redirects the undead's attack through your armor and then harmlessly away. You gain resistance 5 to physical damage and resistance 10 to void damage against the triggering attack. You gain a +2 circumstance bonus on any saving throws against effects from the undead's natural attack; if you succeed at the saving throw, you get a critical success instead. + +## [[Aegis of Arnisant]] Feat 12 + +**Prerequisites** Knight Vigilant, Shield Block, master in Religion + +**Requirements** You are wielding a shield. + +* * * + +Inspired by the tale of Arnisant, you transform your shield into a magic ward. Until the beginning of your next turn, you gain the following reaction: + +### [[Absorb into the Aegis]] + +**Trigger** An enemy casts a spell that targets you or an ally within 15 feet of you + +* * * + +You interpose your shield's ward against the spell. Attempt a counteract check, using your Religion modifier as your counteract modifier. On a success, the spell is counteracted and your shield takes damage equal to four times the spell level as it absorbs and disperses the magical energy. On a failure, the shield takes damage equal to twice the spell's level. + +## [[Knight in Shining Armor]] Feat 12 + +**Prerequisites** Knight Vigilant; expert in light armor, medium armor, or unarmored defense; trained in heavy armor + +* * * + +As a knight in shining armor, you train daily in the heaviest armor, expanding your expertise to heavy armor. You gain expert proficiency in heavy armor. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Lastwall Sentry.md b/content/mechanics/srd/Archetypes/Lastwall Sentry.md new file mode 100755 index 000000000..0092ef33c --- /dev/null +++ b/content/mechanics/srd/Archetypes/Lastwall Sentry.md @@ -0,0 +1,73 @@ +--- +title: "Lastwall Sentry" +noteType: ":sticky-note:" +aliases: "Lastwall Sentry" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.pg9fG1ikcgJZRWlk +tags: + - JournalEntryPage +--- + +# Lastwall Sentry +While the nation of Lastwall is gone, leaving only the horror of the Gravelands behind, you refuse to give up and renounce your oaths. You've renewed your vows, swearing to combat the influence of the Whispering Tyrant wherever it might strike across Golarion. + +## [[Lastwall Sentry Dedication]] Feat 2 + +**Prerequisites** member of the Knights of Lastwall, Shield Block + +**Access** You are from the Eye of Dread region. + +* * * + +You've sworn yourself as a sentry for the Knights of Lastwall, the first line of defense against incursions by the Whispering Tyrant throughout Golarion. You become trained in Athletics and in Undead Lore; if you were already trained, you become an expert instead. Finally, you gain the Reactive Shield fighter feat. + +**Special** You can't select another dedication feat until you have gained two other feats from the Lastwall sentry archetype. + +## [[Eye of Ozem]] Feat 4 + +**Prerequisites** Lastwall Sentry Dedication, expert in Perception + +* * * + +You've learned how to spot danger at a distance, allowing you to serve as a sentry with ease. You gain a +2 circumstance bonus to initiative rolls when using Perception, and when you're Scouting, you grant your allies a +2 circumstance bonus instead of +1. + +## [[Necromantic Resistance]] Feat 4 + +**Prerequisites** Lastwall Sentry Dedication + +* * * + +As part of your training, you've inured yourself against necromancy through repeated exposure. You gain a +1 circumstance bonus to saves against necromancy effects and gain resistance to void damage equal to half your level. + +## [[Rescuer's Press]] Feat 4 + +**Prerequisites** Lastwall Sentry Dedication + +* * * + +Any shield you wield gains the shove trait. When you [[Shove]] using a shield and Stride as part of that action, you can move an additional 5 feet to either side of the creature you Shoved. In addition, if you are in the [[Everstand Stance]] and successfully Shove a creature using a shield that you wield two-handed, you can increase the distance of your Shove to 10 feet. + +## [[Grave Sense]] Feat 6 + +**Prerequisites** Lastwall Sentry Dedication + +* * * + +Your time spent hunting the undead allows you to sense them. You sense undead as a vague sense similar to a human's sense of smell, an uncomfortable sensation akin to smelling something cloying and rotting. When in proximity to the undead, you eventually sense their presence, though you might not do so instantly, and you can't pinpoint their location. An undead using a disguise or otherwise trying to hide its presence must attempt a Deception check against your Perception DC to hide its presence from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Grave Sense for 1 day. + +## [[Necromantic Tenacity]] Feat 8 + +**Prerequisites** Necromantic Resistance + +* * * + +Your training against necromantic effects allows you to escape the worst of their touch. If you roll a success on a saving throw against a necromancy effect, you get a critical success instead; if you roll a critical failure on such a save, you get a failure instead. + +## [[Lastwall Warden]] Feat 10 + +**Prerequisites** Lastwall Sentry Dedication + +* * * + +You use your shield to protect your allies, not just yourself, especially against the undead. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you, in addition to its usual trigger. If you do, the shield prevents that ally from taking damage instead of you, following the normal rules for a Shield Block. + +If an undead makes an attack against an ally within 10 feet, you can Step to become adjacent to your ally and then use Shield Block as part of the same reaction. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Lich.md b/content/mechanics/srd/Archetypes/Lich.md new file mode 100755 index 000000000..067dada18 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Lich.md @@ -0,0 +1,85 @@ +--- +title: "Lich" +noteType: ":sticky-note:" +aliases: "Lich" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.r43lPEEL7WHOZjHL +tags: + - JournalEntryPage +--- + +# Lich +The path to lichdom is long and winding, with many pitfalls that overcome all but the most accomplished and precise spellcasters. Despite the trials you underwent and decades spent sequestered away with magical tomes, you know with every fiber of your being that it's all been worth it. You devised a unique and incredibly evil ritual to tear your soul from your body, and you painstakingly crafted a receptacle to house your freed soul. Immortality now lies within your grasp. + +Becoming a lich requires much more than just magical knowledge. It demands fierce intelligence, bold ingenuity, incredible determination, unending patience, and a strict adherence to perfection, along with incredible skill as an artisan, for each lich must create their own soul cage. A mispronounced word or flaw in the construction of your soul cage would end not in immortality but ignominious death. You have all these skills in abundance and now, with your ascension, you've proven your superiority beyond a shadow of a doubt. + +As a lich, you understand better than any the power and potential of magic. Many liches strive to increase their magical skills and foil the magic of any who dare oppose them. Others delve so deeply into necromantic arts and foul rituals that their flesh can burn the living, causing biological processes to falter and filling those who behold them with uncontrollable fear. + +Regardless of what paths they pursue, nearly all liches are obsessed with their soul cage, spending untold hours and a veritable fortune to protect it, surrounding it with magical and mundane hazards, and guarding it with powerful, loyal defenders. Some liches prefer to secure their soul cage through obscurity rather than force, enshrouding it in magical abjurations or illusions to hide it from prying eyes. The most gifted crafters among liches tinker and improve their soul cage over time, rendering it nigh indestructible. This is a dangerous proposition, undertaken by only the most confident and arrogant magical engineers, as physically altering one's soul cage could have unintended consequences on its function. Many wizard liches instead learn to tap into the soul cage's magical energy from afar to fuel their own spellcasting. + +**Additional Feats**: 14th [[Magic Sense]] + +## [[Lich Dedication]] Feat 12 + +**Prerequisites** living creature, ability to cast 6th-level or higher spells from spell slots, expert in Crafting, completed ritual to become a lich and crafted a soul cage + +* * * + +After years of study and careful planning, you finally completed a soul cage to house your soul and successfully performed a ritual to transform yourself into a lich. Now, neither death nor time can prevent you from pursuing your studies and achieving your grand ambitions. You gain the undead trait and the [[Basic Undead Benefits]]. Your undead craving is for knowledge. You gain a unique soul cage—a magic item that houses your soul. Whenever you would die, your soul flees to the soul cage to allow you to be rebuilt. As long as your soul cage exists, you can't truly be destroyed. + +**Special** You can't select another dedication feat until you have gained two other feats from the lich archetype. + +## [[Drain Soul Cage]] Feat 14 + +**Prerequisites** Lich Dedication, Drain Bonded Item, spellbook + +* * * + +You make your soul cage into your bonded item, allowing you to harness its abundant magical energy. Once per day, when you use Drain Bonded Item, you can choose any spell in your spellbook that you can cast, even if you haven't prepared or cast it that day. Your soul cage doesn't need to be on your person for you to use Drain Bonded Item. If your soul cage is broken or destroyed, you can't use Drain Soul Cage. Even if you can Drain Bonded Item more than once per day, for instance if you are a universalist wizard, you can still only choose a spell you haven't prepared and cast once per day. + +## [[Enshroud Soul Cage]] Feat 14 + +**Prerequisites** Lich Dedication + +* * * + +You wreathe your soul cage in an ever-growing collection of obfuscating illusions and protective abjurations to hide it from your enemies. You disguise the soul cage as any non-magical object of the same Bulk, and it gains the effects of the magic aura and nondetection spells. The effects have unlimited durations, are heightened to half your level rounded up, and use your spell DC against any attempt to counteract them. The magic aura makes your soul cage appear non-magical. You can ignore the effects of any of these spells when dealing with your own soul cage. You are mentally alerted whenever your soul cage is damaged. + +## [[Hand of the Lich]] Feat 14 + +**Prerequisites** Lich Dedication + +* * * + +Void energy intensifies your undead form and makes your very touch the antithesis of life. You gain the [[Advanced Undead Benefits]]. The damage die for your fist increases to 1d6 instead of 1d4, it deals void damage instead of bludgeoning damage, and it loses the nonlethal trait. Your fist becomes magical. When you critically hit a living creature with your fist Strike, the creature is slowed 1 until the end of your next turn unless it succeeds at a Fortitude save against your spell DC. This is a critical specialization effect. + +## [[Bolster Soul Cage]] Feat 16 + +**Prerequisites** Lich Dedication, legendary in Crafting + +* * * + +Your constant efforts to augment and perfect your soul cage have bolstered its efficiency. Your soul cage has Hardness equal to your level and HP equal to four times your level. The time it takes your soul cage to rebuild your body is reduced to 1d6 days rather than 1d10 days. At 20th level, the time it takes your soul cage to rebuild your body is reduced to 2d12+12 hours. + +## [[Spell Gem]] Feat 16 + +**Prerequisites** Lich Dedication, legendary in Crafting + +* * * + +Inspired by the degenerate demiliches your kind sometimes devolves into, you've embedded a gem into your brow, fusing it to your necrotic flesh. This gem has been specially calibrated to hold one of the following spells: _[[Repulsion]]_, _[[Scrying]]_, or _[[Truesight]]_. You must decide which spell your gem contains when you take this feat; changing the spell requires retraining the feat. Once per day, you can drain the gem's magical energy to Cast the Spell without spending a spell slot. At 18th level, you can heighten whichever spell you chose to 7th level. At 20th level, you can heighten whichever spell you chose to 8th level; regardless of which spell you chose, you can instead drain the gem's magical energy to cast an 8th-level spell turning without spending a spell slot. + +## [[Frightful Aura]] Feat 18 + +**Prerequisites** Lich Dedication, master in Intimidation + +* * * + +You're surrounded by a palpable sense of menace and power that's terrifying to behold. The aura is a 15-foot emanation. An enemy that enters or ends its turn in the aura must attempt a Will save against the higher of your spell DC or class DC. + +* * * + +**Success** The creature is unaffected and temporarily immune to your Frightful Aura for 1 minute. + +**Failure** The creature is frightened 1. + +**Critical Failure** The creature is frightened 2. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Linguist.md b/content/mechanics/srd/Archetypes/Linguist.md new file mode 100755 index 000000000..156d87acb --- /dev/null +++ b/content/mechanics/srd/Archetypes/Linguist.md @@ -0,0 +1,73 @@ +--- +title: "Linguist" +noteType: ":sticky-note:" +aliases: "Linguist" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.mtc5frNxUHORGscz +tags: + - JournalEntryPage +--- + +# Linguist +Whether you study to further your own ambitions or simply out of fascination with the intricacies of language, your way with words is unparalleled. + +## [[Linguist Dedication]] Feat 2 + +**Prerequisites** You speak at least three languages. + +* * * + +You have studied languages and their development. You become trained in Society; if you were already trained in Society, you instead become an expert in Society. You gain the Multilingual skill feat twice. + +**Special** You can't select another dedication feat until you have gained two other feats from the Linguist archetype. + +## [[Multilingual Cipher]] Feat 4 + +**Prerequisites** Linguist Dedication, expert in Society + +* * * + +You use multiple languages to create and break codes. You gain a +1 circumstance bonus to Decipher Writing. If another creature attempts to Decipher Writing you encoded, they take a -2 circumstance penalty unless they speak all the languages you used when you created the writing. + +## [[Phonetic Training]] Feat 4 + +**Prerequisites** Linguist Dedication, expert in Society + +* * * + +You can pronounce and repeat words with near-perfect accuracy even if you don't understand their meaning, and you can write them down in a phonetic script that allows you or another creature with Phonetic Training to read it later. Even if the words are in a language with sound you can't pronounce, you can faithfully transcribe them. Memorizing long sequences of words remains just as difficult as it is normally. + +## [[Spot Translate]] Feat 4 + +**Prerequisites** Linguist Dedication + +**Trigger** Another creature within 60 feet uses a linguistic effect in a language you understand. + +* * * + +You interpret a creature's words, repeating their message in a different language that you know. If the triggering effect's targets speak either the original language or the one you translated into, they are affected. + +## [[Analyze Idiolect]] Feat 6 + +**Prerequisites** Linguist Dedication, expert in Deception and Society + +* * * + +You break down a specific individual's idiolect, memorizing their speech mannerisms and habits. If you interact with someone for at least 10 minutes, when you later attempt to Impersonate that individual, you gain a +4 circumstance bonus to your Deception checks and DCs. Due to the intense character study required, you can't remember more than one idiolect at a time. + +## [[Read Shibboleths]] Feat 7 + +**Prerequisites** Linguist Dedication, master in Society + +* * * + +All communication is filled with slight tells and signals. If you interact with someone for at least 10 minutes, their regional words, pronunciation changes, and nonverbal cues provide you with a minor fact about their social environment, such as their hometown or certain groups they might belong to. If a target of this ability is being deceptive about their social environment, such as a commoner pretending to be a noble, they must attempt a Deception, Society, or appropriate Lore check against your Society DC, providing you a false minor fact consistent with their assumed identity on a success. + +Once you've gleaned one or more true minor facts about a person, you can then incorporate these mannerisms into your speech to present yourself in a way that they find familiar. This grants you a +1 circumstance bonus to your Diplomacy and Deception checks with them. + +## [[Crude Communication]] Feat 8 + +**Prerequisites** Linguist Dedication + +* * * + +Even if you don't speak a creature's language, you can rely on inflection, root words, and body language to infer rudimentary meaning. If you interact with a creature for at least 10 minutes and that creature can speak a language, the GM rolls a secret Society check with a DC appropriate for the language's rarity. On a success, you understand the gist of the meaning and can communicate basic concepts back to the creature; on a failure, you are mistaken or communicate incorrect concepts. If you're legendary in Society, you can communicate instantly without needing to attempt a Society check; even if you didn't know the medium of communication the creature uses (speech, sign language, and so on), you intuit this information as soon as they try to communicate. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Lion Blade.md b/content/mechanics/srd/Archetypes/Lion Blade.md new file mode 100755 index 000000000..3e1cfa7c5 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Lion Blade.md @@ -0,0 +1,65 @@ +--- +title: "Lion Blade" +noteType: ":sticky-note:" +aliases: "Lion Blade" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.COTDddn4psjIoWry +tags: + - JournalEntryPage +--- + +# Lion Blade +You've trained as a spy in service of Taldor, learning secrets of disguise, manipulating crowds, and deceiving various sorts of magic users with ease. You likely dropped out of the Kitharodian Academy, Taldor's premier bardic college, in order to train at one of the Lion Blade's elite Shadow Schools. + +## [[Lion Blade Dedication]] Feat 2 + +**Prerequisites** member of the Lion Blades, trained in Performance + +**Access** You are from Taldor. + +* * * + +Your lion blade spy training helps you conceal yourself and your identity. You become trained in your choice of Deception or Stealth and in Espionage Lore; if you were already trained, you become an expert instead. You never take circumstance penalties for attempting to take a disguise of a different ancestry, age, and so on, as long as the disguised form is appropriate for your size. + +**Special** You cannot select another dedication feat until you have gained two other feats from the Lion Blade archetype. + +## [[Lost in the Crowd]] Feat 4 + +**Prerequisites** Lion Blade Dedication + +* * * + +You've learned how to move as one with crowds and hide among them, vanishing into a busy street in the blink of an eye. You move at full Speed in crowds and can use cover from crowds to Hide and Sneak, gaining a +2 circumstance bonus on your Stealth checks when in a crowd of at least 10 creatures and a +4 circumstance bonus on your Stealth checks when in a crowd of at least 100 creatures. + +## [[Crowd Mastery]] Feat 6 + +**Prerequisites** Lost in the Crowd + +* * * + +You use the crowd to your advantage, diverting your foes' attention to potential hidden dangers in the crowd. When determining if your foe is flanked, treat all squares occupied by a crowd as if they were occupied by an ally with a melee reach of 5 feet. + +## [[Expeditious Advance]] Feat 6 + +**Prerequisites** Lion Blade Dedication + +**Requirements** You are unarmored or wearing light armor. + +* * * + +You advance and retreat quickly. You gain a +10-foot status bonus to your speed. + +## [[Spy's Countermeasures]] Feat 10 + +**Prerequisites** Lion Blade Dedication + +* * * + +You've learned how to analyze and fake your responses to the most common magic used against spies. Whenever you succeed at your save against a divination or mental effect, you can Identify Magic to identify the spell as a free action triggered when you succeed, even if you didn't notice the spell being cast. If you successfully identify a divination effect targeting you and the spell would normally fail or have no effect, you can create a substitute result, causing the spell's caster to think the spell succeeded, with a result of your choice. If you successfully identify a mental effect targeting you and the spell would normally fail or have no effect, you can make it appear as if you were affected and attempt to play along with the spell; if the spell normally establishes a mental link, it functions normally but you can disregard any commands you receive through the link. + +## [[Flicker]] Feat 12 + +**Prerequisites** Lion Blade Dedication + +* * * + +You use your movements and disguises to make yourself a flickering blur. You gain concealment until your next turn. As usual for concealment involving an obvious visual manifestation, you can't use this concealment to Hide. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Living Monolith.md b/content/mechanics/srd/Archetypes/Living Monolith.md new file mode 100755 index 000000000..5831f0ab8 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Living Monolith.md @@ -0,0 +1,81 @@ +--- +title: "Living Monolith" +noteType: ":sticky-note:" +aliases: "Living Monolith" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.PpoPRKuwanrnhd0Y +tags: + - JournalEntryPage +--- + +# Living Monolith +You have delved into ancient sphinx magic to imbue your body and soul with the patience and strength of stone, as you work to create a special magical ka stone to finalize your oaths. + +## [[Living Monolith Dedication]] Feat 2 + +**Prerequisites** Ancient Osiriani and Sphinx languages, trained in Crafting + +**Access** You are from the Golden Road region. + +* * * + +You've begun to inscribe a magical stone called a ka stone that you will some day tie to your soul. You gain knowledge of Ancient Osirion and a connection to your nascent ka stone. If you fail a recovery check while dying, your dying condition does not increase; if you critically fail, your dying condition increases by only 1. You become trained in Ancient Osirion Lore, or expert if you were already trained. + +**Special** You cannot select another dedication feat until you have gained two other feats from the living monolith archetype. + +## [[Ka Stone Ritual]] Feat 4 + +**Prerequisites** Living Monolith Dedication, a sphinx or living monolith with this feat performs a ritual with you + +* * * + +You inscribe your true name on your ka stone, as well as oaths to gods and pharaohs, and embed it in your forehead in a special ritual with a sphinx or with a living monolith who already has this feat. The ka stone is an invested magic item that you automatically invest each day. It can't be removed without your permission, nor can it be dispelled, and you can never lose investiture in the ka stone. Its Bulk is negligible. + +The ka stone grants you a +1 item bonus to saves against death effects and void effects, which increases to +2 at 8th level, +3 at 14th level, and +4 at 20th level. + +**Activate** D (envision), or a different activation if otherwise specified + +**Frequency** a number of times each day equal to the number of class feats you have from the Living Monolith archetype + +* * * + +**Effect** You cast enlarge on yourself or use one of the other activated abilities granted by a later Living Monolith feat. + +## [[Stone Blood]] Feat 6 + +**Prerequisites** Ka Stone Ritual + +* * * + +You can selectively stop your bleeding with ease. Reduce the DC of flat checks to stop [[Persistent Damage|Persistent Bleed Damage]] you have from 15 to 10, and you can use a single action that has the concentrate trait to gain an early flat check without physically binding the wounds. You recover naturally from the drained condition twice as quickly as normal. + +## [[Fortified Flesh]] Feat 8 + +**Prerequisites** Ka Stone Ritual + +* * * + +Your flesh takes on the hardness of stone. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the Living Monolith archetype. + +## [[Attunement to Stone]] Feat 10 + +**Prerequisites** Ka Stone Ritual + +* * * + +You become attuned to the stone around you. When in contact with a stone surface, you gain tremorsense (imprecise) 5 feet along that surface, and you can activate your ka stone to cast _one with stone_. + +## [[Judgement of the Monolith]] Feat 12 + +**Prerequisites** Ka Stone Ritual + +* * * + +You can use the oaths bound in your ka stone to compel the truth from the living and the dead. You can activate your ka stone to target a single living creature, causing that creature to experience the effects of being in a zone of truth. You can also activate it with a 10-minute activation (envision) to cast talking corpse. + +## [[Stone Communion]] Feat 14 + +**Prerequisites** Ka Stone Ritual + +* * * + +You gain a unique communion with the earth and stones. You learn the Terran language and you can Activate your ka stone with a 10-minute activation (envision) to cast stone tell. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Living Vessel.md b/content/mechanics/srd/Archetypes/Living Vessel.md new file mode 100755 index 000000000..25fe52844 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Living Vessel.md @@ -0,0 +1,101 @@ +--- +title: "Living Vessel" +noteType: ":sticky-note:" +aliases: "Living Vessel" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.LgkfmZnFP3TWtkuy +tags: + - JournalEntryPage +--- + +# Living Vessel +With the dawning of a new era comes the need for a new seat of power, and what better way to show your coming master your devotion than by sacrificing your entire being for their use? You presented yourself before their altar and they answered your call, flooding your body with their power and granting you the gift of their original form. Or maybe you were abducted in the dark, on a night that the moon refused to shine, when you were taken to a profane location where a mysterious cult bound you to their master against your will. Now you have powers you didn't before and you have new features that scare (and maybe, in a small dark part of your heart, thrill) you. + +You might have even become a living vessel through a strange bargain. For instance, perhaps at the brink of death, you received an offer from an entity to spare your life in exchange for inhabiting you. Or you might have offered yourself to the entity in exchange for saving a loved one, for riches, or to fulfill a lifelong dream. + +Beings of any alignment can inhabit a living vessel. Evil-aligned beings, especially demons, are most likely to be interested in such an arrangement, especially if it involves forcefully taking over and changing the body and mind of a sapient being. Part of being a living vessel is learning more about your entity and finding what assuages them best and what their ultimate plans might be for your body and the world. Few vessels can fully dictate the terms of the arrangement, but the fact that you give the entity a corporeal form does give you some amount of leverage. Use it wisely. + +**Additional Feats** Your GM might determine that you can take a pact feat from the pactbinder archetype as an additional feat, as long as the pact is made to the entity within you. For instance, if you're hosting a fey, you could make a pact involving fey. These pact feats are at the same level as for a pactbinder. + +## [[Living Vessel Dedication]] Feat 2 + +Whether willingly or not, you've become a vessel for a being of unimaginable power. You and your GM should work together to determine the being's nature and decide how much you know and how much remains a mystery to you for now. Some decisions might influence your options later. You might need to decide whether the entity is a demon, for instance, to know if you qualify for later feats. + +You need to spend at least an hour each day assuaging the entity within you or you take a -1 penalty to Will saves for 24 hours. The process of assuaging the entity is determined together between you and the GM. It might be as simple as meditating with the entity to learn more about them, but it might be as extreme as committing gruesome, unspeakable sacrifices to keep their unknowable blessings. After a full week of failing to assuage your entity, you become [[Doomed|Doomed 1]], and you can't remove or ameliorate the condition until you allow your entity to take full possession of your body for 24 hours, during which time it pursues its own agenda. + +You also gain the [[Entity's Resurgence]] reaction, allowing you to unleash your entity in lieu of falling [[Unconscious]], though at the risk of letting it enact its will. + +* * * + +**Special** You can't select another dedication feat until you've gained two other feats from the living vessel archetype. + +## [[Entity's Strike]] Feat 4 + +**Prerequisites** Living Vessel Dedication + +* * * + +The more you try to force your body to stay yours, the more it warps to channel the energy flowing through you. Whether you grow horns to match the wild hunt fey within you, develop a claw like that of the treachery demon sharing your soul, or feel a tentacle rip out of you from the outer being that imprinted itself on your psyche, the entity within you refuses to be contained. You gain an unarmed attack of your choice with its type determined by your entity. It deals 1d6 damage of a damage type appropriate for the unarmed attack (such as bludgeoning for the tentacle). This unarmed attack is in the brawling weapon group and has the agile, finesse, and magical traits. + +## [[Tap Vitality]] Feat 6 + +**Prerequisites** Living Vessel Dedication + +**Frequency** once per hour + +* * * + +You tap into the entity's life force to heal your wounds, though at the cost of the entity's personality bleeding into your own. You recover a number of Hit Points equal to four times your level. Each time you use Tap Vitality, you begin to bleed more and more of the entity's personality and instincts into your own until the next time you spend an hour or more assuaging the entity, bringing your mind back under your own control. + +* * * + +**Special** This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey. + +## [[Exude Abyssal Corruption]] Feat 8 + +**Prerequisites** Living Vessel Dedication; your entity is a demon + +* * * + +Most of the changes from the demon within you have harmed you so far, but you've found a way to expel some of the corruption within you to poison others. Until the beginning of your next turn, you and your weapons are covered in toxic sludge or another similar manifestation of the demonic corruption; your melee Strikes deal an additional `dice: 1d6` poison damage, and each time a creature hits you with a melee unarmed attack or otherwise touches you, it takes `dice: 1d6` poison damage. + +At 14th level, the poison damage increases to 2d6, and at 20th level, the poison damage increases to 3d6 + +## [[Fey's Trickery]] Feat 8 + +**Prerequisites** Living Vessel Dedication; your entity is a fey + +**Frequency** once per hour + +* * * + +You connect with the fey trickster within yourself to create whimsical illusory duplicates that distract your foes. This has the effects of _[[Mirror Image]]_. + +## [[Warped Constriction]] Feat 8 + +**Prerequisites** Living Vessel Dedication; your entity is an aberration or outer entity + +**Requirements** You have a foe [[Grabbed]] or [[Restrained]]. + +* * * + +The entity inhabiting your body is an aberrant being with unfathomable motivations, and when you hold a foe close, tendrils and tentacles unfurl from your body to crush your foe and pollute it with alien wrongness. Your grabbed or restrained foe takes bludgeoning damage equal to your level and mental damage equal to your highest mental ability modifier. The creature attempts a DC 0 Basic Will save that applies to both types of damage and uses the higher of your class DC or spell DC. + +## [[Vessel's Form]] Feat 16 + +**Prerequisites** Living Vessel Dedication + +**Frequency** once per day + +* * * + +You symbiotically combine your form with that of the entity within you, taking a powerful hybrid form to temporarily boost your abilities in combat while maintaining control. For 1 minute, you gain the following effects. + +* If you were Medium or smaller, you become Large, and your reach increases to 10 feet. +* You gain a +2 status bonus to attack and damage rolls and a +1 status bonus on saving throws against spells. If you use Entity's Resurgence, the status bonuses to attack and damage rolls increase to +3 during the time that the two effects overlap. +* If you have the Entity's Strike feat, the unarmed attack you gained from that feat increases its damage die from 1d6 to 1d8. +* You gain 40 temporary Hit Points. +* You gain a fly Speed equal to your Speed. + +* * * + +**Special** This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Loremaster.md b/content/mechanics/srd/Archetypes/Loremaster.md new file mode 100755 index 000000000..a9e66c6a9 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Loremaster.md @@ -0,0 +1,57 @@ +--- +title: "Loremaster" +noteType: ":sticky-note:" +aliases: "Loremaster" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ackdHdIAmSb0AiVL +tags: + - JournalEntryPage +--- + +# Loremaster +Knowledge is power, and you labor in pursuit of that power. No matter the situation, you can usually procure some tidbit of knowledge to inform your actions. You specialize in secrets, both uncovering them and hiding them away, and your command of the written word borders on the supernatural. As you discover deeper secrets of lore, you might develop a power over knowledge that becomes outright magical, allowing you to understand and disguise information even more effectively. + +**Additional Feats** 4th [[Loremaster's Etude]]; 8th [[Assured Knowledge]]; 14th [[Enigma's Knowledge]]; 16th [[True Hypercognition]] + +## [[Loremaster Dedication]] Feat 2 + +**Prerequisites** trained in at least one skill to Decipher Writing + +* * * + +You've compiled a vast repository of information that touches on nearly every subject. You are trained in Loremaster Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in a skill used to Decipher Writing, you gain expert proficiency in Loremaster Lore, but you can't increase your proficiency rank in Loremaster Lore by any other means. You can take feats in the loremaster's additional feats entry even if you don't meet the enigma muse prerequisite. + +If you have the Bardic Lore class feat, you gain a +1 circumstance bonus to skill checks with Bardic Lore. + +**Special** You can't select another dedication feat until you have gained two other feats from the Loremaster archetype. + +## [[Magical Edification]] Feat 4 + +**Prerequisites** Loremaster Dedication + +* * * + +You've learned those tidbits of magic that are most conducive to furthering your acquisition and transmission of knowledge. You gain guidance, message, and sigil as innate occult cantrips. + +## [[Orthographic Mastery]] Feat 4 + +**Prerequisites** Loremaster Dedication + +* * * + +You understand the principles that underlie all written words, allowing you to read nearly any text. You can attempt to Decipher Writing using Loremaster Lore in place of the required skill. + +## [[Quick Study]] Feat 4 + +**Prerequisites** Loremaster Dedication + +* * * + +During your daily preparations, you can study a particular subject to gain the trained proficiency rank in one Lore skill of your choice. You must have interacted with that subject in some way on the previous day, whether by reading about it, talking to someone knowledgeable on the topic, or experiencing it yourself. Alternatively, you can reference your notes to instead choose a Lore skill you've prepared before with Quick Study. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. + +## [[Greater Magical Edification]] Feat 10 + +**Prerequisites** Magical Edification + +* * * + +You've continued to expand your compendium of tools to compile knowledge. You can cast comprehend language, mindlink, and secret page as innate occult spells, each once per day. When you cast secret page, it is automatically heightened to the same spell level as your cantrips from Magical Edification. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Magaambyan Attendant.md b/content/mechanics/srd/Archetypes/Magaambyan Attendant.md new file mode 100755 index 000000000..8b7263096 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Magaambyan Attendant.md @@ -0,0 +1,147 @@ +--- +title: "Magaambyan Attendant" +noteType: ":sticky-note:" +aliases: "Magaambyan Attendant" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.eLc6TSgWykjtSeuF +tags: + - JournalEntryPage +--- + +# Magaambyan Attendant +Magaambyans attendants have become full members of the Magaambya and begun to learn the secrets of the university. Not all Magaambyan attendants necessarily have this archetype, and this archetype doesn't represent the abilities of all attendants; rather, the archetype represents many of those who have affiliated with a branch and are pursuing conversant rank. + +## Halcyon Spells + +Through hard study, Magaambyans can meld arcane and primal spellcasting. Halcyon spells are spells from the arcane or primal spell list. You don't gain new halcyon spells via the normal means you typically use to gain spells; instead, you gain new halcyon spells and new spell levels of halcyon spells only through feats. Halcyon spells are prepared or cast just like other spells granted by your class; for example, a wizard who gained halcyon spells would add them to their spell list and their spellbook, while a sorcerer would add them to their spell list and their spell repertoire. If you have more than one arcane or primal spellcasting class, you add halcyon spells to all such classes. + +Each time you cast a halcyon spell, decide whether it is an arcane or primal spell. You can't heighten a halcyon spell beyond your maximum spell level of halcyon spell, even if you have higher-level spell slots, and you can't select a halcyon spell as a signature spell. + +Each time you gain a level and learn new spells, and each time you gain a halcyon feat, you can swap out one of your old halcyon spells for a different halcyon spell of the same level; this is in addition to any swapping from your class, such as via a sorcerer's spell repertoire class feature. You can also swap out halcyon spells by retraining during downtime. If you have a spellbook, when you swap out a halcyon spell, you lose the spell from your spellbook entirely. + +## [[Magaambyan Attendant Dedication]] Feat 2 + +**Prerequisites** trained in Arcana or Nature, member of the Magaambya of attendant rank + +* * * + +You devote much of your study to halcyon magic. You gain the ability to cast a single arcane or primal cantrip of your choice, (as is normal for cantrips, it is heightened to a spell level equal to half your level, rounded up). If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Wisdom as your spellcasting ability if you choose primal. + +Regardless of whether you choose an arcane or primal cantrip, you also either become trained in Arcana or Nature, or an expert in one of those skills in which you were already trained. + +When you gain this feat, choose to affiliate with the Cascade Bearers, Emerald Boughs, Rain-Scribes, Tempest-Sun Mages, or Uzunjati. This grants you additional feats available to only that branch. + +**Special** You cannot select another dedication feat other than [[Halcyon Speaker Dedication]] until you have gained two other feats from the [[Magaambyan Attendant]] or [[Halcyon Speaker]] archetype. + +## [[Mask Familiar]] Feat 4 + +**Prerequisites** Magaambyan Attendant Dedication + +* * * + +Your mask takes on a personality of its own, allowing it to serve as your familiar. Though you can still wear it as a mask, you can detach it from your face to grant it a bodily form of colored light that allows it to move around; usually, this is a miniature form of the animal the mask represents. Detaching or reattaching the familiar to transform it is a two-action activity. Even in mask form, the familiar can move around on its master's face and speaks in a distinct voice (if it can talk). It is easily recognized as more than a simple mask unless the familiar succeeds at a Deception check to Impersonate a mask. Other than its appearance and the fact that it can be worn, it functions as other familiars. Your mask familiar has access to the mask freeze familiar ability + +**Mask Freeze** When in mask form, your familiar can hide its obvious supernatural qualities to pass as a simple, unassuming mask. It doesn't need to Impersonate to fool a passing glance, and it gains a +4 circumstance bonus to its Deception DC against an active observer Seeking or otherwise studying it. + +## [[Adaptive Mask Familiar]] Feat 6 + +**Prerequisites** Mask Familiar + +* * * + +Your mask familiar adapts quickly to material form, allowing it to gain more familiar and master abilities. You select four master and familiar abilities each day instead of two. + +## [[Cascade Bearer's Flexibility]] Feat 6 + +**Frequency** once per day + +**Prerequisites** Magaambyan Attendant Dedication, Cascade Bearers affiliation + +**Requirements** You haven't yet acted on your turn. + +* * * + +You call upon your Cascade Bearer training to help you adjust a spell for the current situation. Until the end of your turn, you gain a single metamagic feat from the druid class or the wizard class that has a level requirement of no more than half your level. + +## [[Emerald Boughs Accustomation]] Feat 6 + +**Prerequisites** Magaambyan Attendant Dedication, Emerald Boughs affiliation, expert in Society + +* * * + +You are comfortable and socially capable in almost any cultural context. When you use the Society skill to Subsist, if you roll a critical failure, you get a failure instead; if you roll a success, you get a critical success instead; and if you roll a critical success, you can provide for another additional creature. Furthermore, when you attempt a Society check to Recall Knowledge about cultural practices and roll a critical failure, you get a failure instead. + +## [[Rain-Scribe Sustenance]] Feat 6 + +**Prerequisites** Magaambyan Attendant Dedication, Rain-Scribes affiliation + +* * * + +You use the power of your Rain-Scribe magic to draw on a stream of primal power for sustenance. You don't need to eat or drink and need only 6 hours of rest to feel well rested. You must still rest at least 8 hours and spend 1 hour of preparation to regain resources usable only a limited number of times per day, such as spell slots. + +You can draw on primal power to stay awake and alert while otherwise resting your body and mind, gaining the full benefits of an 8-hour rest without falling asleep. When you do, you lose the other benefits of Rain- Scribe Sustenance for 1 week while your primal energies recharge. + +## [[Tempest-Sun Redirection]] Feat 6 + +**Prerequisites** Magaambyan Attendant Dedication, Tempest-Sun Mages affiliation + +* * * + +If the next action you use is to Cast a Spell from your spell slots that damages other creatures, you can bend some of that spell's offensive energy, protecting allies in the area and boosting your own defenses against certain foes. Select any number of targets of the spell and reduce the spell's damage to those targets by an amount equal to the spell's level. Until your next turn, when one of those targets damages you, that damage is reduced by twice the spell's level. + +## [[Uzunjati Storytelling]] Feat 6 + +**Prerequisites** Magaambyan Attendant Dedication, Uzunjati affiliation, master in a Recall Knowledge skill + +* * * + +You tell a quick story or begin telling a longer tale. This is most useful when you want to prove your scholarly credibility or impress someone quickly. Roll a check with a skill that can be used to Recall Knowledge in which you have expert proficiency, using the result entry for the Perform action. Like Performing, Storytelling rarely has an effect on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers-or even change their attitudes-if the GM sees fit. This action is not a Performance and cannot be used in place of anything that requires you to Perform. + +## [[Cascade Bearer's Spellcasting]] Feat 10 + +**Prerequisites** Magaambyan Attendant Dedication, Cascade Bearers affiliation + +* * * + +Your Cascade Bearer training allows you to broaden the horizons of your halcyon spells further than most Magaambyans, weaving in spiritual magic. You can select halcyon spells from the divine or occult spell lists in additional to the arcane or primal spell lists, though they are still halcyon spells (so you choose when casting if they are arcane or primal spells). You gain a halcyon cantrip and a halcyon 1st-level spell. + +## [[Emerald Boughs Hideaway]] Feat 10 + +**Prerequisites** Magaambyan Attendant Dedication, Emerald Boughs affiliation + +* * * + +You use Emerald Bough techniques to create a small extradimensional space called a hideaway that lasts as long as you are conscious. The hideaway functions as a [[Spacious Pouch (Type I)|Bag of Holding (Type I)]], but has no Bulk and takes no hands; it holds one object with a maximum Bulk equal to your highest mental ability score modifier; as you open the hideaway with pure thought, activating it to retrieve an item is a free action with the envision component instead of a single action with the Interact component. The hideaway's access point appears as an obviously magical gap within 1 foot of your body. Only you can access the hideaway; you can you use an Interact action each round to physically hold it open for another person. A successful dispel magic spell or similar effect against your spell DC and the hideaway's counteract level of 2 expels the object; the object is also expelled if you become unconscious. After a successful dispel magic spell or when you become conscious again, the hideaway immediately reforms with no additional action from you. You can also dismiss the hideaway (if it is empty) or re-form it using a single action with the envision component. + +## [[Rain-Scribe Mobility]] Feat 10 + +**Prerequisites** Magaambyan Attendant Dedication, Rain- Scribes affiliation + +* * * + +You surround yourself in a mantle of Rain-Scribe magic and Stride twice; difficult terrain does not reduce your Speed, even if the difficult terrain has been manipulated by magic. Your magic clears the difficult terrain in each square you entered; until your next turn, those squares aren't difficult terrain for any creature walking through them (or are normal difficult terrain if they were previously greater difficult terrain). + +## [[Tempest-Sun Shielding]] Feat 10 + +**Prerequisites** Tempest-Sun Redirection + +**Trigger** You or an ally within 30 feet takes damage. + +* * * + +You transform unrealized spell energy into a protective shield. If you're a spontaneous spellcaster, expend a spell slot; if you're a prepared spellcaster, expend a spell prepared in a spell slot. Reduce the triggering damage by an amount equal to four times the level of the expended slot or spell. + +## [[Uzunjati Recollection]] Feat 10 + +**Prerequisites** Uzunjati Storytelling, master in a Recall Knowledge skill + +* * * + +You tell a story spontaneously from nearly forgotten facts, delving into your memory and entertaining your audience in the process. Recall Knowledge with a skill in which you have master proficiency, then use Uzunjati Storytelling with the same skill. You gain a +1 circumstance bonus to your skill check for Uzunjati Storytelling from the added details. + +## [[Janatimo's Lessons]] Feat 12 + +**Prerequisites** Uzunjati Recollection + +* * * + +Thanks to Janatimo's secret techniques, you can weave your knowledge and words into powerful tools to assist your allies in life-threatening situations. When you use Uzunjati Recollection to tell a story and [[Recall Knowledge]] about a creature during a combat encounter, if you succeed at both checks, your story carries deeper meaning. This grants your allies a +1 circumstance bonus to their next attack roll and saving throw against the creature during that encounter, as well as to their AC against that creature's next attack roll during that encounter. If you critically succeed at both checks, the bonuses also apply to all attack rolls, saves, and AC against that creature for 2 rounds. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Magic Warrior.md b/content/mechanics/srd/Archetypes/Magic Warrior.md new file mode 100755 index 000000000..d5752c8b9 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Magic Warrior.md @@ -0,0 +1,51 @@ +--- +title: "Magic Warrior" +noteType: ":sticky-note:" +aliases: "Magic Warrior" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.zxY04QNfB90gjLoh +tags: + - JournalEntryPage +--- + +# Magic Warrior +You mix magic and martial prowess, following in the tradition of the Ten Magic Warriors of Old-Mage Jatembe. + +## [[Magic Warrior Dedication]] Feat 2 + +**Prerequisites** ability to cast focus spells + +**Access** You are from the Mwangi Expanse. + +* * * + +You have taken up a nameless mask and sworn the oath of the magic warriors. You become trained in your choice of Arcana or Nature and in Magic Warrior Lore; if you were already trained in the skill, you become an expert instead. + +You hide your identity behind a mask representing an animal of your choice, corresponding to one of the general animal types in the animal form spell. You gain a +1 circumstance bonus to saves against divination effects, though sometimes refusing to remove your mask can cause issues in areas that don't respect or understand the magic warrior tradition. + +Once you take this feat, if another creature ever learns your true face or name, you lose your abilities from this archetype. Close allies who knew of your decision to take the mask before your dedication don't break this taboo unless they tell someone else. To regain your abilities, you must discard your mask and obtain a new one of a different animal, then retrain Magic Warrior Dedication into a new Magic Warrior Dedication with your new mask. Your focus spells from the magic warrior archetype are the same tradition as your other spells (choose one if you have spells from multiple traditions). + +**Special** You cannot select another dedication feat until you have gained two other feats from the magic warrior archetype. + +## [[Magic Warrior Aspect]] Feat 4 + +**Prerequisites** Magic Warrior Dedication + +* * * + +You can alter your form to gain an aspect of the animal your mask represents. You gain the magic warrior aspect focus spell. + +## [[Magic Warrior Transformation]] Feat 4 + +**Prerequisites** Magic Warrior Dedication + +* * * + +You can transform fully into the animal your mask represents. You gain the _[[Magic Warrior Transformation]]_ focus spell. + +## [[Nameless Anonymity]] Feat 6 + +**Prerequisites** Magic Warrior Dedication + +* * * + +Your mask protects you further from divination. Once per day, you can cast _[[Veil of Privacy]]_ on yourself, heightened to the highest level of spell you can cast; the spell ends immediately if your mask is removed for even a moment. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Magus.md b/content/mechanics/srd/Archetypes/Magus.md new file mode 100755 index 000000000..be0082b91 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Magus.md @@ -0,0 +1,83 @@ +--- +title: "Magus" +noteType: ":sticky-note:" +aliases: "Magus" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.r79jab1XgOdcgvKJ +tags: + - JournalEntryPage +--- + +# Magus +You've mixed physical combat with spellcasting. + +## [[Magus Dedication]] Feat 2 + +**Prerequisites** Strength or Dexterity 14; Intelligence 14 + +* * * + +You cast spells like a magus, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. Each time you gain a spell slot of a new level from the magus archetype, add a spell of that level or lower to your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for magus archetype spells is Intelligence, and they are arcane magus spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. You become trained in simple weapons. + +* * * + +**Special** You can't select another dedication feat until you have gained two other feats from the magus archetype. + +## [[Basic Martial Magic]] Feat 4 + +**Prerequisites** Magus Dedication + +* * * + +You gain a 1st- or 2nd-level magus feat of your choice. + +## [[Hybrid Study Spell]] Feat 4 + +**Prerequisites** Magus Dedication + +* * * + +Gain the conflux spell from a hybrid study of your choice. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by studying your spellbook and performing a physical regimen. You don't gain any of the hybrid study's other benefits. + +## [[Spellstriker]] Feat 4 + +**Prerequisites** Magus Dedication + +* * * + +You gain the magus's [[Spellstrike]] activity. You can recharge it only as an activity that takes 1 minute. This restriction applies even if you gain another ability that recharges Spellstrike. + +## [[Advanced Martial Magic]] Feat 6 + +**Prerequisites** Basic Martial Magic + +* * * + +You gain one magus feat. For the purpose of meeting its prerequisites, your magus level is equal to half your character level. + +* * * + +**Special** You can select this feat more than once. Each time you select it, you gain another magus feat. + +## [[Basic Magus Spellcasting]] Feat 6 + +**Prerequisites** Magus Dedication + +* * * + +You gain the basic bounded spellcasting benefits. + +## [[Expert Magus Spellcasting]] Feat 12 + +**Prerequisites** Basic Magus Spellcasting; master in Arcana + +* * * + +You gain the expert bounded spellcasting benefits. + +## [[Master Magus Spellcasting]] Feat 18 + +**Prerequisites** Expert Magus Spellcasting; legendary in Arcana + +* * * + +You gain the master bounded spellcasting benefits. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Mammoth Lord.md b/content/mechanics/srd/Archetypes/Mammoth Lord.md new file mode 100755 index 000000000..d334fc4c9 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Mammoth Lord.md @@ -0,0 +1,131 @@ +--- +title: "Mammoth Lord" +noteType: ":sticky-note:" +aliases: "Mammoth Lord" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.iH3Vrt35DyUbhxZj +tags: + - JournalEntryPage +--- + +# Mammoth Lord +The Kellid people of the far north are collectively known as the Mammoth Lords, but this name is something of a generalization. True Mammoth Lords are rare champions, heroes among their people who have tamed a mammoth, cave bear, triceratops, or other megafauna. They often ride these enormous creatures into battle. Astride their mighty steeds, Mammoth Lords lead their followings along migratory routes they've used for generations, and they defend their people from frost giants, white dragons, and many other perils of the far north. + +You're one of these legendary heroes, a true Mammoth Lord. You've captured or befriended one of the megafauna of the far north and tamed it. This heroic deed is best done as part of an adventure, but if that isn't possible, work with your GM to determine the details of how you managed to make one of these tremendous creatures your companion. You now ride this fantastic beast into battle, fighting from atop its back. + +**Additional Feats** 4th [[Animal Empathy (Ranger)]], [[Quick Mount]]; 6th [[Companion's Cry]]; 12th [[Trampling Charge]]; 20th [[Legendary Rider]] + +#### What Counts as Megafauna? + +The megafauna of the Realm of the Mammoth Lords are enormous beasts of intimidating appearance, but they can be hard to otherwise classify. While the most well-known megafauna are mammals—like the mammoth or the woolly rhinoceros—not all are. Large dinosaurs like the stegosaurus and triceratops qualify as megafauna, for example, but smaller dinosaurs like raptors don't. A list of well-established megafauna can be found below, but it isn't an exclusive list; other, more unusual, species might be permitted with GM approval. One rule is certain, however: an adult megafauna is always Large or bigger. + +Cave Bear: Use a bear's statistics for a cave bear animal companion. + +Daeodon: Use a boar's statistics for a daeodon, or giant boar, companion. + +Dire Wolf: Use a wolf's statistics for a dire wolf companion. + +Mammoth: Use a elephant's statistics for the statistics for an elephant or woolly mammoth animal companion. + +Roc: Use bird statistics for a young roc. + +Smilodon: Use cat statistics for a smilodon animal companion. + +Triceratops: Use triceratops statistics for a triceratops or other armored dinosaur, such as a stegosaurus or ankylosaurus. + +Tyrannosaurus: Use tyrannosaurus statistics for for a tyrannosaurus, allosaurus, or similar dinosaur. + +Woolly Rhinoceros: Use rhinoceros statistics for a rhinoceros or woolly rhinoceros animal companion. + +**MAMMOTH LORD ANIMAL COMPANIONS** + +If you're playing a mammoth lord, you determine the statistics and abilities of your animal companions according to the basic rules for animal companions. As a mammoth lord, it's possible for you to have more than one animal companion at one time—up to four companions—but only one of those companions, your “active companion,” follows you during exploration and in encounters; the rest are nearby, usually foraging or hunting for food. As soon as you gain a second animal companion from the mammoth lord archetype, you also gain [[Call Companion]] to switch your active companion. These rules apply to all your companions, regardless of whether you got the animal companion from the mammoth lord archetype or from another source. + +## [[Mammoth Lord Dedication]] Feat 2 + +**Prerequisites** Ride + +* * * + +You've undertaken the ultimate challenge of the Mammoth Lords and tamed a megafauna. You gain a megafauna you tamed as a young animal companion. Your megafauna animal companion must be a megafauna appropriate to the Realm of the Mammoth Lords;. While an animal companion usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other than its size). + +Contrary to the usual rules for animal companions, this feat can give you a second animal companion. If you have more than one animal companion, you can adventure with only one of them at a time. You can switch between them like a beastmaster does. You gain the [[Call Companion]] action, as the beastmaster archetype, and you follow all the other rules found in the Call Companion sidebar; see [[Beastmaster Dedication]] for details on this action and the rules for multiple companions. + +**Special** You can't select another dedication feat until you've gained two other feats from this archetype. + +## [[Mammoth Charge]] Feat 6 + +**Prerequisites** Mammoth Lord Dedication + +**Requirements** You are riding your megafauna companion. + +* * * + +You [[Command an Animal]] to order your megafauna companion to Stride twice. At any point during this movement, you can make a melee Strike against one enemy within reach. + +## [[Mature Megafauna Companion]] Feat 6 + +**Prerequisites** Mammoth Lord Dedication + +* * * + +You've raised your megafauna companion to be a more powerful force on the battlefield than most of its kind. The companion you gained through the Mammoth Lord Dedication feat becomes a mature animal companion, granting it additional capabilities. During an encounter, even if you don't use the [[Command an Animal]] action, your megafauna animal companion can still use 1 action on your turn to Stride or Strike. + +## [[Megafauna Veterinarian]] Feat 6 + +**Prerequisites** Mammoth Lord Dedication; expert in Nature + +* * * + +By heeding the wise advice of elders in your following- and aided by your own experience-you've learned how to provide medical care to the megafauna of the Mammoth Lord followings. You can attempt a Nature check instead of a Medicine check for any of Medicine's trained and untrained uses, provided the subject of your medical care is a megafauna. If you're attempting an action that requires a particular proficiency rank in Medicine (such as [[Treat Wounds]]), use your proficiency rank in Nature instead. If the subject of your care is your megafauna and you roll a success on your check, you get a critical success instead. + +## [[Speech of the Mammoth Lords]] Feat 7 + +**Prerequisites** Mammoth Lord Dedication; master in Diplomacy or Intimidation + +* * * + +You've learned the ancient tongue spoken by the creatures of the far north. You can ask questions of, receive answers from, use the Diplomacy skill with, and [[Coerce]] megafauna. In most cases, megafauna of the Realm of the Mammoth Lords will hear you out. + +## [[Incredible Megafauna Companion]] Feat 8 + +**Prerequisites** Mature Megafauna Companion + +* * * + +Under your care and training, your megafauna companion has realized its innate potential. Your companion becomes an indomitable or savage animal companion (your choice), gaining additional abilities determined by the type of companion. + +## [[Staggering Blow]] Feat 10 + +**Prerequisites** Mammoth Lord Dedication + +**Requirements** You're riding a megafauna companion that has a melee Strike. + +* * * + +You've trained your megafauna companion to stagger its enemies, impeding their ability to fight back. You [[Command an Animal]] to order your megafauna companion to spend both its actions making a single, powerful Strike. The attack deals an extra die of weapon damage, and if the attack hits and deals damage, the target is [[Slowed]] until the end of its next turn. + +## [[Unbreakable Bond]] Feat 10 + +**Prerequisites** Mammoth Lord Dedication + +* * * + +You and your megafauna companion are bound together; as long as you live, it's much harder for your companion to die. If your megafauna companion gains the dying condition, it automatically succeeds at the recovery check to stabilize at 0 Hit Points on its turn. Additionally, your megafauna companion only dies at dying 5 rather than dying 4. Finally, the first time each day your megafauna companion would reach dying 5 and die, as long as you're still alive, your companion's dying value decreases to 0 instead. + +## [[Gigantic Megafauna Companion]] Feat 12 + +**Prerequisites** Mammoth Lord Dedication + +* * * + +The mammoths and other megafauna ridden by your people are larger than any ordinary beast. Your megafauna companion increases in size to Huge but doesn't otherwise change its statistics. + +## [[Specialized Megafauna Companion]] Feat 14 + +**Prerequisites** Mammoth Lord Dedication + +* * * + +You've trained your mammoth or other megafauna companion to perform in unusual or extreme situations, granting it abilities far beyond others of its kind. Your megafauna gains your choice of the bully, racer, tracker, or wrecker specialization. + +**Special** You can select this feat up to three times. Each time, add a different specialization of the ones listed above to your megafauna companion. Your megafauna can't have more than three specializations. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Marshal.md b/content/mechanics/srd/Archetypes/Marshal.md new file mode 100755 index 000000000..e7e54499e --- /dev/null +++ b/content/mechanics/srd/Archetypes/Marshal.md @@ -0,0 +1,147 @@ +--- +title: "Marshal" +noteType: ":sticky-note:" +aliases: "Marshal" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.1F84oh5hoG86mZIw +tags: + - JournalEntryPage +--- + +# Marshal +Marshals are leaders, first and foremost. Marshals can come from any class or background, though they all share a willingness to sacrifice their own glory for the greater good of the team. Some marshals lead from the front, sword and shield raised, while others may call instructions and encouragements from the rear while providing allied spellcasters with skilled support. Regardless of their preferred method of combat, marshals' ability to bring the best out in every ally is a valuable addition to any group. + +**Additional Feats** 8th [[Attack of Opportunity]] + +## [[Marshal Dedication]] Feat 2 + +**Prerequisites** trained in martial weapons and either Diplomacy or Intimidation + +* * * + +You've combined your social skills and combat training to become a talented combat leader. Choose Diplomacy or Intimidation. You become trained in that skill or become an expert if you were already trained in it. In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies within the aura a +1 status bonus to saving throws against fear. + +**Special** You can't select another dedication feat until you have gained two other feats from the Marshal archetype. + +## [[Dread Marshal Stance]] Feat 4 + +**Prerequisites** Marshal Dedication, trained in Intimidation + +* * * + +Putting on a grim face for the battle ahead, you encourage your allies to strike fear into their foes with vicious attacks. When you use this action, attempt an Intimidation check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. + +* * * + +**Critical Success** Your marshal's aura increases to a 20-foot emanation, and it grants you and allies a status bonus to damage rolls equal to the number of weapon damage dice of the unarmed attack or weapon you are wielding that has the most weapon damage dice. When you or an ally in the aura critically hits an enemy with a Strike, that enemy is frightened 1. + +**Success** As critical success, but your aura's size doesn't increase. + +**Failure** You fail to enter the stance. + +**Critical Failure** You fail to enter the stance and can't take this action again for 1 minute. + +## [[Inspiring Marshal Stance]] Feat 4 + +**Prerequisites** Marshal Dedication, trained in Diplomacy + +* * * + +You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend this action, attempt a Diplomacy check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. + +* * * + +**Critical Success** Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against mental effects. + +**Success** As critical success, but your aura's size doesn't increase. + +**Failure** You fail to enter the stance. + +**Critical Failure** You fail to enter the stance and can't take this action again for 1 minute. + +## [[Snap Out Of It! (Marshal)|Snap Out Of It!]] Feat 4 + +**Prerequisites** Marshal Dedication + +* * * + +You give a quick shout, hoping to shake the fog clouding your ally's thoughts. Choose one target ally within your marshal's aura who is affected by a mental effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect's DC, ending the effect on a success. This can't end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes. + +## [[Steel Yourself!]] Feat 4 + +**Prerequisites** Marshal Dedication + +* * * + +You encourage an ally to toughen up, giving them a fighting chance. Choose one ally within your marshal's aura. The ally gains temporary Hit Points equal to your Charisma modifier and a +2 circumstance bonus to Fortitude saves. Both benefits last until the start of your next turn. + +## [[Cadence Call]] Feat 6 + +**Prerequisites** Marshal Dedication + +**Frequency** once per minute + +* * * + +You call out a quick cadence, guiding your allies into a more efficient rhythm. Each willing ally within your marshal's aura is quickened until the end of their next turn, and they can use the extra action only to Stride. At the end of each ally's turn, if they used the extra action, they then become slowed 1 until the end of their following turn. + +## [[Rallying Charge]] Feat 6 + +**Prerequisites** Marshal Dedication + +* * * + +Your fearless charge into battle reinvigorates your allies to carry on the fight. You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit gains temporary Hit Points equal to your Charisma modifier. These temporary Hit Points last until the start of your next turn. + +## [[Back To Back]] Feat 8 + +**Prerequisites** Marshal Dedication + +* * * + +You excel at watching your allies' backs and helping them watch yours. As long as you and an ally are adjacent to each other, neither of you can become off-guard due to flanking unless both of you are flanked. If you're adjacent to more than one ally, all eligible allies can benefit at a given time. The benefit is negated for everyone if at least you and any one eligible ally are flanked, but not if your allies are flanked and you aren't. + +## [[To Battle!]] Feat 8 + +**Prerequisites** Marshal Dedication + +* * * + +With a resounding cry, you rally your ally to the offensive. Choose one ally within your marshal's aura who has a reaction available. If you spend 1 action, that ally can use their reaction to immediately Stride. If you spend 2 actions, that ally can use their reaction to immediately Strike. + +## [[Topple Foe]] Feat 10 + +**Prerequisites** Marshal Dedication, trained in Athletics + +**Trigger** An ally succeeds at a melee Strike against an opponent you are both adjacent to. + +* * * + +You take advantage of the opening created by your ally to tip your foe off their feet. Attempt an Athletics check to Trip the target of the triggering attack. + +## [[Coordinated Charge]] Feat 12 + +**Prerequisites** Marshal Dedication + +* * * + +You heroically dash into the fray, inspiring your allies to follow. You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit can use a reaction to Stride, but they each must end their Stride closer to the creature you hit than where they started. + +## [[Tactical Cadence]] Feat 14 + +**Prerequisites** Cadence Call + +* * * + +Your remarkable breath control and concise instructions allow you to coordinate your allies more effectively. When you grant allies the quickened condition using Cadence Call, they can use the extra action to either Stride or Strike, and they aren't slowed 1 on their following turn if they use the extra action. + +## [[Target Of Opportunity]] Feat 14 + +**Prerequisites** Marshal Dedication + +**Trigger** An ally succeeds at a ranged Strike against an opponent within your weapon's first range increment. + +**Requirements** You have a ranged or thrown weapon in hand. + +* * * + +You capitalize on your ally's attack to create a coordinated barrage. Make a ranged Strike with a -2 penalty against the opponent targeted by the triggering attack. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. If this Strike is successful, combine the damage from the attack with the damage from your ally's attack for the purpose of resistances and weaknesses. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Martial Artist.md b/content/mechanics/srd/Archetypes/Martial Artist.md new file mode 100755 index 000000000..b15e71f50 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Martial Artist.md @@ -0,0 +1,47 @@ +--- +title: "Martial Artist" +noteType: ":sticky-note:" +aliases: "Martial Artist" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.N01RLMQPaSeoHEuL +tags: + - JournalEntryPage +--- + +# Martial Artist +You have trained in the martial arts, making your unarmed strikes lethal. You seek neither mysticism nor enlightenment, and you don't view this training as some greater path to wisdom. Yours is the way of the fist striking flesh, the hand turning aside the blade, and the devastating kick taking your enemy down. Your training is focused and practical, and since you have turned every part of your body into a weapon, you never find yourself without one. While you might have learned your techniques in a dojo or school focused on training the body, you might just as easily have learned them in street brawls and bar fights, combining instincts with intense athleticism for a deadly combination. + +**Additional Feats** 4th [[Brawling Focus]], [[Crane Stance]], [[Dragon Stance]], [[Gorilla Stance]], [[Mountain Stance]], [[Stumbling Stance]], [[Tiger Stance]], [[Wolf Stance]]; 8th [[Crane Flutter]], [[Dragon Roar]], [[Gorilla Pound]], [[Mountain Stronghold]], [[Stumbling Feint]], [[Tiger Slash]], [[Wolf Drag]]; 16th [[Mountain Quake]] + +## [[Martial Artist Dedication]] Feat 2 + +You have trained to use your fists as deadly weapons. The damage die for your fist unarmed attacks becomes 1d6 instead of 1d4. You don't take the -2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all unarmed attacks. + +**Special** You can't select another dedication feat until you have gained two other feats from the Martial Artist archetype. + +## [[Follow-up Strike]] Feat 6 + +**Prerequisites** Martial Artist Dedication + +**Requirements** Your last action was a missed Strike with a melee unarmed attack. + +* * * + +You have trained to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage. Make another Strike with a melee unarmed attack, using the same multiple attack penalty as for the missed Strike, if any. + +## [[Grievous Blow]] Feat 8 + +**Prerequisites** Martial Artist Dedication + +* * * + +You know how to deliver focused, powerful blows that bypass your enemies' resistances. Make an unarmed melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal two extra weapon damage dice. If you are at least 18th level, increase this to three extra weapon damage dice. This attack also ignores an amount of resistance to physical damage, or to a specific physical damage type, equal to your level. + +## [[Path Of Iron]] Feat 14 + +**Prerequisites** Martial Artist Dedication + +**Frequency** once per minute + +* * * + +With a burst of effort, you weave a path through your enemies, striking each in turn as you move past them. You Stride; this movement doesn't trigger reactions. You can Strike up to three times at any point during your movement, each against a different enemy. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you have made all your attacks. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Mauler.md b/content/mechanics/srd/Archetypes/Mauler.md new file mode 100755 index 000000000..7bb63c259 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Mauler.md @@ -0,0 +1,65 @@ +--- +title: "Mauler" +noteType: ":sticky-note:" +aliases: "Mauler" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.RoF5NOFBefXAPftS +tags: + - JournalEntryPage +--- + +# Mauler +You shove your way through legions of foes, knock enemies on all sides to the ground, and deal massive blows to anyone or anything that comes near. + +**Additional Feats** 4th [[Slam Down|Knockdown]], [[Vicious Swing|Power Attack]]; 12th [[Crashing Slam|Improved Knockdown]]; 14th [[Brutal Finish]], [[Unbalancing Sweep]] + +## [[Mauler Dedication]] Feat 2 + +**Prerequisites** Strength 14 + +* * * + +You specialize in weapons that require two hands. You become trained in all simple and martial melee weapons that require two hands to wield or have the two-hand trait. Whenever you gain a class feature that grants you expert or greater proficiency in weapons, you also gain that proficiency rank in these weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon. + +**Special** You can't select another dedication feat until you have gained two other feats from the Mauler archetype. + +## [[Clear The Way]] Feat 6 + +**Prerequisites** Mauler Dedication + +**Requirements** You're wielding a melee weapon in two hands. + +* * * + +You put your body behind your massive weapon and swing, shoving enemies to clear a wide path. You attempt to Shove up to five creatures adjacent to you, rolling a separate Athletics check for each target. Then Stride up to half your Speed. This movement doesn't trigger reactions from any of the creatures you successfully Shoved. + +## [[Shoving Sweep]] Feat 8 + +**Prerequisites** Mauler Dedication, expert in Athletics + +**Trigger** A creature within your reach leaves a square during a move action it's using. + +**Requirements** You are wielding a melee weapon in two hands. + +* * * + +You swing your weapon at your foe, rebuffing them back. You attempt to Shove the triggering creature, ignoring the requirement that you have a hand free. The creature continues its movement after the Shove. + +## [[Hammer Quake]] Feat 14 + +**Prerequisites** Mauler Dedication + +**Requirements** You're wielding a non-finesse melee weapon in two hands. + +* * * + +You smash the ground with your weapon, knocking nearby creatures to the ground. Choose a square within your reach, including your own space. If there's a foe in the chosen square, Strike that foe with the required weapon. Then attempt to Trip every foe in the chosen square plus each square adjacent to that square, ignoring Trip's requirement that you have a hand free. This counts as three attacks toward your multiple attack penalty, but the penalty doesn't increase until after you've made the Strike, if any, and all the Trip attempts. + +## [[Avalanche Strike]] Feat 14 + +**Prerequisites** Mauler Dedication + +**Requirements** You are wielding a melee weapon in two hands. + +* * * + +You attack all nearby adversaries. Make a melee Strike with the required weapon against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you have made all your attacks. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Medic.md b/content/mechanics/srd/Archetypes/Medic.md new file mode 100755 index 000000000..f0119b279 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Medic.md @@ -0,0 +1,65 @@ +--- +title: "Medic" +noteType: ":sticky-note:" +aliases: "Medic" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.XWkyCVISmVtJ0ZY3 +tags: + - JournalEntryPage +--- + +# Medic +You've studied countless techniques for providing medical aid, making you a peerless doctor and healer. + +## [[Medic Dedication]] Feat 2 + +**Prerequisites** trained in Medicine, Battle Medicine + +* * * + +You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour. + +**Special** You can't select another dedication feat until you have gained two other feats from the Medic archetype. + +## [[Doctor's Visitation]] Feat 4 + +**Prerequisites** Medic Dedication + +* * * + +You move to provide immediate care to those who need it. Stride, then use one of the following: Battle Medicine or Treat Poison. You can spend a second action to instead Stride and then Administer First Aid or Treat a Condition (if you have it; see below). + +## [[Treat Condition]] Feat 4 + +**Prerequisites** Medic Dedication + +**Requirements** You are holding healer's tools, or you are wearing them and have a hand free. + +* * * + +You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your Medicine modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a good character gains from carrying an unholy weapon) has no effect as long as the circumstances continue. + +* * * + +**Critical Success** Reduce the condition value by 2. + +**Success** Reduce the condition value by 1. + +**Critical Failure** Increase the condition value by 1. + +## [[Holistic Care]] Feat 6 + +**Prerequisites** trained in Diplomacy, Treat Condition + +* * * + +You provide emotional and spiritual care. Add frightened, stupefied, and stunned to the list of conditions you can reduce with Treat Condition. If the stunned condition has a duration instead of a value, you can't use Treat Condition to reduce it. + +## [[Resuscitate]] Feat 16 + +**Prerequisites** Medic Dedication, legendary in Medicine + +**Requirements** You are holding healer's tools or are wearing them and have a hand free. Also, the target's body is mostly intact. + +* * * + +You can use Medicine to resuscitate the dead. Attempt a DC 40 Medicine check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of raise dead, except it still has the wounded condition it had before dying, increased by 1 (or wounded 1 if it wasn't wounded before dying). Whether you succeed or fail, the target is temporarily immune to Resuscitate for 1 day. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Mind Smith.md b/content/mechanics/srd/Archetypes/Mind Smith.md new file mode 100755 index 000000000..ece5b36d5 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Mind Smith.md @@ -0,0 +1,116 @@ +--- +title: "Mind Smith" +noteType: ":sticky-note:" +aliases: "Mind Smith" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.mXywYJJCM9IVItZz +tags: + - JournalEntryPage +--- + +# Mind Smith +“The mind makes it real.” Though uttered in many parts of Golarion, nowhere is this more literal than perhaps among mind smiths—those with a mysterious mental talent that allows them to manifest their mind into a physical object. Some gain this power through magical training from an ancestor or mentor, while others earn it as a gift or reward from some greater being, or by inexplicable chance. Whatever the source, you have mastered the ability to form a mental image into a corporeal figment solid enough to affect the physical world. You trained the power to aid you in battle by shaping itself into a potent weapon, bound by only the reaches of your own imagination. + +## [[Mind Smith Dedication]] Feat 2 + +You've learned to imagine a shape in your mind, to envision it so strongly it takes form in the material world. You gain a single melee weapon of your choosing, called a mind weapon. Your mind weapon is a martial melee weapon. The overall shape and design of your mind weapon can be of your choosing but it has one of the following four basic statistics: + +* A one-handed weapon that deals 1d4 damage and has the agile and finesse traits +* A one-handed weapon that deals 1d6 damage and has the finesse trait +* A one-handed weapon that deals d8 damage +* A two-handed weapon that deals 1d10 damage and has the reach trait + +Each day during your daily preparations, you can decide if you want your weapon to deal bludgeoning damage and be in the club weapon group, deal piercing damage and be in the spear weapon group, or deal slashing damage and be in the sword weapon group. Your mind weapon is an extension of your mind-it has no Hardness, and any ability that would damage your mind weapon instead damages you directly, pushing back against the weapon's corporeal form and becoming mental damage of the same amount the weapon would have taken. + +You can project your mind weapon using an Interact action, just as you would draw any other weapon. Only you can hold, carry, or wield your mind weapon; if held by another person, it quickly disappears from their hand, reforming in your mind for you to project again. If you're disarmed of your mind weapon, it dematerializes, but you can draw it again with an Interact action starting at the beginning of your next turn. + +Upon creating your mind weapon, you also learn to use a mind smith's keepsake: an object of light Bulk, such as a bracelet or figurine, that you wear or keep on your person and inscribe with weapon runes. Your keepsake can't be a magic item, nor can it have any significant monetary value beyond the value of any runes you inscribe on it. You can buy and inscribe fundamental runes and weapon property runes onto your keepsake in the same way you would for a regular weapon, and you can move runes to and from your keepsake to other weapons or runestones for the usual cost. Any runes inscribed on the keepsake apply to your mind weapon when you create it. If your keepsake is ever lost or destroyed, you can spend 1 week of downtime imprinting a new object with your weapon's mental properties, though this new keepsake won't have any of the runes that were inscribed on the prior keepsake. + +* * * + +**Special** You can't select another dedication feat until you have gained two other feats from the mind smith archetype. + +## [[Malleable Movement]] Feat 2 + +**Prerequisites** Mind Smith Dedication; expert in Athletics + +**Trigger** You Leap. + +* * * + +You shift the shape of your weapon to help you Leap farther and faster. You shift your weapon into a long flexible pole, climbing hook, or similar aid, adding an extra 5 feet to the distance you're able to Leap. As normal, this can't increase the distance of your Leap beyond your Speed. + +## [[Ghost Blade]] Feat 4 + +**Prerequisites** Mind Smith Dedication + +**Frequency** once per hour + +* * * + +You alter your weapon's phase so it can more easily strike incorporeal creatures. Your mind weapon gains the effects of a _[[Ghost Touch]]_ property rune for 1 minute + +## [[Just the Tool]] Feat 4 + +**Prerequisites** Mind Smith Dedication + +* * * + +You temporarily change your weapon's shape to assist you in the field. You morph your weapon into a single simple tool, such as a shovel or crowbar, to help with a mundane task. You can't replicate entire tool kits with this ability. You can use this action again to change your mind weapon back to a weapon. + +## [[Mental Forge]] Feat 4 + +**Prerequisites** Mind Smith Dedication + +* * * + +Your experiences in combat shape your mind's capability to strengthen and shape your weapon to match the way you move in combat. Choose two of the following weapon traits to give your mind weapon: grapple, modular (B, P, S), nonlethal, shove, or trip. Once chosen, these weapon traits can't be changed unless you spend 1 week retraining your fighting style to swap one property for another from the list. + +## [[Mind Shards]] Feat 6 + +**Prerequisites** Mind Smith Dedication + +* * * + +With a swing and a thought, you detonate your mind weapon into a burst of psychic shards that shred the mind. You concentrate and unleash a 15-Foot Cone that deals 3d6 mental damage to all creatures in the area, with a DC 0 Basic Will save against the higher of your class DC or spell DC. After the attack, your mind weapon automatically re-forms, and you can't use this ability again for 1 minute. Mind Shards' damage increases by 1d6 at level 7 and every two levels thereafter. + +## [[Malleable Mental Forge]] Feat 8 + +**Prerequisites** Mental Forge + +* * * + +You open your mind to further weapon customization. During your daily preparations, you can choose any two weapon traits from the Mental Forge feat to place on your weapon for 24 hours or until your next daily preparations (whichever comes first), replacing the traits you chose from the Mental Forge feat. Each day you can swap the choices with any other options on the list. + +## [[Mind Projectiles]] Feat 8 + +**Prerequisites** Mind Smith [[Metallic Envisionment|Dedication]] + +* * * + +You have learned to stretch your mind's influence further, releasing projectiles with a swing of your mind weapon. You can make ranged mind weapon Strikes; these are ranged Strikes with a maximum range of 30 feet that deal `dice: 1d6` damage of the same type as your mind weapon. Your ranged mind weapon Strike gains all the benefits of your mind weapon's runes as long as they still apply to a ranged weapon. For example, if your weapon had _+1_, _striking_, and _spell storing_ runes, you would get a +1 item bonus to hit with your ranged mind weapon Strike, and it would deal the additional damage from the _striking_ rune, but it wouldn't be able to unleash a spell from the _spell storing_ rune, as that rune can be etched onto only melee weapons. + +## [[Runic Mind Smithing]] Feat 10 + +**Prerequisites** Mind Smith Dedication + +* * * + +You focus your mind on thoughtforms of fundamental magical forces, shaping them into a property rune that you mentally etch onto your mind weapon. During your daily preparations, choose one rune from the following list of weapon property runes: _corrosive_, _disrupting_, _flaming_, _frost_, _shock_, and _thundering_. You enhance your weapon with the chosen rune until your next daily preparations. This rune counts toward your maximum limit of runes as normal. + +## [[Metallic Envisionment]] Feat 12 + +**Prerequisites** Mind Smith Dedication + +* * * + +You always account for every weakness, allowing your mind to imagine just the right physical form to take advantage of your opponents. Choose between cold iron or silver; all your mind weapon Strikes are treated as the chosen type of metal. + +## [[Advanced Runic Mind Smithing]] Feat 16 + +**Prerequisites** Runic Mind Smithing + +* * * + +Your mind can hold onto more complicated patterns than ever before. You can etch the greater forms of any runes on the list from the Runic Mind Smithing feat and add them to the list of options you can choose during your daily preparations, as well as the _anarchic_, _axiomatic_, _holy_, or _unholy_ runes. + +In addition, once per day, you can spend 10 minutes of uninterrupted focus to swap your daily prepared rune from Runic Mind Smithing to another rune from the same list. Once this swap is made, that second rune remains on the weapon until your next daily preparations. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Monk.md b/content/mechanics/srd/Archetypes/Monk.md new file mode 100755 index 000000000..5621be2a6 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Monk.md @@ -0,0 +1,75 @@ +--- +title: "Monk" +noteType: ":sticky-note:" +aliases: "Monk" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.5v7k1XWQxaP0DoGX +tags: + - JournalEntryPage +--- + +# Monk +Monastic training has taught you martial arts and allowed you to hone your mind, body, and spirit to new heights. + +## [[Monk Dedication]] Feat 2 + +**Prerequisites** Strength 14; Dexterity 14 + +* * * + +You become trained in unarmed attacks and gain the [[Powerful Fist]] class feature. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class DC. + +* * * + +**Special** You can't select another dedication feat until you have gained two other feats from the monk archetype. + +## [[Basic Kata]] Feat 4 + +**Prerequisites** Monk Dedication + +* * * + +You gain a 1st- or 2nd-level monk feat. + +## [[Monk Resiliency]] Feat 4 + +**Prerequisites** Monk Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier + +* * * + +You gain 3 additional Hit Points for each monk archetype class feat you have. As you continue selecting monk archetype class feats, you continue to gain additional Hit Points in this way. + +## [[Advanced Kata]] Feat 6 + +**Prerequisites** Basic Kata + +* * * + +You gain one monk feat. For the purpose of meeting its prerequisites, your monk level is equal to half your character level. + +* * * + +**Special** You can select this feat more than once. Each time you select it, you gain another monk feat. + +## [[Monk Moves]] Feat 8 + +**Prerequisites** Monk Dedication + +* * * + +You gain a +10-foot status bonus to your Speed when you're not wearing armor. + +## [[Monk's Flurry]] Feat 10 + +**Prerequisites** Monk Dedication + +* * * + +You gain the [[Flurry of Blows]] action. + +## [[Perfection's Path (Fortitude)]]/[[Perfection's Path (Reflex)]]/[[Perfection's Path (Will)]] Feat 12 + +**Prerequisites** Monk Dedication; expert in at least one saving throw + +* * * + +Choose one saving throw (Fortitude, Reflex, or Will) in which you are an expert. Your proficiency rank in the chosen saving throw increases to master. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Mummy.md b/content/mechanics/srd/Archetypes/Mummy.md new file mode 100755 index 000000000..3da5faf57 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Mummy.md @@ -0,0 +1,149 @@ +--- +title: "Mummy" +noteType: ":sticky-note:" +aliases: "Mummy" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ZewC2i5YdZPsWO8X +tags: + - JournalEntryPage +--- +# Mummy + +Mummification is a common funereal rite across the breadth of Golarion throughout the ages. Becoming a living mummy - one capable of both motion and thought - is another thing altogether. + +Most of those forced into undeath as mummies are bound to tombs, temples, and vaults as guardians. Some willingly undergo the process, embracing death to live beyond it. These willing mummies become the most powerful of their kind, rising above their brethren like an emperor above their subjects. + +The horrifically painful living mummification process must be performed by others - usually a team of well-trained necromancers, priests, or ritualists - upon a still-living subject. Death by mummification is gruesome, but to be kept alive for as long as possible throughout the process is a thousandfold worse. The process usually takes weeks, beginning with forced starvation, followed by the consumption of spices and tonics that desiccate the subject's internal organs. + +Very rarely, mummies are created by natural processes occurring in locations that are cursed or inundated by void energy. These mummies most often rise in deserts, bogs, swamps, at high altitudes, or in frigid locales. Although the process through which they are created is less painful and far shorter in duration, the spiritual shift from living to undead is no less traumatizing. + +Mummies are most commonly found in Geb and Osirion, as well as the surrounding nations of Thuvia, Katapesh, and Qadira. They have a foothold in the Gravelands, the Realm of the Mammoth Lords, and the Mwangi Expanse, particularly around Mzali. Outside the Inner Sea, mummies are found in Vudra and Arcadia, particularly in places once ruled by the Razatlani empire. + +## [[Mummy Dedication]] Feat 2 + +**Prerequisites** you are dead and were mummified (by natural or ritualistic means) + +* * * + +Whether through natural processes or foul rituals, your body was mummified, and you've risen as an undead mummy. You gain the mummy and undead traits, as well as [[Basic Undead Benefits]]. + +Many effects that harm the living are far less effective against your desiccated form. Unfortunately, your dried-out body is also highly flammable. You gain the [[Toughness]] feat, but also fire weakness equal to half your level. + +Your fist draws moisture from the living by touch, making it more damaging and deadly. The damage die for your fist increases to 1d6 instead of 1d4, and your fist loses the nonlethal trait. + +Finally, you become supernaturally bound to the dominant terrain in which you were created, either because you formed naturally from the weather of that terrain or because of the local ingredients and methods used in an intentional mummification process. Choose arctic, desert, mountain, or swamp. This choice can't be changed and may alter the effects of some of your feats. + +**Special** You can't select another dedication feat until you have gained two other feats from the mummy archetype. + +## [[One with the Land]] Feat 4 + +**Prerequisites** Mummy Dedication + +* * * + +Your connection to your bound terrain strengthens, making you unhindered by local weather. When in your bound terrain, you ignore the effects of non-magical difficult terrain. In addition, your experience from your bound terrain lets you ignore circumstance penalties to visual Perception checks and ignore concealment caused by certain environmental effects. The types you ignore depend on your bound terrain. + +* **Arctic** Ice or snow +* **Desert** Dust or sand +* **Mountain** Clouds or mist +* **Swamp** Rain or murky water + +## [[Semblance of Life]] Feat 4 + +**Prerequisites** Mummy Dedication + +**Trigger** You deal damage to a living creature with your fist Strike or with [[Desiccating Inhalation]]. + +* * * + +You draw the moisture you've drained from others into your own flesh, temporarily taking on the appearance of life. This has the effects of _[[Illusory Disguise]]_, except you can appear only as yourself while you were a living humanoid. + +## [[Grave Mummification]] Feat 6 + +**Prerequisites** Mummy Dedication + +* * * + +Exposure to the elements, magic, alchemy, and other phenomena intensified the changes from your mummification. You gain the [[Advanced Undead Benefits]]. + +In addition, you gain resistance equal to half your level against any damage you'd take from your bound terrain, including its dangerous temperatures, weather, hazardous terrain, and environmental hazards. + +## [[Mummy's Despair]] Feat 6 + +**Prerequisites** Mummy Dedication + +**Frequency** once per hour + +* * * + +You force your mental anguish outward, projecting it upon those around you. You gain an aura of despair in a @Template\[type:emanation|distance:30\] lasting 5 rounds. A creature that enters or begins its turn in the aura must succeed at a Will save against the higher of your class DC or spell DC or be [[Frightened|Frightened 1]] ([[Frightened|Frightened 2]] on a critical failure). A creature that succeeds at the save is temporarily immune to Mummy's Despair for 10 minutes. + +## [[Accursed Touch]] Feat 8 + +**Prerequisites** Mummy Dedication + +* * * + +**Trigger** You've learned to harness the supernatural curse that animates you, imbuing your most powerful attacks with a terrible curse. When you critically hit with a fist Strike, void energy binds to it; this is a curse and a disease. The creature takes 2d6 persistent void damage. While the creature has this persistent damage, it's also [[Stupefied|Stupefied 1]]. The persistent damage increases to 3d6 at 14th level and 4d6 at 20th level. This is a critical specialization effect. + +## [[Storm Shroud]] Feat 8 + +**Prerequisites** Mummy Dedication + +**Frequency** once per hour + +* * * + +You become surrounded by a swirling storm of rain, sand, snow, or clouds, whichever of those suits your bound terrain. This activity has traits appropriate to the storm you create - typically earth for sand and water for rain, snow, or clouds. You become [[Concealed]] for 1 minute. You can't use this concealment to Hide or Sneak, as normal for concealment that makes your position obvious. + +## [[Channel Rot]] Feat 10 + +**Prerequisites** Accursed Touch + +* * * + +You've learned to channel your curse through weapons you wield instead of solely through your flesh. The benefits of Accursed Touch apply to any melee weapon you wield instead of only your fist Strikes. + +## [[Ensnaring Wrappings]] Feat 10 + +**Prerequisites** Mummy Dedication; expert in Athletics + +**Trigger** Your Strike deals physical damage to a creature that is within reach of your arms and isn't more than one size larger than you. + +* * * + +Some of your wrappings come loose to ensnare a creature you recently damaged. You attempt to [[Grapple]] the creature you damaged. + +## [[Terrain Form]] Feat 10 + +**Prerequisites** Mummy Dedication + +**Frequency** once per day + +* * * + +You crumble to pieces, becoming composed of the very terrain to which you're bound, with the effects of the _[[Vapor Form]]_ spell, or you reconstitute into your normal form. The substance you're formed of depends upon your bound terrain, and the action gains the corresponding trait or traits. + +* **Arctic** Snow (water) +* **Desert** Sand (earth) +* **Mountain** Cloud (water) +* **Swamp** Mud (earth, water) + +## [[Desiccating Inhalation]] Feat 12 + +**Prerequisites** Mummy Dedication + +**Frequency** once per hour + +* * * + +You draw in the moisture from nearby creatures, draining them dry to heal your wounds. Creatures in a @Template\[type:cone|distance:30\] take 6d8 void damage, with a basic Reflex save against your class DC. A creature that critically fails this saving throw is also [[Drained 1]]. As long as at least one creature was damaged by your Desiccating Inhalation, you regain HP equal to your level. + +At 14th level and every 2 levels thereafter, the damage increases by 1d8. + +## [[Greater Despair]] Feat 12 + +**Prerequisites** Mummy's Despair + +* * * + +You increase the frequency of Mummy's Despair to once per 10 minutes instead of once per hour. A creature that critically fails its Will saving throw is [[Paralyzed]] for 1 round instead of frightened 2. Mummy's Despair gains the incapacitation trait. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Nantambu Chime-Ringer.md b/content/mechanics/srd/Archetypes/Nantambu Chime-Ringer.md new file mode 100755 index 000000000..508a3353e --- /dev/null +++ b/content/mechanics/srd/Archetypes/Nantambu Chime-Ringer.md @@ -0,0 +1,61 @@ +--- +title: "Nantambu Chime-Ringer" +noteType: ":sticky-note:" +aliases: "Nantambu Chime-Ringer" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.sY25SoDaHBPIG5Jw +tags: + - JournalEntryPage +--- + +# Nantambu Chime-Ringer +**Rarity** Uncommon + +* * * + +The Chime-Ringers serve as Nantambu's elite town guard, keeping the peace while carrying on ancient traditions of crafting chimes in metal, bamboo, or glass. + +## [[Nantambu Chime-Ringer Dedication]] Feat 2 + +**Prerequisites** trained in Performance and trained in Society + +* * * + +You've studied the basics of harmony and resonance in magic, exemplified by the ringing of chimes. You gain a single arcane or occult cantrip of your choice, heightened to a spell level equal to half your level, rounded up. If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Charisma as your spellcasting ability if you choose occult. Regardless of your choice, you also either become trained in Arcana or Occultism, or an expert in one of these skills if you are already trained in both. + +**Special** You can't select another dedication feat until you have gained two other feats from the Nantambu Chime-Ringer archetype. + +## [[Fleet Tempo]] Feat 4 + +**Prerequisites** [[Nantambu Chime-Ringer Dedication]] + +* * * + +**Frequency** once per hour + +* * * + +To rush after a criminal or reach someone in need, you ring a sprightly tone. You and all allies within 30 feet gain a +10-foot status bonus to all Speeds for 1 minute. + +## [[Deny the Songs of War]] Feat 10 + +**Prerequisites** [[Nantambu Chime-Ringer Dedication]] + +* * * + +To keep the peace, you disrupt those who seek to break it. You can cast _[[Deafness]]_ and 4th-level _[[Silence]]_ once per day each as innate spells. The tradition of these spells is the one you chose for the Nantambu Chime-Ringer Dedication feat. + +## [[Sing to the Steel]] Feat 12 + +**Prerequisites** [[Nantambu Chime-Ringer Dedication]] + +* * * + +You strike magical tones that can turn the tide of combat. You and your allies within 30 feet gain the effects of one of the following runes until the end of your next turn: [[Corrosive]], [[Vitalizing|Disrupting]], [[Flaming]], [[Frost]], [[Ghost Touch]], [[Shock]], or [[Thundering]]. The effects apply to a single weapon the creature is holding or one of the creature's unarmed attacks. You choose the rune and the effect applies to all creatures. You can use an action, which has the concentrate trait, to extend the duration of the rune for 1 additional round up to a maximum of 1 minute. If this would give a weapon or unarmed attack more property runes than its normal maximum, an existing property rune (as the creature chooses) is suppressed until the spell ends. + +## [[Song of Grace and Speed]] Feat 16 + +**Prerequisites** [[Nantambu Chime-Ringer Dedication]] + +* * * + +You instill great swiftness into your allies. You and all allies within 30 feet become [[Quickened]] for 1 minute and can use the additional action to Strike, Stride, or Step. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Oatia Skysage.md b/content/mechanics/srd/Archetypes/Oatia Skysage.md new file mode 100755 index 000000000..0e3b90830 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Oatia Skysage.md @@ -0,0 +1,101 @@ +--- +title: "Oatia Skysage" +noteType: ":sticky-note:" +aliases: "Oatia Skysage" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.PVwU1LMWcSgD7Q0m +tags: + - JournalEntryPage +--- + +# Oatia Skysage +The tradition of Oatia skysages stems from a small sect of dedicated stargazers on Castrovel. To better study the celestial mantle, these eccentric astronomers broke away from their Sovyrian kin and migrated to the wild continent of Ukulam, where the night skies were clear of light pollution. Though reclusive, Oatia skysages have been known to pass on their esoteric knowledge and unique worldview to similar-minded adventurers. Such adventuring skysages search for secrets and omens in the stars and can even call down stars' light to aid them in battle. + +## [[Oatia Skysage Dedication]] Feat 2 + +Your study of the stars unlocks supernatural insights and magic. You either become trained in Astronomy Lore or an expert in Occultism. + +You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips of your choice; these cantrips can be from any spell tradition, but they must be divination spells. You cast these spells as occult spells as you draw on the stars and night sky. You're trained in occult spell attack rolls and spell DCs. If you have a hand free and you've gazed at the night sky in the last 24 hours, you can usually replace material components with somatic components, so you don't need to use a spell component pouch. Your key spellcasting ability for these spells is Intelligence. + +**Special** You can't select another dedication feat until you have gained two other feats from the Oatia skysage archetype. + +## [[Basic Skysage Divination]] Feat 4 + +The stars move, granting you a sliver of their magic. Choose a 1st-level spell from any spell list to add to your spell repertoire. You can Cast this Spell as an occult Oatia skysage spell. + +At 6th level, you gain a 2nd-level spell, and at 8th level, you gain a 3rd-level spell. Each of these spells must be from the divination school. + +## [[Stargazer's Eyes]] Feat 4 + +Long hours in darkened observatories have sharpened your senses. If you don't have low-light vision or darkvision, you gain low-light vision, or if you already have low-light vision, you gain darkvision. + +**Special** You can take this feat a second time, upgrading your low-light vision to darkvision. + +## [[Night's Glow]] Feat 6 + +The stars and moon lend you their light. You gain your choice of the _[[Moonbeam]]_ or _[[Zenith Star]]_ domain spell. Like your Oatia skysage spells, you cast this focus spell as an occult spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover by using the Refocus to reflect upon or gaze at the stars. + +**Special** You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1. + +## [[Minor Omen]] Feat 8 + +**Frequency** once per day + +**Trigger** You fail a Reflex save. + +**Requirements** You can see the night sky. + +* * * + +The stars warn you of danger in the nick of time. Reroll the failed save and use the new result. + +## [[Scholar's Hunch]] Feat 8 + +**Frequency** once per hour + +**Trigger** You fail a Lore or Occultism skill check. + +* * * + +Scholarly debates have taught you to think on your feet. Reroll the failed check and use the new result. + +## [[Starlit Spells]] Feat 10 + +The stars reveal and punish your enemies. You can cast _[[Faerie Fire]]_ and 3rd-level _[[Holy Light]]_ as occult innate spells, each once per day. + +## [[Expert Skysage Divination]] Feat 10 + +Your studies of the stars have taught you about the mysteries of the cosmos. You learn a 4th-level spell from any spell list. At 12th level, you learn a 5th-level spell, and at 14th level, you learn a 6th-level spell. Each of these spells must come from the divination school. You become an expert with spell attack rolls and spell DCs for occult spells. + +## [[Night's Shine]] Feat 12 + +Your power from the moon and stars becomes strong enough to illuminate the night sky. You gain your choice of the _[[Asterism]]_ or _[[Touch of the Moon]]_ domain spell. Increase the number of Focus Points in your pool by 1. + +**Special** You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1. + +## [[Night's Warning]] Feat 14 + +**Trigger** A creature targets you with an attack and you can see the attacker. + +**Frequency** once per hour + +**Requirements** You can see the night sky. + +* * * + +Portents written in the night sky show you how to avoid an attack. The triggering attack roll targets your Occultism DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being off-guard, even though you wouldn't take the –2 circumstance penalty when defending against the attack. + +## [[Starlight Armor]] Feat 14 + +**Frequency** once per day + +* * * + +You armor yourself in the light of distant suns, shielding yourself from harm. The armor grants you resistance 7 to piercing, bludgeoning, and slashing damage. The armor also sheds bright light for 20 feet (and dim light for the next 20 feet). + +Whenever an adjacent creature attacks you, the attacker must attempt a @Check\[type:will|dc:resolve(@actor.attributes.spellDC.value)\] save against your spell DC at the end of its action. On a failure, it becomes [[Dazzled]] until the end of its next turn. Regardless of the result of the save, the attacker is temporarily immune until the end of its next turn. The dazzling effect has the light and visual traits. + +When you reach 17th level, the resistance increases to 10. + +## [[Master Skysage Divination]] Feat 16 + +You unlock the most powerful secrets hidden in the stars above. You learn a 7th-level spell from any spell list. At 18th level, you learn an 8th-level spell, and at 20th level, you learn a 9th-level spell. Each of these spells must come from the divination school. You gain master proficiency with spell attack rolls and spell DCs for occult spells. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Oozemorph.md b/content/mechanics/srd/Archetypes/Oozemorph.md new file mode 100755 index 000000000..73fa4d926 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Oozemorph.md @@ -0,0 +1,79 @@ +--- +title: "Oozemorph" +noteType: ":sticky-note:" +aliases: "Oozemorph" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.tJQ5f8C8m5gpZsF1 +tags: + - JournalEntryPage +--- + +# Oozemorph +You have suffered from the deadly touch of an ooze or other amorphous creature, like a gibbering mouther or a shoggoth, and have come away changed. Alternatively, you might have been exposed to some alchemical accident involving experiments with oozes, such as those performed in the city of Oenopion in Nex. Parts of your body occasionally liquefy and threaten to slough off, and only through force of will can you keep your natural form intact. Your affliction is plainly supernatural in origin and distressingly permanent. + +## [[Oozemorph Dedication]] Feat 2 + +You are plagued by sporadic anatomical rearrangements, which grant you insights into other creatures with unusual anatomies. You become trained in Occultism and Ooze Lore; if you were already trained, you become an expert instead. You gain a +2 circumstance bonus to Reflex saves to avoid being Engulfed by creatures, and to checks to Escape after being Engulfed. + +As you develop more abilities based on your amorphous affliction, you become increasingly off-putting to mundane creatures. You take a penalty to Diplomacy checks against animals and humanoids. This penalty is equal to your number of class feats from the oozemorph archetype, to a maximum of -4 for four or more feats. + +**Special** You can't select another dedication feat until you have gained two other feats from the oozemorph archetype. + +## [[Disturbing Defense]] Feat 4 + +**Prerequisites** Oozemorph Dedication + +* * * + +Your internal organs and blood vessels have shifted and changed, and even you don't know precisely where in your body they are. You gain resistance to precision damage equal to 2 + your number of class feats from the oozemorph archetype. The DC of your flat checks to recover from persistent bleed damage is 13, rather than 15. + +## [[Hideous Ululation]] Feat 4 + +**Prerequisites** Oozemorph Dedication, trained in Performance + +* * * + +Your throat has multiple separate chambers that can give your voice an eerie echo. You can be clearly heard at distances of up to 300 feet regardless of ambient sound, although your voice doesn't penetrate a magical silence effect. + +## [[Vacate Vision]] Feat 6 + +**Prerequisites** Oozemorph Dedication + +**Trigger** You fail (but don't critically fail) a saving throw against an effect with the visual trait. + +* * * + +You cause your eyes to liquefy and run out of your eye sockets, leaving them empty. You get a success on the save against the triggering effect, but you are blinded for the duration the effect would have had on a failure. At that time, your eyes regrow and your normal vision returns. + +## [[Ooze Empathy]] Feat 8 + +**Prerequisites** Oozemorph Dedication, at least two other class feats from the oozemorph archetype + +* * * + +You can connect with oozes (and other amorphous aberrations, at the GM's discretion) on a rudimentary level. You can use Diplomacy to Make an Impression on oozes and to make very simple Requests of them. In most instances, oozes will give you time to make your case. + +## [[Rubbery Skin]] Feat 10 + +**Prerequisites** Disturbing Defense + +* * * + +Your skin develops a malleable, rubbery quality. You gain resistance to bludgeoning damage equal to 2 + your number of class feats from the oozemorph archetype. You also gain resistance equal to twice that amount to extra damage from critical hits; if the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn't reduce the attack's normal damage. + +## [[Uncanny Suction]] Feat 12 + +**Prerequisites** Oozemorph Dedication + +* * * + +Your limbs produce strange, sucker-like growths that allow you to adhere to walls, objects, and most other surfaces. You gain a climb Speed equal to your half your land Speed (minimum 5 feet). If you have the Quick Climb feat, your climb Speed is equal to your land Speed. In addition, you gain a +2 circumstance bonus to your Reflex DC to avoid being Disarmed. + +## [[Peculiar Anatomy]] Feat 14 + +**Prerequisites** Disturbing Defense + +* * * + +Your circulatory system contains viscous protoplasmic fluid instead of ordinary blood. You gain a +2 circumstance bonus to saving throws against disease and poison, and resistance to poison damage equal to half your level. + +In addition, your resistance to precision damage from Disturbing Defense increases to an amount equal to 7 + your number of class feats from the oozemorph archetype, and the DC of your flat checks to recover from persistent bleed damage is 8 rather than 13. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Oracle.md b/content/mechanics/srd/Archetypes/Oracle.md new file mode 100755 index 000000000..6dcdbc35b --- /dev/null +++ b/content/mechanics/srd/Archetypes/Oracle.md @@ -0,0 +1,81 @@ +--- +title: "Oracle" +noteType: ":sticky-note:" +aliases: "Oracle" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ngVnNmi1Qke3lTy0 +tags: + - JournalEntryPage +--- + +# Oracle +A mysterious force granted you divine magic and a curse. + +## [[Oracle Dedication]] Feat 2 + +**Prerequisites** Charisma 14 + +* * * + +Choose a mystery. You become trained in Religion and the mystery's skill; if you were already trained, you become trained in a skill of your choice. You gain the mild, constant effects of the mystery's curse described in its first paragraph, but not other effects the mystery usually grants. You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You're trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for oracle archetype spells is Charisma, and they are divine oracle spells. + +**Special** You can't select another dedication feat until you have gained two other feats from the oracle archetype. + +## [[Basic Mysteries]] Feat 4 + +**Prerequisites** Oracle Dedication + +* * * + +You gain a 1st- or 2nd-level oracle feat of your choice. + +## [[Basic Oracle Spellcasting]] Feat 4 + +**Prerequisites** Oracle Dedication + +* * * + +You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the oracle archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level. + +## [[First Revelation]] Feat 4 + +**Prerequisites** Oracle Dedication + +* * * + +You gain your mystery's initial revelation spell. Casting this spell progresses your curse. Use the minor curse from your mystery, but when you progress it again, instead of your mystery's moderate curse effect, you become off-guard in addition to the effects of the minor curse. + +If you don't have one, you gain a focus pool of 1 Focus Point. You can Refocus by reconciling the conflicting nature of your mystery, which also reduces your curse to minor. + +## [[Advanced Mysteries]] Feat 6 + +**Prerequisites** Basic Mysteries + +* * * + +You gain one oracle feat. For meeting its prerequisites, your oracle level is equal to half your level. + +**Special** You can select this feat more than once. Each time you select it, you gain another oracle feat. + +## [[Mysterious Breadth]] Feat 8 + +**Prerequisites** Basic Oracle Spellcasting + +* * * + +Increase the spell slots you gain from oracle archetype feats by 1 for each spell level other than your two highest spell levels. + +## [[Expert Oracle Spellcasting]] Feat 12 + +**Prerequisites** Basic Oracle Spellcasting, master in Religion + +* * * + +You gain the expert spellcasting benefits. + +## [[Master Oracle Spellcasting]] Feat 18 + +**Prerequisites** Expert Oracle Spellcasting, legendary in Religion + +* * * + +You gain the master spellcasting benefits. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Overwatch.md b/content/mechanics/srd/Archetypes/Overwatch.md new file mode 100755 index 000000000..b6e9e3e13 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Overwatch.md @@ -0,0 +1,121 @@ +--- +title: "Overwatch" +noteType: ":sticky-note:" +aliases: "Overwatch" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.yOEiNjHLQ6XuOruq +tags: + - JournalEntryPage +--- + +# Overwatch +**Rarity** Uncommon + +* * * + +With a stalwart mind and sharp eyes, you observe the battlefield as though you and your allies are pieces on a chessboard. By predicting dangers and hazards and offering your insights to your comrades, you win battles through keen observation and teamwork. Whenever there's a threat or opening, you're the first to point it out, and you're ready to help your allies directly when necessary. + +.As a group's overwatch, you might let the position go to your head. In such cases, you might think of yourself as the mastermind behind the chessboard and feel detached from your allies, thinking of them as little more than pawns on the field. + +But more likely your role allows you to feel a deeper connection to your allies, and your coordination and heroics stand out most when you subsume your individual ego to serve the group's needs. In that case, you might think of yourself as a part of a functional whole—if your party was a single living body, you serve as the eyes, but that doesn't mean you're the brain, the heart, or other vital organs. Everyone has a crucial role to play. + +#### Overwatch Training + +Not just anyone can train to become their party's overwatch. A keen and incisive perception is necessary, of course, but that alone won't be sufficient. While many a ranger or rogue must sharpen their senses or face a short career, a true overwatch must be able to apply information received from all five senses (and any additional special senses they might have) to make split-second decisions that work toward achieving a tactical goal. Such a response can partially be trained through hours of daily drills designed to help a potential overwatch separate true threats and situations requiring their skills from false positives, and even situations where they would cause a problem if they didn't hold back. However, while training helps ingrain good practice into one's reflexes and muscle memory, ultimately, an overwatch candidate who lacks an innate degree of good tactical instinct will find such training slow to produce results, or in the worst case, even impossible. + +Beyond senses and instinct, the role of overwatch requires the ability to innovate your enhanced visual gear to assist in removing blind spots and seeing what others miss. This is essential, since you must keep track of your team and nearby foes. While it isn't explicitly necessary for you to be the one with enough skill in Crafting to maintain and upgrade your enhanced visual gear, many successful overwatches choose to do so in order to better understand how every piece works together to create the whole. + +## [[Overwatch Dedication]] Feat 2 + +**Prerequisites** expert in Perception + +* * * + +You have an innate knack for tactical observation, and you've innovated to apply that knack in a variety of ways that allow you to assist your allies. With the help of enhanced visual gear (such as a specially modified telescope, goggled visor, or binoculars), you're keenly aware of the movement of combatants on the battlefield. You quickly and efficiently disperse that information to your nearby allies so they can use it to direct their own observations and reactions to danger. + +You're surrounded by an overwatch field aura in a @Template\[type:emanation|distance:30\]. Your overwatch field aura grants you increased perception and allows you to call out warnings to your allies within the aura to point out threats. This aura has the auditory and visual traits. You and allies within your overwatch field receive a +2 circumstance bonus when using Perception for Initiative checks. + +**Special** You can't select another dedication feat until after you have gained at least two other feats from the overwatch archetype. + +## [[Spyglass Modification]] Feat 4 + +**Prerequisites** [[Overwatch Dedication]] + +* * * + +Your enhanced visual gear includes a regulating scope and reflectors, combined in an ingenuous setup that allows you to see around corners within the area of your overwatch field. This permits your overwatch field to extend around a single corner or turn and allows you to see around that corner as well. This ability doesn't let you see through walls or other barriers. You can't use it to see around a second or further corner, and it doesn't allow you to make ranged attacks or perform other actions that require line of effect with your target. + +## [[Swift Intervention]] Feat 6 + +**Prerequisites** [[Overwatch Dedication]] + +* * * + +**Trigger** An ally within your overwatch field fails in their attempt to Arrest a Fall, Balance, Grab a Ledge, or Maneuver in Flight + +**Requirements** You are wielding a ranged weapon. + +* * * + +You're burdened with noticing potential threats at all times. Because of this, you've learned that a well-placed shot can prevent disaster. You make a shot to either pin an ally's clothing to stop a fall or secure them against a ledge, or you bounce an attack off their armor to correct their course as they stumble while attempting to balance or fly. + +Make a single ranged attack roll against the DC of the triggering check; your ally uses the result of your ranged attack roll in place of their original roll. You must have line of effect to your ally, and your attack roll includes any normal bonuses or penalties for a ranged attack with that weapon (such as the penalty for making a ranged attack beyond your first range increment). + +## [[Topple Giants]] Feat 8 + +**Prerequisites** [[Overwatch Dedication]] + +* * * + +When you observe an ally try and fail to execute a strategic maneuver against your enemies, you coordinate with your other allies to finish the job, using the opening from the first attempt to keep your foe off-balance and ensure your eventual success. + +When an ally within your overwatch field attempts to [[Disarm]], [[Shove]], or [[Trip]] an opponent within your overwatch field and fails, you coordinate efforts to provide a +2 circumstance bonus to the next Athletics check rolled by a different ally to attempt the same action on the same target before that target's next turn. + +## [[Wide Overwatch]] Feat 10 + +**Prerequisites** [[Overwatch Dedication]], master in Perception + +* * * + +Through a variety of perceptive techniques, careful routines, and upgrades to your enhanced visual gear, you have become able to observe and maintain your overwatch at a much greater distance. Increase the size of your overwatch field from 30 feet to 60 feet. + +## [[Forewarn]] Feat 12 + +**Prerequisites** [[Overwatch Dedication]], master in Perception + +* * * + +**Frequency** once per minute + +**Trigger** An enemy within your overwatch field attempts an attack against an ally who is also within your overwatch field. + +* * * + +Your foresight and planning are more valuable than armor as you direct your ally away from danger, but there's a limit to how often you can guide your allies away from a foe's relentless assaults. The triggering attack roll targets your Perception DC instead of your ally's AC. Though this allows your ally to avoid taking penalties to their AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to your ally if they are off-guard, even though they wouldn't take the -2 circumstance penalty when defending against the attack. + +## [[Master Spotter]] Feat 12 + +**Prerequisites** [[Overwatch Dedication]], expert in Perception + +* * * + +Your incredible perception and trusty enhanced visual gear allow you to see things others miss. Your proficiency rank in Perception increases to master. + +## [[Control Tower]] Feat 14 + +**Prerequisites** [[Overwatch Dedication]], master in Perception + +* * * + +Your keen senses and ability to process battlefield information have dramatically improved, allowing you to drastically reduce the advantage of unseen foes. You and allies in your overwatch field gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within the overwatch field. You and your allies don't have to succeed at a flat check to target a concealed creature within your overwatch field. When you or an ally targets a hidden creature in your overwatch field, reduce the DC of the flat check to 5. + +## [[Converge]] Feat 16 + +**Prerequisites** [[Overwatch Dedication]], master in Perception + +* * * + +**Trigger** You make a successful ranged attack against an opponent who is within your overwatch field, and who is within reach of one or more of your allies who is also within your overwatch field. + +* * * + +Informing your ally of an opening created by your shot, you coordinate to set them up to hit the target at the same time. Your ally can make a melee Strike against the triggering foe as a reaction. This Strike doesn't count toward that ally's multiple attack penalty, and their multiple attack penalty doesn't apply to this Strike. If your ally's Strike is successful, combine the damage from your successful ranged attack with the damage from your ally's melee attack for the purpose of determining resistances and weaknesses. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Pactbinder.md b/content/mechanics/srd/Archetypes/Pactbinder.md new file mode 100755 index 000000000..b716da36e --- /dev/null +++ b/content/mechanics/srd/Archetypes/Pactbinder.md @@ -0,0 +1,91 @@ +--- +title: "Pactbinder" +noteType: ":sticky-note:" +aliases: "Pactbinder" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.0UrqPv7XLDDRwZ13 +tags: + - JournalEntryPage +--- + +# Pactbinder +Some people feel that the universe is a constant struggle. Good against evil, law against chaos, civilization against nature, life against death against undeath. But why fight what you can't change? You prefer to bargain. + +As a pactbinder, you make deals with strange entities, otherworldly beings, and all sorts of multiversal denizens, amiable and unapproachable alike. Over the course of your many negotiations, you've learned something important: while such beings always seek a bargain tilted in their own favor, sometimes your definition of value differs enough from theirs that you can still come out ahead. In fact, sometimes, those who don't understand pacts like you do might mistake the payment for the benefit, or vice versa. Perhaps an ancient being of nightmare demanded to consume something you sought to be rid of, like a painful memory or a negative personality trait, priding itself on how it was taking something personal from you. Little did it know, you let it win on haggling your end of the deal. Of course, this practice isn't without its own risks, as who knows what you might become without that part of you. + +All these things, you can and must consider in every pact. In addition to pacts, you might also pursue magical contracts. While less of a metaphysical commitment than a pact, contracts offer similar benefits you just can't resist— and you can employ your skill set as a pactbinder to manipulate the precise wording of the bargain. + +## [[Pactbinder Dedication]] Feat 2 + +**Prerequisites** trained in Diplomacy as well as either Arcana, Nature, Occultism, or Religion + +* * * + +The first step toward forming a successful pact is an understanding of the magic behind it, along with skill at negotiation. It doesn't hurt that you also learned how to magically bind yourself to keep your word, enabling you to bargain more easily. You increase your proficiency from trained to expert in Diplomacy and in one of the following: Arcana, Nature, Occultism, or Religion. + +[[Binding Vow]] + +* * * + +**Special** You can't select another dedication feat until you've gained two other feats from the pactbinder archetype. + +## [[Pact of Fey Glamour]] Feat 4 + +**Prerequisites** Pactbinder Dedication + +* * * + +You've sworn a pact with fey powers, granting you the otherworldly appearance of your dreams in exchange for oaths of hospitality. As long as you keep your end of the bargain, your base appearance changes indefinitely to any one appearance you wish that's within the bounds of possibility for your ancestry; this effect can't be counteracted or removed except by violating the pact. Additionally, you can cast _[[Illusory Disguise]]_ as a primal innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC. + +In exchange, you promise to accept any fey's request for hospitality, granting them food, drink, and lodging for up to 3 days and 3 nights. You also promise not to harm any creature to whom you've offered hospitality or who has shown hospitality to you, whether or not that creature is fey, unless that creature does harm first. If you refuse hospitality to a fey or violate hospitality, you lose the benefits of this feat until you atone for your transgressions, instantly reverting your appearance to the one you had before the pact. + +## [[Sociable Vow]] Feat 4 + +**Prerequisites** Pactbinder Dedication; expert in Diplomacy + +* * * + +You can leverage your vow in more social interactions. The circumstance bonus from your Binding Vow also applies to attempts to Gather Information, [[Make an Impression]], or [[Demoralize]] you make directly in service of fulfilling the vow. + +## [[Pact of Draconic Fury]] Feat 6 + +**Prerequisites** Pactbinder Dedication + +* * * + +You've sworn a pact with a dragon, giving you the ability to tap into the dragon's immeasurable power in exchange for adding to their hoard. You gain the [[Dragon Breath]] activity. In exchange, you promise to search for objects the dragon wants for its hoard upon request. These requests might be extremely specific unique objects, or they might be a broad category of objects. While the dragon agrees to pay you a fair price for the item you retrieve, the pact requires you to give your time and service. + +## [[Pact of Infernal Prowess]] Feat 8 + +**Prerequisites** Pactbinder Dedication + +* * * + +You've sworn a pact with devils, granting you success in life in exchange for your soul in the afterlife. Once per hour, when you critically fail a check, you can reroll the check as a free action; this is a fortune effect. Additionally, you can choose to automatically succeed at checks to [[Earn Income]] for tasks below your level, without rolling. However, when you die, your soul is consigned to Hell. You can't be returned to life except by powerful magic such as _[[Miracle]]_, and even then, the devils responsible for the contract can track your every move for 1 year. The devils gain the effects of a _[[Pinpoint]]_ spell. They can also use 10th-level _[[Scrying]]_ on you at will, and you automatically critically fail your saving throw. + +* * * + +**Special** You can't retrain out of a Pact of Infernal Prowess without journeying to Hell and destroying the devil's written contract spelling out the terms of your pact. + +## [[Pact of the Final Breath]] Feat 12 + +**Prerequisites** Pactbinder Dedication + +* * * + +You've sworn a pact with a powerful psychopomp-typically an olethros advocate or yamaraj judge-granting you a reprieve before your soul will be collected in exchange for respect for the dead and assistance against the undead. As long as you keep your end of the bargain, you live twice as long as you normally would before dying of natural causes. Additionally, the first time each day that you would be reduced to 0 Hit Points and gain the dying condition, you instead regain a number of Hit Points equal to twice your level (starting from 0 HP), remain conscious, and gain fast healing equal to your level for 3 rounds. + +In exchange, you swear to treat the dead you come across with respect, performing last rites and final dispositions to ensure their spirits rest in peace and are less likely to rise as undead. Furthermore, you swear to destroy undead you come across, so long as it's within your power to do so without inordinate risk to yourself. Violating your part of the pact causes its protections to immediately end. If at that point you had already lived beyond your natural lifespan, the psychopomps typically give you a few moments to make any last farewells, and then you simply breathe your final breath and pass on. + +## [[Pact of Eldritch Eyes]] Feat 14 + +**Prerequisites** Pactbinder Dedication + +* * * + +You've sworn a pact with an entity beyond mortal comprehension, granting you distant visions and insights. You can cast _[[Scouting Eye]]_ as an occult innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC. + +In exchange, you allow the entity to peer through you at your world. The entity's touch creates strange dreams, typically nightmares. Every morning, you awaken trained in an unexpected Lore skill determined by the GM, which you retain until the next time you rest for the night. While the entity contacts you most often while you sleep, it occasionally peers at you during the day, leading to disorientation and visions. You can generally determine what's going on during these visions, so normally this occurrence imparts no mechanical penalty. However, in the unlikely event that an encounter begins while you're experiencing visions from the entity, you might take a circumstance penalty to your initiative roll. + +* * * + +**Special** The entity isn't particularly attached to its pact with you. If you want it gone, you can retrain out of Pact of Eldritch Eyes, after which the entity withdraws its eyes to the void. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Pactbound Initiate.md b/content/mechanics/srd/Archetypes/Pactbound Initiate.md new file mode 100755 index 000000000..a9d1e86c7 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Pactbound Initiate.md @@ -0,0 +1,77 @@ +--- +title: "Pactbound Initiate" +noteType: ":sticky-note:" +aliases: "Pactbound Initiate" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.YODf1eNWi9jnR93y +tags: + - JournalEntryPage +--- + +# Pactbound Initiate +**Rarity** Rare + +* * * + +Saumen kar can initiate a member of another ancestry into their pact, imbuing the creature with their power and their curse. Over time, this pact slowly changes the initiate internally and, sometimes, externally as well. The initiate's mind slowly fills with ancient pieces of lore and techniques that are as much part of the saumen kar as their hands and feet. As the initiate's mind adapts to this knowledge and power, their body sometimes evolves in kind—sprouting sweeping horns, gaining heightened olfactory senses, and growing additional height and muscle—becoming a hybrid between their old ancestry and saumen kar, wrapped in runic tattoos. + +An unwilling creature can never be forced to become a pactbound initiate, and only those with deep bonds of mutual friendship with a saumen kar can even attempt the process. Befriending a saumen kar can be enough to begin one's initiation into the pact, though they must choose to accept the burden and can change their minds about undertaking the pact at any point until their final transition (represented by the Bound in Ice feat). Once a creature has completed the pact by accepting the full burden of a saumen kar and taking the Bound in Ice feat, all transformations are permanent. At that point, they can't retrain the Pactbound Dedication, Frostbite Runes, or Bound in Ice feats and must live out the rest of their lives as something between their old ancestry and a saumen kar. If their normal lifespan was less than 400 years, it's increased to at least 400 years. If their natural lifespan was greater than 400 years, it's instead reduced to approximately that amount of time. + +## [[Pactbound Dedication]] Feat 2 + +**Prerequisites** Erutaki or Jotun language, trained in Nature, must have earned the trust of a saumen kar who initiates you into the archetype + +* * * + +You befriended one of the last saumen kar and were infused with a fraction of their power, granting you the potential to become a guardian of their ancient pact. You gain cold resistance equal to half your level. You can [[Hide]] and [[Sneak]] while it's snowing even lightly, even if it wouldn't be thick enough to normally grant concealment. Finally, all saumen kar can sense the mark of their pact upon you, and their attitude toward you is typically one step better than it would be otherwise (hostile to unfriendly, unfriendly to indifferent, etc.) Most saumen kar are unfriendly to outsiders; this would make them indifferent to you. + +**Special** You can't select another dedication feat until you've gained two other feats from the pactbound initiate archetype. + +## [[Ice Crafter]] Feat 4 + +**Prerequisites** [[Pactbound Dedication]] + +* * * + +The ancient ice-crafting techniques of the saumen kar awaken within you. You become trained in Crafting, or become an expert if you were already trained. You gain the [[Magical Crafting]] skill feat. You can craft permanent items out of ice instead of metal or wood; these items are a translucent crystal-blue in color, resemble icicles and glacier ice, and have the same statistics and properties as cold iron, including the price and the ability to deal additional damage to certain kinds of creatures. Any creature who wields or wears a piece of ice-crafted equipment takes 1 cold damage each round from contact with the primal cold of the crafted ice. + +## [[Crown of the Saumen Kar]] Feat 6 + +**Prerequisites** [[Pactbound Dedication]] + +* * * + +Your body begins to evolve and adapt, taking the first steps towards blending your very self with the ancient curse of the saumen kar. You become larger and bulkier, pushing the very edge of height and weight for your size. You gain scent as an imprecise sense with a range of 30 feet and gain a +1 circumstance bonus to Stealth checks made to [[Sneak]] or [[Hide]] in areas of forest and snow. You sprout a pair of horns from your forehead, gaining a horns unarmed attack that deals 1d8 bludgeoning damage. Your horns are in the brawling group and have the shove and trip traits. + +## [[Frostbite Runes]] Feat 12 + +**Prerequisites** [[Pactbound Dedication]] + +* * * + +Thick tattoos, each one a rune fragment from the saumen kar's long-lost language spelling out their pact with their equally lost deity, cover your body and stretch across your limbs, torso, and face. You gain a +1 status bonus to saving throws against evil and necromancy spells and effects. You can sense the presence of evil undead as a pervasive taste of oily corruption in the air; this is a vague sense that allows you to know when such a creature is within 60 feet of you, though you can't precisely pinpoint their location with this sense. As normal for a vague sense, it can be fooled, but undead might not realize they need to take precautions against it. This sense also extends to living creatures who have the void healing ability, like dhampir. + +You deal an additional 1 cold damage with all Strikes made with an ice-crafted weapon. If you have the Crown of the Saumen Kar feat, you deal an additional 1 cold damage with your unarmed horns Strikes. + +## [[Curse of the Saumen Kar]] Feat 14 + +**Prerequisites** [[Frostbite Runes]] + +* * * + +**Frequency** once per day + +* * * + +You activate the runes on your body to create an icy prison around a Huge or smaller creature you can see within 60 feet. The prison is a sphere made of unmelting ice, just large enough to fit your target. The target, and any creatures sharing its space, must attempt a Reflex save, with a DC using the higher of your class DC and spell DC. A creature that fails becomes trapped inside the prison. If it succeeds, the creature is pushed outside the prison into a space of its choice. If the target shares its space with a gargantuan creature, the effect fails. + +The dome has AC 10, Hardness 20, and 40 Hit Points; it's immune to cold, critical hits, and precision damage. The prison lasts until destroyed, until you use this ability to create a new prison, or until you die. + +## [[Bound in Ice]] Feat 16 + +**Prerequisites** [[Frostbite Runes]] + +* * * + +You become a hybrid of your ancestry and a saumen kar. Your size increases to Large, and your reach becomes 10 feet. Your cold resistance increases to be equal to your level, and you gain fire resistance equal to half your level. + +You also gain the [[Blizzard Evasion]] reaction. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Pathfinder Agent.md b/content/mechanics/srd/Archetypes/Pathfinder Agent.md new file mode 100755 index 000000000..2551cd85e --- /dev/null +++ b/content/mechanics/srd/Archetypes/Pathfinder Agent.md @@ -0,0 +1,239 @@ +--- +title: "Pathfinder Agent" +noteType: ":sticky-note:" +aliases: "Pathfinder Agent" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.fTxZjmNLckRwZ4Po +tags: + - JournalEntryPage +--- + +# Pathfinder Agent +You're a field agent of the globe-trotting Pathfinder Society, sworn to report, explore, and cooperate. You explore the world, gathering artifacts and antiquities, and record your adventures for posterity. + +## [[Pathfinder Agent Dedication]] Feat 2 + +**Prerequisites** member of the Pathfinder Society + +**Access** You are from Absalom. + +* * * + +Your Pathfinder training has broadened your horizons and made you more flexible at various skills, since you never know when you might need an obscure skill to complete your mission. You become trained in one skill of your choice, or expert in a skill of your choice in which you were trained. You also become trained in Pathfinder Lore, or an expert if you were already trained. When using a skill untrained, your proficiency bonus is equal to your level instead of 0. You gain access to wayfinders. + +**Special** You cannot select another dedication feat until you have gained two other feats from the Pathfinder Agent archetype. + +## [[Careful Explorer]] Feat 4 + +**Prerequisites** Pathfinder Agent Dedication + +* * * + +You've explored enough dusty tombs and hidden vaults to gain a sixth sense about traps, and you sometimes notice them even when you're not trying to. Even if you aren't Searching in exploration mode, you get a check to find traps that normally require you to Search for them. You still need to meet any other requirements to find the trap. + +## [[Dead Reckoning]] Feat 4 + +**Prerequisites** Pathfinder Agent Dedication, trained in Survival + +* * * + +You've trained yourself to maintain a strong sense of direction at all times, even when you can't use a compass or see the sky above. You immediately intuit which direction is north (assuming the concept of north exists at your current location). + +## [[Deft Cooperation]] Feat 4 + +**Prerequisites** Pathfinder Agent Dedication + +* * * + +When you set things up to help your allies, you also gain some of the fruits of your labors. When you successfully Aid an attack roll or AC, you gain a +1 circumstance bonus to attack rolls or AC against that enemy until the end of your next turn, whichever you granted to your ally. When you successfully Aid a skill check, if you attempt the exact same skill check (not just using the same skill, but using it for the same purpose, for instance a check to Climb the same wall) on your next turn, you gain a +1 circumstance bonus to your skill check. + +## [[Environmental Explorer]] Feat 4 + +**Prerequisites** Pathfinder Agent Dedication + +* * * + +You've traversed enough untamed wilderness to gain an intuitive understanding of the dangers that exist in such places. Your extensive familiarity means you sometimes notice perils even when you're not trying to. Even if you aren't Searching in exploration mode, you can attempt a check to find environmental hazards that normally require you to Search for them. You still need to meet any other requirements to find a particular hazard. + +## [[Observant Explorer]] Feat 4 + +**Prerequisites** Pathfinder Agent Dedication + +* * * + +Thanks to the time you've spent wandering through wild and untamed environments, you've gained an intuitive sense about creatures. You sometimes notice them before they attack, or spot them nearby even if they weren't planning on attacking. You can attempt a check to notice hidden creatures attempting to Avoid Notice nearby even if you aren't actively Searching for them. You still need to meet any other requirements to notice a particular creature. + +## [[Remember Your Training]] Feat 4 + +**Prerequisites** Pathfinder Agent Dedication + +**Frequency** once per day + +* * * + +During your training to become a Pathfinder Agent you were schooled on a wide variety of creatures you might encounter, and you can think back to that training to gain crucial insight in times of need. Attempt a check to Recall Knowledge about a creature you can see, adding your level as a proficiency bonus if you are untrained (rather than 0). If you roll a failure (but not a critical failure) on this check, you get a success instead. + +## [[Spiritual Explorer]] Feat 4 + +**Prerequisites** Pathfinder Agent Dedication + +* * * + +You're familiar with the danger that lingering spirits can pose to an unwary adventurer, and you're particularly attuned to their presence. Even if you aren't Searching in exploration mode, you can attempt a check to find haunts that normally require you to Search for them. You still need to meet any other requirements to find a particular haunt. + +## [[Thorough Reports]] Feat 4 + +**Prerequisites** Pathfinder Agent Dedication + +* * * + +Your reports are thorough and informative, and putting your thoughts to paper helps you retain the information. Keep track of each type of creature you successfully identify with Recall Knowledge. When attempting Recall Knowledge checks against creatures on your list in later encounters, you gain a +2 circumstance bonus, and you learn an additional fact about such creatures on a success. + +## [[Watch and Learn]] Feat 4 + +**Prerequisites** Pathfinder Agent Dedication + +**Trigger** An ally you can see succeeds or critically succeeds at a Strength- or Dexterity-based skill check, using a skill in which you are untrained. + +* * * + +Pathfinder agents serve as members of diverse teams with complementary skill sets. You are practiced at following the example of a more skilled ally to accomplish a wide variety of tasks. For the next minute you can add your level as a proficiency bonus to the observed skill check, even though you are untrained. This does not allow you to attempt trained actions using that skill unless you would otherwise be able to do so. + +## [[Wayfinder Resonance Tinkerer]] Feat 4 + +**Prerequisites** Pathfinder Agent Dedication + +* * * + +You can use the unusual resonance of your wayfinder to grant it additional effects. Choose one cantrip from the arcane, divine, occult, or primal list. You can activate your wayfinder to cast that cantrip at will. Additionally, you can Activate your wayfinder with a Single Action (envision) activation to transform it into a nondescript pin or brooch to hide your affiliation with the Pathfinder Society. This transformation lasts for 1 hour. + +## [[Archaeologist's Warning]] Feat 6 + +**Prerequisites** Pathfinder Agent Dedication + +**Trigger** You are about to roll a Perception, Society, or Thievery check for initiative. + +* * * + +You visually or audibly warn your companions of danger, granting them a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this free action gains either the visual or auditory trait. + +## [[Craft Facsimile]] Feat 6 + +**Prerequisites** expert in Crafting, Pathfinder Agent Dedication + +* * * + +You're renowned for your ability to recover important items, whether they're from a long-abandoned temple or a thieves' den, and sometimes that requires creating a stand-in. You can spend 1 minute to assemble a facsimile of an object of no more than 1 Bulk that you can see from available materials. The facsimile has the same shape and Bulk as the replaced object and can pass as the object if not examined. A creature familiar with the original who examines the object automatically realizes that it is a fake. A creature not familiar with the original can still tell it was a hastily jury-rigged stand-in of some kind, but they might not know the object was supposed to be something else. + +## [[Discerning Strike]] Feat 6 + +**Prerequisites** Pathfinder Agent Dedication, Thorough Reports + +**Requirements** You have successfully identified the target with Recall Knowledge during this combat. + +* * * + +Identifying a creature is the first step in finding its weaknesses. Attempt a Strike against the target; if successful, you deal an additional 1d6 precision damage. If you have succeeded on a Recall Knowledge check against the target during this combat and their creature type was previously recorded using Thorough Reports, you also deal @Damage\[1\[bleed]] damage. The creature is then temporarily immune to Discerning Strike for 1 day. + +## [[Forced Entry]] Feat 6 + +**Prerequisites** expert in Athletics, Pathfinder Agent Dedication + +* * * + +You are trained to preserve the archaeological value of your location when entering. You don't take a penalty to Force Open doors, windows, or containers without a crowbar. If you roll a success on a check to Force Open, you get a critical success instead. + +## [[Westyr's Wayfinder Repository]] Feat 6 + +**Prerequisites** Pathfinder Agent Dedication, Wayfinder Resonance Tinkerer + +**Requirements** You have at least one 1st-level spell slot and a wayfinder. + +* * * + +You can use your wayfinder to store a little extra magic for when you need it most. When making your daily preparations, you can choose one 1st-level spell from your spellbook or spell repertoire and store it in your wayfinder. You can cast this spell from the wayfinder using the normal actions required. Once the spell has been cast, it is expended, and you must make your next daily preparations to store another spell in your wayfinder. + +## [[Diverse Recognition]] Feat 8 + +**Prerequisites** Pathfinder Agent Dedication, master in a skill used to Recall Knowledge + +**Frequency** once per round + +**Trigger** You successfully Recall Knowledge about a creature you can see, using a skill in which you are a master. + +* * * + +Your Pathfinder training allows you to quickly size up numerous threats. Attempt to Recall Knowledge against a different kind of creature you can see using the same skill. You must still meet the requirements to attempt this check. + +## [[Recognize Threat]] Feat 8 + +**Prerequisites** master in a Recall Knowledge skill, Pathfinder Agent Dedication + +**Requirements** You have master proficiency in a skill to identify the triggering creature. + +**Trigger** Your first turn of an encounter begins, and you can see a creature. + +* * * + +You quickly assess the threat so you can relay the information to your team. Attempt a Recall Knowledge check against the triggering creature. + +## [[Snap Out Of It! (Pathfinder Agent)|Snap Out Of It!]] Feat 8 + +**Prerequisites** Pathfinder Agent Dedication, master in Medicine + +* * * + +Pathfinders are trained to help each other be safe and successful, and you know how to jolt your allies back to their senses. Attempt a Medicine check on an adjacent ally who is fascinated, frightened, stunned, or stupefied and choose one of those conditions. The DC is the DC for the effect that caused the condition. + +* * * + +**Critical Success** Reduce the value of the chosen condition by 2. If you chose fascinated, that condition ends. + +**Success** Reduce the value of the chosen condition by 1. If you chose fascinated, that condition ends. + +**Failure** The target is unaffected. + +**Critical Failure** You increase the value of the chosen condition by 1. If you chose fascinated, increase the duration by 1 round instead. + +## [[Wayfinder Resonance Infiltrator]] Feat 8 + +**Prerequisites** Pathfinder Agent Dedication, Wayfinder Resonance Tinkerer + +* * * + +You are adept at using the unusual resonance of your wayfinder to aid in any deceptions you might employ. Once per day you can activate your wayfinder to cast illusory disguise, heightened to 2nd level, as an arcane spell. Additionally, once per day, you can Activate your wayfinder with a single-action envision activation to transform it into a perfect replica of another similarly sized badge of membership or office, such as an Aspis Consortium badge. This transformation lasts for 1 hour. + +## [[Eidetic Memorization]] Feat 10 + +**Prerequisites** Pathfinder Agent Dedication + +* * * + +Pathfinders are often asked to study the intricacies of ancient history under less than ideal conditions, and you've trained your brain to make the most of your limited time. You quickly memorize an inscription, scroll, or other piece of writing you can clearly see whose length is equivalent to no more than one page. You can then accurately recreate this writing using a writing kit, wax tablet, or other writing medium, once you have reached safety. You don't need to understand the writing or identify the language to reproduce it. Your memory lasts until the next time you make your daily preparations; if you have not written down or otherwise recreated what you saw by this point, your memory fades and any attempt to recreate what you saw is garbled and unintelligible. You can have only one piece of writing memorized at a time; any previous memorization fades the next time you use this ability. + +## [[Everyone Duck!]] Feat 10 + +**Prerequisites** Pathfinder Agent Dedication + +**Trigger** You fail, but don't critically fail, an attempt to Disable a Device on a trap. + +* * * + +You intentionally set off the trap, but you take special precautions to protect yourself and your allies from the trap's effects. For the next 2 rounds, if the trap rolls a critical success on an attack roll, it gets a normal success instead, and if anyone rolls a critical failure on their saving throw against the trap, they get a normal failure instead. + +## [[Educated Assessment]] Feat 12 + +**Prerequisites** Pathfinder Agent Dedication + +* * * + +You attempt to Recall Knowledge about a creature, and the GM uses the same secret roll result against the creature's Deception or Stealth DC, giving you the information from a Battle Assessment. You might get a different degree of success on the Recall Knowledge check than what you get for the Battle Assessment. If you have the Battle Assessment feat, you gain the effects of Educated Assessment whenever you Recall Knowledge (such as with the Automatic Knowledge feat). + +## [[Swap Investment]] Feat 12 + +**Prerequisites** Pathfinder Agent Dedication + +**Frequency** once per day + +* * * + +Your time as a Pathfinder has taught you how to improvise, and you've learned to make use of the resources you find in the field. You Invest a magic item and remove a previously invested item. The previous item no longer counts against your limit of 10 invested items. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Pirate.md b/content/mechanics/srd/Archetypes/Pirate.md new file mode 100755 index 000000000..fdc4a73d2 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Pirate.md @@ -0,0 +1,47 @@ +--- +title: "Pirate" +noteType: ":sticky-note:" +aliases: "Pirate" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.O9P1YgtiCgHlPNp5 +tags: + - JournalEntryPage +--- + +# Pirate +You live a life of freedom, taking by force and intimidation all that you desire. You may be a privateer, raiding and plundering on behalf of a particular nation or another authority, or you may answer to no one but your own capricious whims. Either way, you rely on intimidation, wits, and combat prowess to take what you want from those you deem less deserving. + +Pirates have much in common with swashbucklers, and many pirates have the swashbuckler class or archetype. Much like a swashbuckler's daring deeds, classic pirate maneuvers are often showy feats intended to impress, intimidate, and gain panache. For example, if you have the panache class feature and your Acrobatics check for a Boarding Assault exceeds the very hard DC for your level, you would gain panache. + +## [[Pirate Dedication]] Feat 2 + +**Prerequisites** trained in Intimidation + +* * * + +As a pirate, you sail the seas in search of enemy ships to plunder. You become trained in Sailing Lore, or become an expert in it if you were already trained. You ignore the effects of difficult terrain or uneven ground caused by a ship's movement. Additionally, you gain the Boarding Assault action. + +**Special** You can't select another dedication feat until you have gained two other feats from the Pirate archetype. + +## [[Pirate Weapon Training]] Feat 4 + +**Prerequisites** Pirate Dedication + +* * * + +You're particularly skilled at wielding traditional pirate weapons. You become trained with the following weapons: hatchet, rapier, scimitar, and whip. Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency rank for these weapons. + +## [[Rope Runner]] Feat 4 + +**Prerequisites** trained in Acrobatics and Athletics, Pirate Dedication + +* * * + +You run and climb across ropes and rigging almost as easily as on the ground. You gain a climb Speed of 15 feet, but only on ship's rigging or similar ropes. Whenever you succeed at an Athletics check to Climb a rope or an Acrobatics check to Balance on a rope, you get a critical success instead. You aren't off-guard while Climbing or Balancing on a rope. + +## [[Walk The Plank]] Feat 8 + +**Prerequisites** Pirate Dedication + +* * * + +You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to Demoralize an opponent; this check gains the incapacitation trait. On a success, in addition to the normal effects, you can also force the target to Stride up to its Speed. You choose the path the target takes, and it does so as part of your Walk the Plank action. You can't force the target to move into a harmful space (one where it will take damage, fall, provoke reactions, or similar) unless the result of your check to Demoralize was a critical success. The target then becomes temporarily immune to Walk the Plank for 24 hours. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Pistol Phenom.md b/content/mechanics/srd/Archetypes/Pistol Phenom.md new file mode 100755 index 000000000..c87fca637 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Pistol Phenom.md @@ -0,0 +1,122 @@ +--- +title: "Pistol Phenom" +noteType: ":sticky-note:" +aliases: "Pistol Phenom" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.wMUAm1PJ1HjJ8fFU +tags: + - JournalEntryPage +--- + +# Pistol Phenom +**Rarity** Uncommon + +* * * + +"You saw what I can do, so you know I'm telling the truth when I say that I don't miss. That was just a warning shot. Now if you'd kindly empty out that coffer into my bag of holding, I don't see any need for this to get unpleasant... do you?" +\-Unidentified pistol-twirling half-elf desperado, just before absconding with the funds a corrupt Alkenstar shield marshal planned to use to bribe a judge. + +You treat combat as an art and your pistol as an extension of your performance. You might wield a single pistol, a pair of pistols, or a pistol paired with a melee weapon to pull off showy maneuvers. However you slice it, though, the use of pistols or other one-handed firearms is crucial to your technique and style. + +To you, everything is a show, and you use your gun as a prop and instrument, not just to kill opponents but to trick, mislead, hinder, and even bully them into doing what you want them to do. While others tend to focus on delivering as much devastation downrange as possible, your style is all about control. By controlling a foe's attention and actions, you can bolster your own attacks and mitigate the foe's potential for mayhem. You control the tempo of the battle much as you would a staged performance, carefully ensuring your foe's actions don't fall outside of your intended script. You're both the director and the star of this show, and your enemies dance to the tune you play with your pistol... sometimes quite literally! + +#### What Makes a Phenom? + +Many gunslingers can learn how to twirl a pistol or intimidate a foe, but it's not just your skills that make you a phenom, it's your style and attitude. As a pistol phenom, you understand how to grab everyone's attention with everything you do, especially the way you talk, the way you walk, and the way you use your gun. But what's more, you're well aware of that fact and the power you have over others, and you aren't afraid to flaunt it. + +Despite this attitude, or perhaps because of it, as a pistol phenom you likely tend to get along well with groups of allies, understanding both how to take the spotlight to protect your allies and how to share it to make sure they get their time in the sun. The one exception to this can be other pistol phenoms. When two or more pistol phenoms gather in the same group, it's almost inevitable for a duel or other contest to arise. However, such a contest need not end in enmity. Depending on your temperament, and that of the other pistol phenom, the result of the exhilarating rivalry expressed during competition could be a lifelong friendship, albeit one in which you both keep score of your greatest achievements to compare exploits. + +## [[Pistol Phenom Dedication]] Feat 2 + +**Prerequisites** trained in at least one type of one-handed firearm, trained in Deception, trained in Performance + +* * * + +You catch an opponent off-guard by spinning your weapon. You gain the [[Pistol Twirl]] gunslinger feat, enabling you to Feint against creatures within your weapon's first range increment. This otherwise serves as Pistol Twirl for the purpose of meeting prerequisites, although as normal, it doesn't count as another pistol phenom feat for the purpose of meeting Pistol Phenom Dedication's special entry and taking another archetype. Whenever you Feint with a one-handed firearm, you can choose to attempt a Performance check instead of a Deception check. + +**Special** You can't select another dedication feat until you've gained at least two other feats from the pistol phenom archetype. + +## [[Gunpowder Gauntlet]] Feat 4 + +**Prerequisites** [[Pistol Phenom Dedication]] + +* * * + +**Requirements** You're wielding a loaded one-handed firearm. + +* * * + +Your flair keeps foes' attention, as your motions with your gun draw your foes into a deadly game. As you toy with them and performatively brandish your weapon, you build their tunnel vision, leaving them trapped in a perceptual gauntlet of your own making. Attempt a Performance check against the Will DC of a single target within your one-handed firearm's first range increment. + +* * * + +**Critical Success** The target takes a -2 status penalty to attack rolls against creatures other than you until the beginning of your next turn. + +**Success** The target takes a -1 status penalty to attack rolls against creatures other than you until the beginning of your next turn. + +## [[Dazzling Bullet]] Feat 6 + +**Prerequisites** [[Pistol Phenom Dedication]] + +* * * + +Your tricks discombobulate your opponent, leaving spots in their vision from the bright flash of your gunshot reflected straight into their eyes (or other visual organs). Attempt a Performance check against the target creature's Will DC and make a ranged firearm Strike against that target. If the Strike deals damage to the target creature and you succeed at the Performance check, the creature is [[Dazzled]] for 1 round. + +## [[Hot Foot]] Feat 8 + +**Prerequisites** [[Pistol Phenom Dedication]] + +* * * + +**Requirements** You're wielding a loaded firearm. + +* * * + +Using a carefully aimed shot, you make a creature "dance." You shoot at the ground near a target's feet, causing them to react involuntarily; even mindless creatures have unconscious responses to dodge an attack, and you can capitalize off those uncontrollable reflexes to achieve your aim. As they dance to the sweet tune of your pistol's retort, you ensure your foe can't use whatever nasty surprise they had planned in store for you and your allies. Make an attack roll against the Reflex DC of a target creature within your firearm's first range increment. + +* * * + +**Critical Success** The creature can't use reactions, is [[Off-Guard]], and takes a -2 circumstance penalty to Reflex saves. These effects last until the start of its next turn. + +**Success** The creature can't use reactions until the start of its next turn. + +## [[Phenom's Verve]] Feat 10 + +**Prerequisites** [[Pistol Phenom Dedication]] + +* * * + +You're possessed with an incredibly vivacious spark that separates you not only from ordinary gun users and gunslingers, but even from other phenoms. Using that distinctive verve, when you perform impeccably and control the scene with your abilities, you also manage to set up your foes for disaster and ensure they remain in your sights for any follow-up attacks you want to make against them. If you critically succeed at a Performance check for Pistol Twirl or a pistol phenom archetype feat, you gain a +1 status bonus to your attack rolls with one-handed firearms and one-handed melee weapons until the end of your turn. + +## [[Reach for the Sky]] Feat 12 + +**Prerequisites** [[Pistol Phenom Dedication]] + +* * * + +**Requirements** You're wielding a loaded firearm. + +* * * + +You command the room, firing a gun into the air and ordering everyone to surrender and put their hands in the air. You fire your firearm and then attempt a single Intimidation check to Demoralize each enemy within 30 feet. Creatures who become frightened instinctively put their hands in the air. If they had Raised a Shield, they lose the benefits, as they raise the shield above their head where it's of little use to block attacks. With their hands in the air, each of these frightened creatures can't use reactions or free actions that require their hands, or items held in their hands, until the beginning of their next turn. Regardless of the result, each creature is then temporarily immune to Reach for the Sky for 1 minute. + +## [[Whirling Knockdown]] Feat 14 + +**Prerequisites** [[Pistol Phenom Dedication]] + +* * * + +**Requirements** You're wielding a loaded one-handed firearm and a one-handed melee weapon. + +* * * + +You fire your gun while throwing off a target's balance with your melee weapon. Then, you topple your foe to the ground with the quick orchestrated combination. You don't need to use brute force to do so, or even necessarily to hit with your gunshot; the effect is all about performing perfectly and eliminating your target's movements and options, leaving them no choice but to fall. + +Make a ranged firearm Strike against a creature within the reach of your melee weapon and then attempt a Performance check against the creature's Reflex DC. If the Strike critically succeeds, the target takes a -2 circumstance penalty to its Reflex DC against this check. The Performance check has the following effects. + +* * * + +**Critical Success** The target falls and lands [[Prone]]. It takes @Damage\[2d6\[bludgeoning]] damage from the fall. + +**Success** The target falls and lands prone. + +**Critical Failure** Your plans backfired on you, and you're forced to drop your melee weapon in your space. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Poisoner.md b/content/mechanics/srd/Archetypes/Poisoner.md new file mode 100755 index 000000000..1e81f2a23 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Poisoner.md @@ -0,0 +1,65 @@ +--- +title: "Poisoner" +noteType: ":sticky-note:" +aliases: "Poisoner" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.HvbDEgCsLbzuMRiR +tags: + - JournalEntryPage +--- + +# Poisoner +People are so delightfully fragile when exposed to the glories of nature. The bite of a certain serpent makes the blood congeal to jelly. A particular stone, suitably powdered, causes hallucinations and delirium. The sap of a tree inflicts such pain that death seems preferable. You are a student of such dark wonders, making you a dangerous foe indeed. + +**Additional Feats** 4th [[Poison Resistance]], [[Subtle Delivery]]; 6th [[Poison Weapon]], [[Tenacious Toxins]]; 8th [[Sticky Poison]]; 10th [[Improved Poison Weapon]], [[Pinpoint Poisoner]]; 12th [[Deadly Poison Weapon]]; 18th [[Chemical Contagion]] + +## [[Poisoner Dedication]] Feat 2 + +**Prerequisites** trained in Crafting + +* * * + +You make a point of always having a few toxins near at hand-you never know when some arsenic or the like might prove useful. You gain the basic alchemy benefits, though they can be used only for alchemical poisons. You gain batches of infused reagents per day equal to your level. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. + +**Special** You can't select another dedication feat until you have gained two other feats from the Poisoner archetype. + +## [[Poisoner's Twist]] Feat 4 + +**Prerequisites** Poisoner Dedication, trained in Medicine + +**Requirements** Your last action was a successful melee Strike that dealt damage against a target that is afflicted by a poison, and you know which poison. + +* * * + +Poisons attack specific parts of the body-one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal 1d6 damage of the required Strike's damage type and 1d6 poison damage to the target. If you're at least 18th level, you deal 2d6 damage of each type. + +## [[Expert Poisoner]] Feat 6 + +**Prerequisites** Poisoner Dedication, expert in Crafting + +* * * + +Your advanced alchemy level for poison increases to your level - 3. + +## [[Poison Coat]] Feat 6 + +**Prerequisites** Poisoner Dedication + +**Trigger** A creature adjacent to you hits you with a melee unarmed Strike. + +**Requirements** You have prepared your clothing to poison attackers (see below). + +* * * + +In nature, certain animals are covered in venomous spines, such that even touching them is deadly. To use this reaction, you must have brushed poison onto your clothing or woven sharp poisoned needles into the garment's fabric. This takes 10 minutes and uses one dose of contact or injury poison. You can have only one such poison suffused into your clothing at a time. + +When you use this reaction, the triggering creature is exposed to the suffused poison. + +## [[Acquired Tolerance]] Feat 8 + +**Prerequisites** Poisoner Dedication + +**Trigger** You fail a save against a poison. + +* * * + +A small amount of poison, taken at nonlethal doses, can help the body build up a resistance against a more deadly dosage. Reroll the triggering check and use the second result. Once you use Acquired Tolerance, you can continue to use it against the same type of poison that day, but you can't use it against a different type of poison until after you make your next daily preparations. For instance, if you used the reaction on a save against giant scorpion venom, you could use it again against giant scorpion venom even if it came from a different source, but you couldn't use it against nettleweed residue, lich dust, oranother poison. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Provocator.md b/content/mechanics/srd/Archetypes/Provocator.md new file mode 100755 index 000000000..32c50350f --- /dev/null +++ b/content/mechanics/srd/Archetypes/Provocator.md @@ -0,0 +1,75 @@ +--- +title: "Provocator" +noteType: ":sticky-note:" +aliases: "Provocator" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.XLug8rxIe1KPX6Nf +tags: + - JournalEntryPage +--- + +# Provocator +The provocator is a gladiator who mixes brilliant performance with mastery of weapons. + +## [[Provocator Dedication]] Feat 10 + +**Prerequisites** Strength 14, Charisma 14 + +**Access** Successfully defeat the eberarks in the Irorium. + +* * * + +For you, fighting is as much about style as skill. You become trained in simple weapons, martial weapons, and one advanced weapon of your choice. When you critically succeed at an attack roll using your chosen advanced weapon, you also apply the critical specialization of that weapon. You become an expert in Performance and your choice of either Acrobatics or Athletics. If you were an expert in all three of these skills, you instead become an expert in a skill of your choice. + +**Special** You can't select another dedication feat until you have gained two other feats from the provocator archetype. + +## [[Cartwheel Dodge]] Feat 12 + +**Prerequisites** Provocator Dedication + +**Requirements** You aren't encumbered or overburdened. + +**Trigger** You succeed or critically succeed at a Reflex saving throw. + +* * * + +You Step up to 10 feet. + +## [[Flourishing Finish]] Feat 12 + +**Prerequisites** Provocator Dedication + +**Requirements** Your last action was a Strike that dropped an opponent to 0 Hit Points. + +* * * + +Attempt a Performance check, comparing the result to the Will DC of each foe within 30 feet who can see you. Regardless of the result, each target is immune to your Flourishing Finish for 10 minutes. + +* * * + +**Critical Success** The target is Frightened 2. + +**Success** The target is frightened 1. + +## [[Murderer's Circle]] Feat 14 + +**Provocator Dedication** + +* * * + +You Strike a target within reach and then Step to any other open space adjacent to that target. Your target is then off-guard against your next Strike this turn. + +## [[Pin to the Spot]] Feat 14 + +**Prerequisites** Provocator Dedication + +* * * + +You Strike a target within reach. If you hit and deal damage, the target is also Restrained as if you had critically succeeded at an Athletics check to Grapple. + +## [[Performance Weapon Expert]] Feat 16 + +**Prerequisites** Provocator Dedication, expert in any kind of weapon or unarmed attack + +* * * + +Your experience has made you better with a wide variety of weapons. Your proficiency ranks for simple weapons and martial weapons increase to expert, as does your proficiency rank for your chosen advanced weapon. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Psychic Duelist.md b/content/mechanics/srd/Archetypes/Psychic Duelist.md new file mode 100755 index 000000000..70c207fab --- /dev/null +++ b/content/mechanics/srd/Archetypes/Psychic Duelist.md @@ -0,0 +1,73 @@ +--- +title: "Psychic Duelist" +noteType: ":sticky-note:" +aliases: "Psychic Duelist" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.uA6XIArPfGSwBvZi +tags: + - JournalEntryPage +--- + +# Psychic Duelist +The mental landscape of the psychic duel rises to meet your steps and reshapes at your touch. You understand the binary mindscape links two minds, making its foundation only as strong as the wills of those involved. Two psychic castles in a siege—patch every loose brick in your walls and single out every flaw in your foe's defenses. + +## [[Psychic Duelist Dedication]] Feat 4 + +**Prerequisites** trained in Occultism; you have been in a psychic duel + +* * * + +Through experience and in-depth visualizations of mental battles, you've grown adept at psychic duels. You gain a +2 circumstance bonus to your initiative rolls for psychic duels. Each time you enter a psychic duel, choose one of the following benefits for the duration of that duel. + +* **Mind Mace** You gain a status bonus to mental damage with spells you cast equal to the spell's level. +* **Psychic Fist** You can use your standard ability modifier for Strike damage instead of your highest mental modifier, and you can use your full AC instead of using your Will DC in place of your AC. + +* * * + +**Special** You can't select another dedication feat until you have gained two other feats from the psychic duelist archetype. + +## [[Duel Spell Advantage]] Feat 4 + +**Prerequisites** Psychic Duelist Dedication + +* * * + +When you start a psychic duel, you gain a third natural psychic spell. You can't choose the same spell twice. + +If you're 9th level or higher, add the following spells to the list of natural psychic spells you can choose: + +* _[[Confusion]]_ +* _[[Wave of Despair]]_ +* _[[Hallucination]]_ +* _[[Suggestion]]_ +* _[[Synaptic Pulse]]_ +* _[[Synesthesia]]_ + +## [[Supreme Psychic Center]] Feat 8 + +**Prerequisites** Psychic Duelist Dedication + +**Trigger** Your turn in a psychic duel begins. + +* * * + +With the merest thought, you realign your mental defenses to your duel's circumstances. You [[Recenter]]. + +## [[Instigate Psychic Duel]] Feat 12 + +**Prerequisites** Psychic Duelist Dedication + +**Frequency** once per day + +* * * + +You attempt to enter a psychic duel with a creature within 100 feet. The target can attempt a @Check\[type:will|dc:resolve(@actor.attributes.classOrSpellDC.value)\] save against the higher of your spell DC or class DC. If it enters the duel willingly, use the result for a critical failure. + +* * * + +**Critical Success** The target is unaffected. + +**Success** The two of you enter a psychic duel, but it ends automatically at the end of your next turn. As normal for a psychic duel, the duel ends if one participant is knocked out, as well as under any other conditions to which both participants agree. If you're in initiative when you Instigate the Psychic Duel, you keep the same initiative positions. You can each choose a psychic center for any skill in which you're trained, as you would if you were using that skill to roll initiative for the duel. + +**Failure** As a success, except instead of ending at the end of your next turn, the target can attempt a new save to end the duel at the end of each of your turns, starting with your next turn. + +**Critical Failure** As a success, except the duel doesn't end until it reaches one of the normal end conditions for a psychic duel. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Psychic.md b/content/mechanics/srd/Archetypes/Psychic.md new file mode 100755 index 000000000..ee1fe9abb --- /dev/null +++ b/content/mechanics/srd/Archetypes/Psychic.md @@ -0,0 +1,75 @@ +--- +title: "Psychic" +noteType: ":sticky-note:" +aliases: "Psychic" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ygzv72IJNmjh0SPB +tags: + - JournalEntryPage +--- + +# Psychic +You've awoken the latent abilities of your mind, taking your first steps into wielding psychic magic. + +## [[Psychic Dedication]] Feat 2 + +**Prerequisites** Intelligence 14 or Charisma 14 + +* * * + +You feel something awaken within your mind. You become trained in Occultism; if you were already trained in Occultism, you become trained in a skill of your choice. You cast spells like a psychic and gain the [[Cast a Spell]] activity; as you don't have a subconscious mind, your thought components are simple intentions. Choose a conscious mind. You gain a spell repertoire with one standard psi cantrip of your choice from your conscious mind, which you cast as a psi cantrip. You gain the normal benefits and the amp for this psi cantrip, but not any other benefits from the conscious mind. If you don't have one, you gain a focus pool of 1 Focus Point, which you can use to amp your psi cantrips, and you can Refocus by meditating on your new powers. If you already have a focus pool, increase the number of points in your pool by 1. You're trained in occult spell attack rolls and occult spell DCs. Your key spellcasting ability for psychic archetype spells is the ability you used to qualify for the archetype, and they are occult psychic spells. + +* * * + +**Special** You can't select another dedication feat until you have gained two other feats from the psychic archetype. + +## [[Basic Psychic Spellcasting]] Feat 4 + +**Prerequisites** Psychic Dedication + +* * * + +You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the psychic archetype, add a spell of the appropriate spell level to your repertoire: a common occult spell, one of the granted spells from your conscious mind, or another spell you've learned or discovered. + +## [[Basic Thoughtform]] Feat 4 + +**Prerequisites** Psychic Dedication + +* * * + +You gain a 1st- or 2nd-level psychic feat of your choice. + +## [[Advanced Thoughtform]] Feat 6 + +**Prerequisites** Basic Thoughtform + +* * * + +You gain one psychic feat. For the purpose of meeting its prerequisites, your psychic level is equal to half your character level. + +* * * + +**Special** You can select this feat more than once. Each time you select it, you gain another psychic feat. + +## [[Psi Development]] Feat 6 + +**Prerequisites** Psychic Dedication + +* * * + +You've found a new mental form. You gain another psi cantrip from your conscious mind: either the standard cantrip you didn't take with Psychic Dedication, or the unique surface psi cantrip. You gain the benefits and the amp for this second psi cantrip. Increase the number of Focus Points in your focus pool by 1. + +## [[Expert Psychic Spellcasting]] Feat 12 + +**Prerequisites** Basic Psychic Spellcasting; master in Occultism + +* * * + +You gain the expert spellcasting benefits. + +## [[Master Psychic Spellcasting]] Feat 18 + +**Prerequisites** Expert Psychic Spellcasting; legendary in Occultism + +* * * + +You gain the master spellcasting benefits. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Ranger.md b/content/mechanics/srd/Archetypes/Ranger.md new file mode 100755 index 000000000..d24782a90 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Ranger.md @@ -0,0 +1,105 @@ +--- +title: "Ranger" +noteType: ":sticky-note:" +aliases: "Ranger" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.CMgYob7Cy4meoQKg +tags: + - JournalEntryPage +--- + +# Ranger +You have studied hunting, tracking, and wilderness survival, adding a ranger's tools to your skill set. Your keen eyes while hunting prey help gather more information. + +## [[Ranger Dedication]] Feat 2 + +**Prerequisites** Dexterity +2 + +* * * + +You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice. You become trained in ranger class DC. If you gain a warden spell through this archetype, you become trained in spell attacks and spell DCs. Your spellcasting attribute is Wisdom. You can use the [[Hunt Prey]] action. + +* * * + +**Special** You cannot select another dedication feat until you have gained two other feats from the ranger archetype. + +## [[Basic Hunter's Trick]] Feat 4 + +**Prerequisites** Ranger Dedication + +* * * + +You gain a 1st- or 2nd-level ranger feat. + +## [[Ranger Resiliency]] Feat 4 + +**Prerequisites** Ranger Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier + +* * * + +You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way. + +## [[Advanced Hunter's Trick]] Feat 6 + +**Prerequisites** Basic Hunter's Trick + +* * * + +You gain one ranger feat. For the purpose of meeting its prerequisites, your ranger level is equal to half your character level. + +* * * + +**Special** You can select this feat more than once. Each time you select it, you gain another ranger feat. + +## [[Master Spotter (Ranger)]] Feat 12 + +**Prerequisites** Ranger Dedication; expert in Perception + +* * * + +Your proficiency rank in Perception increases to master. + +**Prerequisites** Dexterity 14 + +* * * + +You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice. You become trained in ranger class DC. You can use the [[Hunt Prey]] action. + +* * * + +**Special** You cannot select another dedication feat until you have gained two other feats from the ranger archetype. + +## [[Basic Hunter's Trick]] Feat 4 + +**Prerequisites** Ranger Dedication + +* * * + +You gain a 1st- or 2nd-level ranger feat. + +## [[Ranger Resiliency]] Feat 4 + +**Prerequisites** Ranger Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier + +* * * + +You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way. + +## [[Advanced Hunter's Trick]] Feat 6 + +**Prerequisites** Basic Hunter's Trick + +* * * + +You gain one ranger feat. For the purpose of meeting its prerequisites, your ranger level is equal to half your character level. + +* * * + +**Special** You can select this feat more than once. Each time you select it, you gain another ranger feat. + +## [[Master Spotter (Ranger)]] Feat 12 + +**Prerequisites** Ranger Dedication; expert in Perception + +* * * + +Your proficiency rank in Perception increases to master. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Reanimator.md b/content/mechanics/srd/Archetypes/Reanimator.md new file mode 100755 index 000000000..20296713a --- /dev/null +++ b/content/mechanics/srd/Archetypes/Reanimator.md @@ -0,0 +1,75 @@ +--- +title: "Reanimator" +noteType: ":sticky-note:" +aliases: "Reanimator" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ePfibeHcnRcjO6lC +tags: + - JournalEntryPage +--- + +# Reanimator +Most cultures revere the bodies of the deceased, laying to rest the mortal remains of their companions according to tradition formed generations before. Such customs assume a common conclusion: once the spirit that inhabited it has gone on to the Boneyard, the empty shell of a corpse has no purpose beyond its eventual return to the elements that formed it. You know differently. As the vessels that once housed immortal souls, corpses hold great power and potential, perfect construction materials for creations of unsurpassed wonder. As a reanimator, you have chosen to focus your study of the necromantic arts on the transformation of dead flesh into innumerable varieties of undead, from the lowliest shuffling corpses and brittle skeletons to abominations of ghastly splendor barely conceived of by only the most fanatical-or brilliant- mortal minds. + +**Additional Feats** 4th [[Undying Conviction]]; 12th [[Necromancer's Visage]]; 14th [[Sepulchral Sublimation]] + +## [[Reanimator Dedication]] Feat 2 + +**Prerequisites** able to cast animate dead with a spell slot + +* * * + +You have dedicated your studies to the art of raising and commanding undead. If you're a spontaneous spellcaster with _[[Summon Undead]]_ in your repertoire, it becomes a signature spell in addition to your usual signature spells. If you're a prepared spellcaster with animate dead in your spells known, spellbook, or the like, you can spend 10 minutes contemplating undeath to replace one of the spells you've prepared in your spell slots with an animate dead spell of the same level. In addition, if you're able to target the mostly intact remains of an appropriate type of dead creature when casting animate dead, the undead you animate gains a +1 status bonus to attack rolls, AC, saving throws, and skill checks for the duration of animate dead. + +**Special** You can't select another dedication feat until you have gained two other feats from the reanimator archetype. + +## [[Deathly Secrets]] Feat 6 + +**Prerequisites** Reanimator Dedication + +* * * + +No means of creating or ruling the undead is beyond your grasp, even those of magical traditions not your own. You learn either the _[[Eyes of the Dead]]_ or _[[Subjugate Undead]]_ focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by meditating over the earthly remains of a dead sentient creature. The rules for focus spells appear on page 300 of the Core Rulebook. Focus spells granted by the reanimator archetype are from the same tradition as those used to meet the archetype's prerequisite. + +**Special** You can select this feat more than once. Each time, you learn a different spell and your focus pool increases by 1 Focus Point. + +## [[Macabre Virtuoso]] Feat 6 + +**Prerequisites** Reanimator Dedication; expert in Arcana, Occultism, or Religion + +* * * + +Any necromancer can create zombies and skeletons, but you know the secrets behind the creation of far more advanced undead monstrosities. You learn the _[[Create Undead]]_ rituals to create two types of common undead for which you meet the prerequisites. (Your GM might give you access to additional types of undead.) You can't teach these rituals to anyone else and you can't participate in either ritual while allowing someone else to serve as the primary caster unless they also know the ritual. When you reach a new level, you can change either or both of these rituals to a different type of undead for which you now meet the prerequisites. + +When acting as primary caster, you can perform all create undead rituals in 4 hours instead of 1 day and you gain a +2 circumstance bonus to your primary check. You can also perform the ritual without the aid of a secondary caster, in which case you attempt the secondary check. + +**Special** You can select this feat more than once. Each time, you learn the rituals to create two more types of undead creatures. + +## [[Bonds of Death]] Feat 8 + +**Prerequisites** Reanimator Dedication + +**Frequency** once per day + +**Requirements** You have cast animate dead this turn. + +* * * + +You sway with the motions of your spells that animate the dead, channeling your power to sustain two at the same time. You Sustain your previous casting of animate dead, binding the necromantic energy of the two spells together with metaphysical twine. On subsequent rounds, you can Sustain both animate dead spells with a single action to Sustain the Spell. This benefit lasts until either of the spells ends. + +## [[Greater Deathly Secrets]] Feat 10 + +**Prerequisites** Deathly Secrets + +* * * + +Your undead secrets grow stronger still. You learn either the _[[Malignant Sustenance]]_ or _[[Grasping Grave]]_ focus spell. Your focus pool increases by 1 point. + +**Special** You can select this feat more than once. Each time, you learn a different spell and your focus pool increases by 1 Focus Point. + +## [[Master of the Dead]] Feat 12 + +**Prerequisites** Deathly Secrets + +* * * + +You have reached the pinnacle of the reanimator's craft: the ability to raise nearly any corpse or skeleton as a gruesome mockery of the creature it once was. You learn the _[[Shambling Horror]]_ focus spell. Your focus pool increases by 1 Focus Point. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Red Mantis Assassin.md b/content/mechanics/srd/Archetypes/Red Mantis Assassin.md new file mode 100755 index 000000000..bc0da35e1 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Red Mantis Assassin.md @@ -0,0 +1,63 @@ +--- +title: "Red Mantis Assassin" +noteType: ":sticky-note:" +aliases: "Red Mantis Assassin" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.CB9YE4P7A2Wty1IX +tags: + - JournalEntryPage +--- + +# Red Mantis Assassin +You are a Red Mantis assassin, inducted by the mantis god and sworn to chase your prey to the end of the world and beyond. + +## [[Red Mantis Assassin Dedication]] Feat 2 + +**Prerequisites** trained in sawtooth sabers, deity is Achaekek, lawful evil alignment, member of the Red Mantis assassins + +**Access** You are from Mediogalti Island. + +* * * + +You have learned how to stalk your foes and slay them with a sawtooth sabre. You become trained in Stealth and Assassin Lore; if you were already trained, you become an expert instead. Whenever your proficiency in any weapon increases to expert or beyond, you also gain that new proficiency with [[Sawtooth Saber]]. + +**Special** You cannot select another dedication feat until you have gained two other feats from the Red Mantis assassin archetype. + +## [[Basic Red Mantis Magic]] Feat 4 + +**Prerequisites** trained in Religion, Red Mantis Assassin Dedication + +* * * + +You have learned limited divine magic from your Red Mantis training. You gain the Cast a Spell activity. You're a prepared spellcaster, able to prepare two cantrips and one 1st-level spell each day. You prepare these spells from a Red Mantis assassin spellbook, similar to a wizard's, containing three cantrips and two 1st-level spells. All the spells in your Red Mantis assassin spellbook, from this and later feats, must be either transmutation or illusion spells from the arcane spell list or a spell from the following list: _[[Clairaudience]]_, _[[Clairvoyance]]_, _[[Darkness]]_, _[[Translocate]]_, _[[Rewrite Memory]]_, _[[Mist]]_, _[[Paralyze]]_, _[[See the Unseen]]_, _[[Sure Strike]]_. Regardless of their usual magical tradition, your Red Mantis assassin spells are divine spells, as are any Red Mantis focus spells you gain. + +You can prepare two cantrips and one 1st-level spell each day from those found in your Red Mantis assassin spellbook. You're trained in spell attack rolls and spell DCs for casting divine spells. Your key spellcasting ability for these spells is Charisma. + +## [[Advanced Red Mantis Magic]] Feat 6 + +**Prerequisites** Basic Red Mantis Magic + +* * * + +Your Red Mantis magical training has improved. Add two 2nd-level spells to your Red Mantis assassin spellbook. You gain a 2nd-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook. + +At 8th level, add two 3rd-level spells to your Red Mantis assassin spellbook. You gain a 3rd-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook. + +At 10th level, add two 4th-level spells to your Red Mantis assassin spellbook. You gain a 4th-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook. + +## [[Crimson Shroud]] Feat 6 + +**Frequency** A number of times per day equal to your number of class feats from the Red Mantis assassin archetype + +**Prerequisites** Red Mantis Assassin Dedication + +* * * + +You swathe yourself in a veil of red mist for 1 minute. While the shroud is active, you gain fast healing equal to half your level. You can Interact with your shroud, swirling it around you, to gain a +1 circumstance bonus to AC until the beginning of your next turn. Finally, if you die while the shroud is active, you can choose to have your entire body vanish into red mist, leaving behind only your gear; you make this choice when you activate Crimson Shroud. + +## [[Mantis Form]] Feat 8 + +**Prerequisites** Basic Red Mantis Magic + +* * * + +You gain the _[[Mantis Form]]_ focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying to Achaekek or researching your assigned kill. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Ritualist.md b/content/mechanics/srd/Archetypes/Ritualist.md new file mode 100755 index 000000000..3dac1cb1d --- /dev/null +++ b/content/mechanics/srd/Archetypes/Ritualist.md @@ -0,0 +1,61 @@ +--- +title: "Ritualist" +noteType: ":sticky-note:" +aliases: "Ritualist" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.Ph7yWRR376aYh12T +tags: + - JournalEntryPage +--- + +# Ritualist +While some learn the art of ritual casting through rigorous study, other gifted individuals may find that a combination of natural talent and luck gives them surprising skill at performing rituals, whether they want that power or not. + +## [[Ritualist Dedication]] Feat 2 + +**Prerequisites** expert in Arcana, Nature, Occultism, or Religion + +* * * + +You have begun to master the difficult art of casting rituals. You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a level no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a level no higher than half your level and for which you meet the prerequisites. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. + +**Special** You can't select another dedication feat until you have gained two other feats from the Ritualist archetype. If you retrain out of this feat, you lose the rituals learned from it. + +## [[Flexible Ritualist]] Feat 6 + +**Prerequisites** Ritualist Dedication + +* * * + +You can perform two aspects of a ritual yourself. When you cast a ritual, you can reduce the number of secondary casters by 1. When you do, you must fulfill any requirements for the secondary caster, and you attempt the secondary check normally performed by that secondary caster. You can't replace a secondary caster who is the target of the spell (as in the atone ritual). + +## [[Resourceful Ritualist]] Feat 6 + +**Prerequisites** Ritualist Dedication + +* * * + +You can cast difficult rituals that might otherwise be just beyond your skill. You can attempt checks to cast a ritual that requires expert proficiency if you are trained, master proficiency if you are an expert, or legendary proficiency if you are a master. + +## [[Efficient Rituals]] Feat 8 + +**Prerequisites** Ritualist Dedication + +* * * + +You can perform some rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up. + +## [[Assured Ritualist]] Feat 10 + +**Prerequisites** Flexible Ritualist + +* * * + +You can cover for a secondary caster's error. If you are the primary caster, after rolling all the secondary checks, choose one check on which the secondary caster rolled a failure or critical failure, and treat the result as one degree of success better. + +## [[Speedy Rituals]] Feat 14 + +**Prerequisites** Efficient Rituals + +* * * + +You can perform rituals in only a fraction of the usual time. If a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Rogue.md b/content/mechanics/srd/Archetypes/Rogue.md new file mode 100755 index 000000000..d2ae1c8ef --- /dev/null +++ b/content/mechanics/srd/Archetypes/Rogue.md @@ -0,0 +1,79 @@ +--- +title: "Rogue" +noteType: ":sticky-note:" +aliases: "Rogue" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.kVC4kgYKbhqPsaDt +tags: + - JournalEntryPage +--- + +# Rogue +You've learned to sneak, steal, and disable traps. With time and luck, you'll become capable of moving through the shadows, striking unseen, and escaping without notice. + +## [[Rogue Dedication]] Feat 2 + +**Prerequisites** Dexterity +2 + +* * * + +You gain a skill feat and the rogue's [[Surprise Attack]] class feature. You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC. + +* * * + +**Special** You cannot gain another dedication feat until you have gained two other feats from the rogue archetype. + +## [[Basic Trickery]] Feat 4 + +**Prerequisites** Rogue Dedication + +* * * + +You gain a 1st- or 2nd-level rogue feat. + +## [[Sneak Attacker]] Feat 4 + +**Prerequisites** Rogue Dedication + +* * * + +You gain the [[Sneak Attack]] class feature, except it deals 1d4 damage, increasing to 1d6 at 6th level. You don't increase the number of dice as you gain levels. + +## [[Advanced Trickery]] Feat 6 + +**Prerequisites** Basic Trickery + +* * * + +You gain one rogue feat. For the purpose of meeting its prerequisites, your rogue level is equal to half your character level. + +* * * + +**Special** You can select this feat more than once. Each time you select it, you gain another rogue feat. + +## [[Skill Mastery (Rogue)]] Feat 8 + +**Prerequisites** Rogue Dedication; trained in at least one skill and expert in at least one skill + +* * * + +Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose; you must meet all its prerequisites. + +* * * + +**Special** You can select this feat up to five times. + +## [[Uncanny Dodge]] Feat 10 + +**Prerequisites** Rogue Dedication + +* * * + +You gain the [[Deny Advantage]] class feature. + +## [[Evasiveness (Rogue)]] Feat 12 + +**Prerequisites** Rogue Dedication; expert in Reflex saves + +* * * + +Your proficiency rank for Reflex saves increases to master. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Runelord.md b/content/mechanics/srd/Archetypes/Runelord.md new file mode 100755 index 000000000..649b3df23 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Runelord.md @@ -0,0 +1,99 @@ +--- +title: "Runelord" +noteType: ":sticky-note:" +aliases: "Runelord" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.09VwtSsYldMkVzU1 +tags: + - JournalEntryPage +--- + +# Runelord +**Rarity** Rare + +* * * + +You've learned arcane magic following the path of the runelords. You unlock secrets of a chosen school of magic while forsaking lesser schools. You learn the secrets of runic magic, the building blocks of magic. But be warned: you might succumb to sin in your pursuit of power. + +You also learn to use polearms, the signature weapons of the runelords, and can acquire the secrets of the mighty, ancient magic items called aeon stones, embedding them into your skin. + +**Additional Feats** 2nd [[Tattoo Artist]] + +## [[Runelord Dedication]] Feat 2 + +**Prerequisites** [[Runelord Specialization]] + +* * * + +Your rune magic increases, and you practice with your school's associated weapon. You gain an additional cantrip of your chosen arcane school, and each time you gain a level (including this level), you add an additional spell from your chosen arcane school to your spellbook, with the same restrictions as the two spells you normally add. + +* * * + +**Special** You can't select another dedication feat until you have gained two other feats from the runelord archetype. + +## [[Embed Aeon Stone]] Feat 2 + +**Prerequisites** [[Runelord Dedication]], trained in Crafting + +* * * + +You discover the secrets to embedding _aeon stones_ into your flesh. You spend 1 day attuning to an _aeon stone_ and physically embedding it in your skin. While the stone is embedded this way, you gain the benefits of the aeon stone as if it were orbiting above your head, but it protects the stone from being noticed or stolen as easily. _Aeon stones_ in your flesh must be invested to function, as usual. + +You can also use this activity to safely remove an embedded _aeon stone_ in 1 day. Someone without this feat can attempt to surgically remove it safely by spending 1 day and succeeding at a DC 30 Medicine check, or hastily by simply ripping it from a corpse. + +## [[Aeon Resonance]] Feat 4 + +**Prerequisites** [[Embed Aeon Stone]] + +* * * + +You gain the resonant power of one embedded _aeon stone_ as if it were placed in a wayfinder. While you can embed multiple _aeon stones_ in your flesh, you can gain the resonance power from only one embedded stone at a time, selected each day when you make your daily preparations. + +* * * + +**Special** At 8th level, you can take this feat again. If you do, you gain the resonance powers of up to four invested _aeon stones_ instead of only one. + +## [[Polearm Tricks]] Feat 6 + +**Prerequisites** [[Runelord Dedication]] + +* * * + +Your connection to rune magic has revealed tricks to make polearms deadlier in your hands. You gain the critical specialization effects of polearms. + +## [[Sin Reservoir]] Feat 8 + +**Prerequisites** [[Runelord Dedication]] + +* * * + +During daily preparations, you can indulge in your associated sin. When you do, you gain one additional spell slot of any spell level up to two levels below the highest-level wizard spell you can cast. You can prepare only a spell of your specialized school in this slot. As with any other act, indulging in your sin might change your alignment if your behavior harms someone else. + +## [[Fused Polearm]] Feat 10 + +**Prerequisites** [[Runelord Dedication]] + +* * * + +**Requirements** Your arcane bonded item is a polearm. + +* * * + +During your daily preparations, you can magically fuse your arcane bonded weapon and a magical staff together into one item, with the staff making up the haft of the weapon. You prepare the staff at the same time you do this, and you can do this only with a staff you're able to prepare. This fusion lasts until the next time you make your daily preparations. + +While the two are fused, the weapon's haft takes on aesthetic aspects of the staff. + +## [[School Counterspell]] Feat 12 + +**Prerequisites** Counterspell, [[Runelord Dedication]] + +* * * + +Your intricate knowledge of your school lets you easily negate spells from that school. Instead of being able to counter a foe's spell with Counterspell only if you have the same spell prepared, if the foe casts a spell from the school matching your specialization, you can Counterspell it with any other spell of the same school. + +## [[School Spell Redirection]] Feat 18 + +**Prerequisites** Counterspell, [[Runelord Dedication]] + +* * * + +When you Counterspell a spell with a school matching your specialization, if you critically succeed at your counteract check, or if you succeed while using a spell of a higher level than the spell you countered, you can redirect the spell you countered. You choose the target, area, and other aspects of the spell and use your own spell DC, spell attack roll, or other statistics as appropriate to determine the effects. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Runescarred.md b/content/mechanics/srd/Archetypes/Runescarred.md new file mode 100755 index 000000000..3f6e7d31d --- /dev/null +++ b/content/mechanics/srd/Archetypes/Runescarred.md @@ -0,0 +1,59 @@ +--- +title: "Runescarred" +noteType: ":sticky-note:" +aliases: "Runescarred" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.j5uZbCwoHOOEO1bC +tags: + - JournalEntryPage +--- + +# Runescarred +The rune magic of Thassilon and its descendant nations has left its mark on your very flesh. As a runescarred, you have an unusually close connection to this ancient magic, which has become a newly emerging field of study for small pockets of interested scholars in both Varisia and New Thassilon. + +## [[Runescarred Dedication]] Feat 2 + +**Prerequisites** trained in Arcana + +**Access** You are from the Saga Lands. + +* * * + +Whether through blood (if you're Varisian, Shoanti, or New Thassilonian) or by exposure to rune magic, you have become runescarred, with visible, glowing runes on your body in the form of tattoos or scars. You might have possessed these marks before gaining the archetype, but you only truly became runescarred when you chose to study and tap into the runes' power. You become an expert in Arcana and you also become trained in Thassilon Lore, or an expert in Thassilon Lore if you were already trained in it. + +Choose one cantrip from the arcane list. One of the runes on your body corresponds to the chosen cantrip, and you can cast the chosen cantrip as an innate arcane spell. + +**Special** You cannot select another dedication feat until you have gained two other feats from the runescarred archetype. + +## [[Spell Runes]] Feat 4 + +**Prerequisites** Runescarred Dedication + +* * * + +The magical runes on your body grant you several magical abilities. Choose a 1st-level arcane spell. You gain a spell rune on your body corresponding to the chosen spell, which you can cast once per day as an innate spell. At 6th level, you gain a spell rune corresponding to a 2nd-level arcane spell, and at 8th level, you gain a spell rune corresponding to a 3rd-level arcane spell. + +## [[Living Rune]] Feat 6 + +**Prerequisites** Runescarred Dedication + +* * * + +You've bridged a connection between the runes on your body and the magic of runestones, allowing you to place an armor rune on your living flesh. Your body can hold a single property rune; you can't etch a property rune on your body if it has requirements on the type or category of armor or if the property would affect the armor instead of its wearer. If you wear armor, you gain the property rune's effects in addition to any effects of that armor. + +## Warding Rune Feat 6 + +_**Note** This feat has been removed from the system due to incompatibility with the remaster rules. See the [[Remaster Changes]] journal for more information. A copy of this feat is available in the PF2e Legacy Content module._ + +**Prerequisites** Runescarred Dedication + +* * * + +Your runes provide a warding effect that protects you against a specific school of magic. Choose a school of magic other than divination. You gain a rune on your body corresponding to that school, and you gain a +2 circumstance bonus to all saving throws against effects of that school. + +## [[Greater Spell Runes]] Feat 10 + +**Prerequisites** Spell Runes + +* * * + +You gain more powerful spell runes. You gain a spell rune corresponding to a 4th-level arcane spell. At 12th level, you gain a spell rune corresponding to a 5th-level arcane spell, and at 14th level, you gain a spell rune corresponding to a 6th-level arcane spell. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Scions of Domora.md b/content/mechanics/srd/Archetypes/Scions of Domora.md new file mode 100755 index 000000000..1aa1b150e --- /dev/null +++ b/content/mechanics/srd/Archetypes/Scions of Domora.md @@ -0,0 +1,100 @@ +--- +title: "Scions of Domora" +noteType: ":sticky-note:" +aliases: "Scions of Domora" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.J0AfK0jJgS5WxhCE +tags: + - JournalEntryPage +--- + +# Scions of Domora +Centuries ago, Domora Hume founded a lakeside city that would become one of the largest in western Sarkoris. When the city was attacked by raiders, Hume conjured a guardian from the lake to drive back the attackers. In the process, he also become the region's first god caller in generations. + +Hume's summoned savior was an ancient spirit guide from the Plane of Water named Dyzad. With Dyzad's guidance, Domorans summoned more such spirit guides, all of which the citizens worshipped as gods long after his passing. This tradition of god calling—and the worship of Sarkorian gods—came to define the city of Domora. + +In the ensuing years, countless pilgrims, Sarkorian or otherwise, came to Domora to learn of god calling. Many hoped to summon a god to bring back to their own people, while others petitioned the deities as a means of spiritual growth. Today, the Domoran god calling tradition is all but extinguished—wiped out during the Worldwound incursion. Nonetheless, worthy individuals who brave Domora's ruins might unbury a small fragment of this tradition. Although they aren't true god callers—they lack the ability to bond with greater spirit guides or unlock the highest levels of their power—such "scions" still forge unique relationships with lesser spirit guides. Scions of Domora provide physical and spiritual anchors for their spirit guide companions, while the spirit guide returns the favor by sharing a portion of its supernatural powers. + +## [[Scion of Domora Dedication]] Feat 4 + +**Prerequisites** Familiar Master Dedication, you have befriended a spirit guide and it bonded with you using its Bond with Mortal ability. + +* * * + +You gain a spirit guide ally. Your familiar takes on the form of a spirit guide specific familiar. + +**Special** You can take Scion of Domora Dedication even if you have the [[Familiar Master Dedication]] and have not taken two other [[Familiar Master]] feats. You can't select another dedication feat until you have gained at least two other feats from the scion of Domora or familiar master archetypes. + +## [[Spiritual Strike]] Feat 6 + +**Prerequisites** Scion of Domora Dedication + +**Requirements** You are wielding a weapon with at least one fundamental rune and your familiar is adjacent to you or in your space. + +* * * + +Your spirit guide enhances your attacks with occult power. Make a Strike with a weapon that has at least one fundamental rune. This counts as two attacks when calculating your multiple attack penalty. The Strike has the effects of the ghost touch property rune and deals an additional 2d6 force damage. If your weapon has a major striking rune, this Strike instead deals 3d6 force damage. + +## [[Guided Skill]] Feat 6 + +**Prerequisites** Scion of Domora Dedication + +**Frequency** once per day + +* * * + +You ask your spirit guide for aid. For the next 10 minutes, you gain a +2 status bonus to checks made using Acrobatics, Occultism, Stealth, or Survival. + +## [[Guardian's Embrace]] Feat 8 + +**Prerequisites** Scion of Domora Dedication + +**Requirements** You are adjacent to your spirit guide or it is sharing your space. + +* * * + +Your spirit guide discorporates to surround you in an invisible protective shroud. You gain a +2 status bonus to AC against physical attacks until the beginning of your next turn. If you are hit by a physical attack during this time, you can use a reaction to gain resistance 10 to physical damage dealt by that attack; doing so ends the AC bonus, and you can't use Guardian's Embrace again for 10 minutes. Your spirit guide cannot be targeted by effects, cannot be affected by area effects, and cannot take any actions while this ability is active. Your spirit guide appears in a space adjacent to you when the effect ends. + +## [[Invigorating Breath]] Feat 10 + +**Prerequisites** Scion of Domora Dedication + +**Frequency** once per hour + +**Requirements** You are adjacent to your spirit guide or it is sharing your space. + +* * * + +Your spirit guide exhales its sweet-smelling breath on you, granting you the strength to push through your pain. You gain 20 temporary Hit Points for 10 minutes. At 15th level, you instead gain 30 temporary Hit Points for 10 minutes. + +## [[Spiritual Flurry]] Feat 10 + +**Prerequisites** Scion of Domora Dedication, Spiritual Strike + +* * * + +When you use Spiritual Strike, hit targets become [[Off-Guard]] until the end of your current turn. In addition, the additional force damage dealt by the Strike increases by 2d6. + +## [[Spiritual Aid]] Feat 12 + +**Prerequisites** Scion of Domora Dedication + +* * * + +When you call your spirit guide for aid, its presence bolsters your will and agility. You gain the [[Spiritual Aid]] reaction. + +## [[Spirit Guide Form]] Feat 14 + +**Prerequisites** Scion of Domora Dedication + +**Frequency** once per day + +* * * + +You fuse with your spirit guide, becoming a hybrid being with enhanced physical and spiritual power. This effect lasts 1 minute; you can end it early as a free action. During this time, you can't use any other actions granted by this archetype. You gain the following statistics and abilities, regardless of your type of spirit guide. + +* You become incorporeal. +* You gain resistance 10 to all damage (except force, ghost touch, or vitality; double resistance vs. non-magical). +* Darkvision. +* An unarmed melee attack of the same type as your spirit guide (either claws or jaws), which is the only attack you can Strike with. You're trained with this attack. Your attack modifier is +29 or your normal unarmed attack modifier, whichever is higher. You use the listed statistics for the unarmed attack type: +* **Claws** (agile, backstabber, finesse) 1, Damage 3d6+5 slashing plus 1d6 force; +* **Jaws** (forceful) 1 Damage 3d10+5 piercing plus 1d6 force. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Scout.md b/content/mechanics/srd/Archetypes/Scout.md new file mode 100755 index 000000000..c33c09f56 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Scout.md @@ -0,0 +1,65 @@ +--- +title: "Scout" +noteType: ":sticky-note:" +aliases: "Scout" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.bApp2BZEMuYQCTDM +tags: + - JournalEntryPage +--- + +# Scout +You're an expert in espionage and reconnaissance, able to skulk silently through the wilderness to gather intelligence, sneak through enemy lines to report to your comrades, or suddenly and decisively strike your foes. Your skills ease the difficulty of travel for you and your companions and keep you all on guard when you're approaching danger. + +**Additional Feats** 12th [[Camouflage]] + +## [[Scout Dedication]] Feat 2 + +**Prerequisites** trained in Stealth and Survival + +* * * + +You are a highly skilled scout, capable of providing your allies a timely warning of any danger. You gain the Scout's Warning ranger feat. When you're using the Scout exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus. + +**Special** You can't select another dedication feat until you have gained two other feats from the Scout archetype. + +## [[Scout's Charge]] Feat 4 + +**Prerequisites** Scout Dedication + +* * * + +You meander around unpredictably, and then ambush your opponents without warning. Choose one enemy. Stride, Feint against that opponent, and then make a Strike against that foe. For your Feint, you can attempt a Stealth check instead of the Deception check that's usually required, because you use the terrain around you to catch your foe off-guard. + +## [[Terrain Scout]] Feat 4 + +**Prerequisites** Scout Dedication + +* * * + +You gain the Terrain Stalker skill feat twice, choosing a different terrain each time. If you Avoid Notice while exploring and any allies use Follow the Expert to follow you as you do so, you can choose one of those allies to gain the benefit of any one Terrain Stalker feat you have. + +## [[Fleeting Shadow]] Feat 6 + +**Prerequisites** Scout Dedication + +* * * + +You're able to quickly disappear and then move about stealthily. You Hide, then Sneak twice. + +## [[Scout's Speed]] Feat 6 + +**Prerequisites** Scout Dedication + +* * * + +You move faster, especially when traveling, allowing you to scout ahead and report back without slowing your allies. You gain a +10-foot status bonus to your Speed. When calculating your travel speed, this increases to a +20-foot status bonus. + +## [[Scout's Pounce]] Feat 10 + +**Prerequisites** Scout Dedication + +**Requirements** You are hidden from or undetected by all of your opponents, and you aren't within 10 feet of any enemy. + +* * * + +You leap from the shadows to strike your foes. Stride up to your Speed, then Strike twice. If you were hidden or unnoticed by the target of these Strikes, your foe is off-guard against both attacks. Your multiple attack penalty applies normally for both attacks. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Scroll Trickster.md b/content/mechanics/srd/Archetypes/Scroll Trickster.md new file mode 100755 index 000000000..8d13ad98f --- /dev/null +++ b/content/mechanics/srd/Archetypes/Scroll Trickster.md @@ -0,0 +1,55 @@ +--- +title: "Scroll Trickster" +noteType: ":sticky-note:" +aliases: "Scroll Trickster" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.4gKrDFB1GlILn9la +tags: + - JournalEntryPage +--- + +# Scroll Trickster +Magic has long been written down, and in myriad forms. From the classic rolled parchment to strings tied with a hundred intricate knots, from baked clay tablets covered with incisions to bound collections of bamboo slips, magic is everywhere. You just need to know how to read it. + +## [[Scroll Trickster Dedication]] Feat 2 + +**Prerequisites** trained in Arcana, Nature, Occultism, or Religion + +* * * + +You've studied scrolls in depth. This might have been a comprehensive education in formal setting, or the sort of education where you somehow obtain a number of scrolls and try not to explode anything you didn't mean to explode. You gain the Trick Magic Item feat, and you gain a +2 circumstance bonus to skill checks to Trick scrolls. If you roll a critical failure to Trick a Magic Item that's a scroll, you get a failure instead. + +**Special** You can't select another dedication feat until you have gained two other feats from the Scroll Trickster archetype. + +## [[Basic Scroll Cache]] Feat 6 + +**Prerequisites** Scroll Trickster Dedication + +* * * + +You have a vast and overflowing collection of scroll scraps, riddled with errors and misspellings and leaking energy like a sieve. With enough care, you can coax these scroll scraps into functioning-briefly. Each day during your daily preparations, you can create a single temporary scroll containing a 1st-level spell. The spell must be a common spell from the Core Rulebook, or another spell you learned via Learn a Spell, and it must come from a tradition in which you have the corresponding skill trained. This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven't already used it. It can't be used to Learn the Spell. + +At 8th level, add a second temporary scroll containing a 2nd-level spell. + +## [[Skim Scroll]] Feat 8 + +**Prerequisites** Scroll Trickster Dedication + +* * * + +You can activate the magic of a scroll with a cursory read as you draw it from your belt. You Interact to draw forth a scroll, then use Trick Magic Item on the scroll. + +## [[Expert Scroll Cache]] Feat 12 + +**Prerequisites** Basic Scroll Cache + +* * * + +Your scroll collection is more powerful. In addition to your daily scrolls from Basic Scroll Cache, add a scroll with a 3rd-level spell. At 14th level, add a scroll with a 4th-level spell. At 16th level, add a scroll with a 5th-level spell. + +## [[Master Scroll Cache]] Feat 18 + +**Prerequisites** Expert Scroll Cache + +* * * + +Your scroll collection is incredible, brimming with eldritch power, and you can prepare far more of them than an ordinary scroll trickster. In addition to your daily scrolls from the Basic and Expert Scroll Caches, add a single scroll with a 6th-level spell. At 20th level, add a scroll with a 7th-level spell. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Scrollmaster.md b/content/mechanics/srd/Archetypes/Scrollmaster.md new file mode 100755 index 000000000..88f8912c6 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Scrollmaster.md @@ -0,0 +1,145 @@ +--- +title: "Scrollmaster" +noteType: ":sticky-note:" +aliases: "Scrollmaster" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.0ZXiLwvBG20MzkO6 +tags: + - JournalEntryPage +--- + +# Scrollmaster +Members who align themselves with the Scrolls branch of the Pathfinder Society are fervent seekers of lore, experts in esoterica, and masters of the wealth of knowledge at the Society's disposal. In addition to maintaining and researching the Society's massive collection of tomes and artifacts, these scholars are also eager to adventure in order to add to the Pathfinder's archives. They take tremendous pride in their ability to thoroughly observe, research, and catalog creatures and events. Members of the Scrolls value knowledge and preparation above strength and cunning, and they work to hone their intellectual skills. As a Scrollmaster, you are an elite member of this arm of the Society. + +## Pathfinder Society Archetypes + +The following archetypes are uncommon, but are available to members of the Pathfinder Society. Qualifying characters with the Pathfinder Agent archetype can select one of these dedication feats even if they have not gained three feats from the Pathfinder agent archetype, and each of these archetypes' feats fulfills the Pathfinder Agent Dedication's special requirement despite not being from the Pathfinder agent archetype. + +## [[Scrollmaster Dedication]] Feat 6 + +**Archetype** Scrollmaster + +**Prerequisites** expert in any Lore skill, member of the Pathfinder Society affiliated with the School of Scrolls + +* * * + +Your experience chronicling adventures and discoveries grants you heightened discernment and memory. For 24 hours after learning a prominent fact-such as the name of an NPC you have met, the details of your mission briefing, and similar information-you can recall it without attempting a check, though this doesn't allow you to automatically memorize long strings of numbers or text. You also gain a +2 circumstance bonus to checks to remember a detail that has come up before in the current adventure, even if it was more than 24 hours ago. + +If you have the [[Thorough Reports]] feat and have expert proficiency in the skill you're using to Recall Knowledge, your circumstance bonus to Recall Knowledge about creatures from that feat increases to +4. + +**Special** You cannot select another dedication feat until you have gained two other feats from the Scrollmaster archetype. + +## [[Foolproof Instructions]] Feat 8 + +**Prerequisites** Scrollmaster Dedication + +* * * + +You feel confident that you can explain your scrolls so well that even your allies can use them... hopefully. During your daily preparations, you can select a single scroll and instruct a single ally in its use. Until your next daily preparations, the ally can attempt to use the scroll with a single action that has the manipulate trait. The ally rolls the skill corresponding to the spellcasting tradition. The GM determines the DC based on the scroll's level, possibly adjusted for the situation. If the spell has a spell attack bonus or a spell DC, use your level as the proficiency bonus and the highest of your ally's Intelligence, Wisdom, or Charisma modifiers. + +* * * + +**Success** For the rest of the ally's turn, they can spend actions to Cast the Spell. + +**Failure** The ally misremembers your instructions and can't use the scroll this turn. + +**Critical Failure** The ally misunderstood your instructions and can't use the scroll. + +## [[Innate Magical Intuition]] Feat 8 + +**Prerequisites** Scrollmaster Dedication + +* * * + +You've spent countless hours learning to recognize and predict a creature's innate magical abilities. The first time you successfully Recall Knowledge to identify a creature, in addition to any information you learn from your successful check, you learn the names of three of the highest-level innate spells it can cast, and you gain a +2 circumstance bonus on your next save against an innate spell cast by that creature. + +## [[Lore Seeker]] Feat 8 + +**Prerequisites** Scrollmaster Dedication + +* * * + +You see what others don't, and you've developed magical tricks to find hidden truth. You can cast _[[Translate]]_, _[[Sound Body]]_, and _[[See the Unseen]]_ as innate spells, each once per day. If you could already cast spells, these spells are of the same tradition. Otherwise, they are arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells. + +## [[Magic Finder]] Feat 8 + +**Prerequisites** Scrollmaster Dedication + +* * * + +You've learned a few tricks to ensure you find every last magic item and interesting magical effect during your missions. You can cast detect magic and read aura as innate spells at will. You can also cast locate as an innate spell once per day, but only to locate magic items, not specific mundane objects or types of objects. If you could already cast spells, these spells are of the same tradition. Otherwise, they're arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells. + +When you cast detect magic or read aura from this feat on an item or creature under the effect of a magic aura spell or interact with an item under the effect of an item facade spell, you gain a +2 circumstance bonus on your check to disbelieve the illusion. + +## [[Transcribe Moment]] Feat 8 + +**Prerequisites** Scrollmaster Dedication + +* * * + +You gain the _[[Transcribe Moment]]_ focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by spending 10 minutes to study a text or record notes on your recent experiences. + +## [[Unravel Mysteries]] Feat 8 + +**Prerequisites** master in a Decipher Writing skill, Scrollmaster Dedication + +* * * + +You can understand the true meaning of texts quickly, and even when you get lost or hit a dead end, you aren't discouraged from making further attempts to get to the bottom of things. When you Decipher Writing, you need only half as long as usual (reducing the time from about 1 minute to about half a minute per page), and if you fail, you don't take the usual -2 circumstance penalty to further checks to decipher that text. + +## [[Bestiary Scholar]] Feat 10 + +**Prerequisites** master in Arcana, Crafting, Nature, Occultism, or Religion; Scrollmaster Dedication + +* * * + +You learn how to apply your extensive knowledge of certain creatures using the lore you know. When you gain this feat, choose one of the following skills in which you have attained master proficiency: Arcana, Crafting, Nature, Occultism, or Religion. You can use the chosen skill to Recall Knowledge to identify any creature normally identifiable by any of the above skills. In addition, when you critically succeed at identifying a creature, you gain a +1 circumstance bonus to your next attack roll or saving throw against that creature. + +## [[Cautious Delver]] Feat 10 + +**Prerequisites** Scrollmaster Dedication + +* * * + +You've studied the many ways that ancient architects and spellcasters protected their possessions, such as by implementing deadly traps and curses, and learned some magic to counteract them. You can cast dispel magic, knock, and resist energy as innate spells, each once per day. If you can already cast spells, these spells are of the same tradition. + +Otherwise, they're arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells. + +## [[Font of Knowledge]] Feat 10 + +**Prerequisites** Scrollmaster Dedication + +* * * + +Experience or focused study have granted you mastery of a number of topics. When you know about something, you know about it in great detail. When you succeed at a check to Recall Knowledge, you gain additional information or context. When you critically succeed at a check to Recall Knowledge, at the GM's discretion, you might gain even more additional information or context than normal. + +## [[Masterful Obfuscation]] Feat 10 + +**Prerequisites** master in a skill with the Recall Knowledge action, Scrollmaster Dedication + +* * * + +You've mastered the art of deceiving others about your area of study. When you gain this feat, choose one skill with the Recall Knowledge action in which you have attained master proficiency. You can attempt to deceive others about the truth of facts and knowledge related to that skill-such as by pretending to know something that you don't, planting false information, or the like-using the Lie action of the Deception skill. When you Lie in this way, attempt your skill check using the skill you selected when you gained this feat instead of Deception, applying all bonuses or penalties related from the selected skill to the check. While it's easier to convince someone who knows nothing about your chosen false information, on a critical success, you can even convince someone who has heard something contradictory, unless they have reason to be certain from direct experience. For instance, you might say, "I know you may have heard to use silver weapons against vampires, but that's a misconception based on conflating them with werewolves. According to all credible scholars, cold iron will do the trick." Once a creature realizes you've used masterful obfuscation to Lie to them, either from a failed check or due to later discovering the falsehood, you can't use this feat against them again, as it relies on blind trust in your superior knowledge. However, you can still Lie to them normally. + +## [[Determined Lore Seeker]] Feat 12 + +**Prerequisites** [[Lore Seeker]] + +* * * + +You've mastered useful spells that let you find hidden truths others might miss, and a preferred spell comes naturally to you. When you gain this feat, choose one of the innate spells granted by the Lore Seeker feat: comprehend language, restore senses, or see invisibility. You can cast this spell three times per day instead of once per day. When you cast any of the spells granted by Lore Seeker as innate spells, they gain additional effects. When you cast comprehend language, the spell is heightened to 4th level. When you cast restore senses,the spell is heightened to half your level, rounded up. When you cast see invisibility, for the duration of the spell you can use an action, which has the concentrate trait, to see invisible creatures normally (instead of seeing them as translucent shapes that are concealed to you) until the end of your next turn. + +## [[Ward Mind]] Feat 16 + +**Prerequisites** Scrollmaster Dedication + +**Requirements** You're currently affected by a mental effect that you gained by failing, but not critically failing, a saving throw. + +**Trigger** Your turn ends. + +* * * + +To protect the knowledge within your mind from intrusion or erasure, you ward yourself against a mental attack, temporarily delaying its effects. Until the end of your next turn, you ignore a single mental effect that meets the requirement. You can suppress a particular effect using Ward Mind or Cognitive Loophole only once, even if you have both feats. + +* * * + +**Special** You can use this reaction even if the mental effect prevents you from using reactions. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Scrounger.md b/content/mechanics/srd/Archetypes/Scrounger.md new file mode 100755 index 000000000..3462bb4ee --- /dev/null +++ b/content/mechanics/srd/Archetypes/Scrounger.md @@ -0,0 +1,49 @@ +--- +title: "Scrounger" +noteType: ":sticky-note:" +aliases: "Scrounger" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.rlKxNuq1obXe3m5J +tags: + - JournalEntryPage +--- + +# Scrounger +You have spent countless hours disassembling and rebuilding complex items to learn how they work, giving you the skill to create just about anything from the most unlikely materials. While your improvised items don't last long, they tend to be just what you need in a pinch, and your enemies find that while they might be able to disarm you, the real challenge is keeping you that way. Locked rooms, diabolical traps, and desperate situations are each their own sort of puzzle to you, and the mundane objects around you are the pieces you use to improvise your own solution. + +## [[Scrounger Dedication]] Feat 2 + +**Prerequisites** trained in Crafting + +* * * + +You can Craft items even without appropriate tools or a workshop, though you take a -2 item penalty to your Crafting check. Additionally, you don't need a physical formula book to remember all of your formulas; you pay the same cost as normal to learn them, but you memorize them all. + +You can Craft temporary items out of anything, anywhere, with whatever materials happen to be on hand, spending only 10 minutes to perform the initial Crafting check. The temporary item must be common, non-magical, 1st level or lower, and must be a weapon, armor, or a nonconsumable piece of adventuring gear (nonconsumable adventuring gear appears on Table 6-9). Instead of a single item, you can create 10 pieces of a single type of ammunition. This is a shoddy item, but you don't take the normal penalty when using shoddy items you made using this feat. Your temporary item lasts for `dice: 1d4` hours before falling apart into its raw components; the GM rolls the number of hours secretly. You can create only the physical item, not any information or magic, so for example, while you could create a blank journal or one of random pages, you couldn't use it as a scholarly journal or a religious text. + +You can incorporate any materials or items that you have on hand, even if they're not the type of materials that would ordinarily be used to Craft a given item, though you must have enough volume of material to make the item you want. Unless all the materials you used were an appropriate type to make the item, you take a -5 penalty to the Crafting check (or a -10 penalty if the materials you used were particularly unsuitable, as determined by the GM). + +**Special** You can't select another dedication feat until you have gained two other feats from the Scrounger archetype. + +## [[Reverse Engineering]] Feat 4 + +**Prerequisites** expert in Crafting, Scrounger Dedication + +* * * + +You are able to reverse engineer items into formulas more effectively than most. You gain a +2 circumstance bonus to Crafting checks to reverse engineer a formula from an item. Additionally, if you get a critical success on your Crafting check, you can opt to not only create the formula but also reassemble the original item at the same time, leaving you with the formula and the item instead of the formula and raw materials equal to half the item's value. + +## [[High-quality Scrounger]] Feat 8 + +**Prerequisites** Scrounger Dedication + +* * * + +When you Craft a temporary item using Scrounger Dedication, it can be an item of up to 3rd level (though the item must still be a weapon, armor, or a nonconsumable piece of adventuring gear). You can instead Craft it for someone else's use, allowing them to avoid taking the penalty for using a shoddy item when using it, but causing you to take the penalty if you use it. + +## [[Expert Disassembler|Expert Disassembly]] Feat 7 + +**Prerequisites** master in Crafting, Scrounger Dedication + +* * * + +You can apply the same techniques you use to reverse engineer objects to disable them. You can use Crafting instead of Thievery to Disable a Device or Pick a Lock. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Sentinel.md b/content/mechanics/srd/Archetypes/Sentinel.md new file mode 100755 index 000000000..08186a6dd --- /dev/null +++ b/content/mechanics/srd/Archetypes/Sentinel.md @@ -0,0 +1,55 @@ +--- +title: "Sentinel" +noteType: ":sticky-note:" +aliases: "Sentinel" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.TnD2hTWTyjGKlw9b +tags: + - JournalEntryPage +--- + +# Sentinel +Armor offers solid, reassuring protection in combat, and as someone who faces danger on a regular basis, you have made it your business to get the most out of your defenses. You stand solid on any battlefield, encased in the sturdiest armor you can find. When danger threatens, your solid defenses will safely get you, and possibly your companions, home again. As a sentinel, you might be a member of an order of knights or bodyguards that trained you how best to take advantage of heavy armor. On the other hand, you might just be an adventurer who took one too many scrapes and decided that enough was enough, so you trained yourself to wear the heaviest plate you could get your hands on. Some witches or sorcerers have chosen to follow the path of the sentinel to increase their survivability. + +**Additional Feats** 10th [[Sacrifice Armor]]; 16th [[Greater Interpose]] + +## [[Sentinel Dedication]] Feat 2 + +You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you are at least 13th level and you have a class feature that grants you expert proficiency in unarmored defense, you also become an expert in the armor types granted to you by this feat. + +**Special** You can't select another dedication feat until you have gained two other feats from the Sentinel archetype. + +## [[Steel Skin]] Feat 4 + +**Prerequisites** trained in Survival, Sentinel Dedication + +* * * + +You wear your armor like a second skin. You can rest normally while wearing medium armor. If you are a master in heavy armor, you can also rest normally while wearing heavy armor. + +## [[Armor Specialist]] Feat 6 + +**Prerequisites** Sentinel Dedication + +* * * + +You have trained hard to optimize your armor's protective qualities. You gain the armor specialization effects of medium and heavy armor. + +## [[Armored Rebuff]] Feat 8 + +**Prerequisites** Sentinel Dedication + +**Trigger** An adjacent foe critically fails an attack roll to Strike you with a melee weapon or unarmed attack. + +**Requirements** You are wearing medium armor or heavier. + +* * * + +You rebuff puny attacks with your armor, knocking back your foe. Attempt an Athletics check to Shove the triggering foe, even if you don't have a hand free. If you succeed, you can't Stride to follow the foe, as you're knocking the foe back with the rebounded attack, not by physically moving towards them. + +## [[Mighty Bulwark]] Feat 10 + +**Prerequisites** Sentinel Dedication + +* * * + +Thanks to your incredible connection to your armor, you can use it to shrug off an incredible array of dangers. Your bonus from the bulwark armor trait increases from +3 to +4, and it applies on all Reflex saves, not just damaging Reflex saves. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Shadowcaster.md b/content/mechanics/srd/Archetypes/Shadowcaster.md new file mode 100755 index 000000000..cbc3cd05e --- /dev/null +++ b/content/mechanics/srd/Archetypes/Shadowcaster.md @@ -0,0 +1,89 @@ +--- +title: "Shadowcaster" +noteType: ":sticky-note:" +aliases: "Shadowcaster" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.wHs6IGCMaXsgFNop +tags: + - JournalEntryPage +--- + +# Shadowcaster +**Rarity** Uncommon + +* * * + +The world is full of shadows, but each living creature possesses a form of inner light to ward against that ever-present darkness… all except shadowcasters. By trading away that piece of their spirit, shadowcasters have removed a limiter, allowing them to gain magical power rooted in the darkness; however, this trade also exposes them to otherworldly whispers from the realms of shadow. + +**Additional Feats** 4th [[Familiar]]; 6th [[Enhanced Familiar]]; 12th [[Shadow Magic]]; 14th [[Additional Shadow Magic]], [[Shadow Illusion]]; 16th [[Shadow Power]] + +## [[Shadowcaster Dedication]] Feat 2 + +**Prerequisites** ability to cast spells + +* * * + +You've sacrificed a piece of your spirit, allowing the powers of shadow into your being and changing the nature of your magic. You can no longer cast spells that have the light trait; if an ability, such as a class feature or ancestry feat, would automatically grant you a light spell, such as the [[Domain Initiate]] feat granting you the _[[Dazzling Flash]]_ spell, you don't gain that spell. + +You gain the _[[Cloak of Shadow]]_ domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the [[Refocus]] activity. You can Refocus by meditating to siphon power from the Shadow Plane and refill your focus pool. Your domain spells from the shadowcaster archetype are of the same tradition as the spells you used to meet the shadowcaster archetype's prerequisites. + +* * * + +**Special** You can't select another dedication feat until you've gained two other feats from the shadowcaster archetype. + +## [[Shadow Spells]] Feat 4 + +**Prerequisites** [[Shadowcaster Dedication]] + +* * * + +Hidden darkness whispers to you, teaching you secrets of shadow beyond other spellcasters of your tradition. Add _[[Shadow Blast]]_, _[[Shadow Siphon]]_, and _[[Umbral Journey]]_, _[[Replicate]]_, _[[Shadow Army]]_, _[[Shadow Projectile]]_, and _[[Shadow Raid]]_ to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list. + +## [[Disciple of Shade]] Feat 6 + +**Prerequisites** [[Shadowcaster Dedication]] + +* * * + +You've delved deeper into the mysteries of shadow and become blessed with magical power that increases your skills in the arts of deception and persuasion. You gain the _[[Inscrutable Mask]]_ domain spell. Increase the number of Focus Points in your focus pool by 1. + +## [[Shadow Spell]] Feat 8 + +**Prerequisites** [[Shadowcaster Dedication]] + +* * * + +You attach a piece of your shadow to a spell to cloud the senses and cause mischief. If the next action you take is to Cast a Spell that has the shadow trait, choose one creature affected by the spell. This creature either gains a +2 status bonus to Stealth or takes a -2 status penalty to Perception (your choice). This lasts for 1 round. This choice and the effect occur after resolving any checks for the spell's initial effects. If the chosen creature is your enemy, it's affected only if your spell attack roll succeeded or if it failed its saving throw. + +The effects of _Shadow Spell_ end if you use _Shadow Spell_ again. + +## [[Shadow Reservoir]] Feat 10 + +**Prerequisites** ability to cast spells from spell slots, [[Shadowcaster Dedication]] + +* * * + +Your own shadow speaks to you, providing knowledge of spells and a reservoir of magical power. Your shadow reservoir contains a single spell of each spell level at least 2 levels lower than the highest-level spell you can cast from your spell slots. This spell must come from your spell list, you must have access to it, and it must require a spell attack roll or a saving throw. These spells don't need to be prepared and aren't in your repertoire. + +Regardless of the way in which you cast spells, you can spontaneously cast a spell from your shadow reservoir by using one of your spell slots of the same level. If you're a prepared spellcaster, you lose the spell you prepared in that slot. + +Spells cast from your shadow reservoir gain the shadow trait, and affected creatures might be able to disbelieve them. If the spell requires an attack roll, use the higher of the target's AC or their Will DC. If the spell requires a saving throw, the target uses their Will saving throw or the spell's normal saving throw, whichever is higher. Each time a creature fails its saving throw against a spell cast from your reservoir, you gain a small tattoo inked on your flesh out of pure shadowstuff. + +If you have more than one source of spells you can cast with spell slots, such as if you're a spellcaster with a multiclass archetype, choose one source of spells for your shadow reservoir. + +## [[Secrets of Shadow]] Feat 12 + +**Prerequisites** [[Shadow Reservoir]] + +* * * + +Your shadow's voice grows ever clearer; it whispers secrets of true power to you and shields your flesh from harm. Your shadow reservoir gains an additional spell 1 level below the highest level spell you can cast, in addition to the spells it already contains for all the levels below that. + +In addition, the tattoos generated by casting shadow spells protect your body against harmful energies. You gain void resistance equal to the highest level of spell you can cast from spell slots; if you have void healing (or are otherwise harmed by vitality damage and not void damage), you instead gain vitality resistance in the same amount. + +## [[Unending Emptiness]] Feat 14 + +**Prerequisites** focus point, [[Shadowcaster Dedication]] + +* * * + +You pool the power of shadow within your eyes, gaining the ability to gather darkness into a turbulent orb of crushing emptiness within your line of sight. You gain the _[[Darklight]]_ domain spell. Increase the number of Focus Points in your focus pool by 1. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Shadowdancer.md b/content/mechanics/srd/Archetypes/Shadowdancer.md new file mode 100755 index 000000000..91cd82731 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Shadowdancer.md @@ -0,0 +1,89 @@ +--- +title: "Shadowdancer" +noteType: ":sticky-note:" +aliases: "Shadowdancer" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.MKU4d2hIpLuXGN2J +tags: + - JournalEntryPage +--- + +# Shadowdancer +Shadow has always been the cousin of fear. Within the darkness, monsters dwell, plans are hatched, and enemies strike with fang and dagger and dark magic. But some embrace the shadow, gain power from it, and dance within its shifting dark. + +A true shadowdancer is a creature who flits on the edge of light and darkness. Moving amid the inky blackness, shadowdancers are spies, assassins, infiltrators, and emissaries. Some shadowdancers use their relationship with the dark for good, while others embrace the primordial night, its terror, and its betrayal. + +Regardless of the reason why someone embraces the shadows, the shadows embrace that person in turn, gradually transforming them into something inky, nebulous, and mysterious. + +**Additional Feats** 10th [[Uncanny Dodge]]; 14th [[Spring from the Shadows]]; 16th [[Sense The Unseen]]; 18th [[Cognitive Loophole]] + +**CALL OF SHADOWS** + +The shadows call out to a potential shadowdancer in a myriad of ways. Often it starts with fear-fear of the dark, fear of enemies, or an underlying uncontrolled anxiety and the desire to gain power over the darkness. Many potential shadowdancers hear the shadows whisper in their heads. First dismissed as some perverse trick of the mind, the whispers can seem to ebb and wane, but a true calling becomes more lucid and more compelling. + +In some shadow-infused lands in the Pathfinder setting, particularly Nidal, Ustalav, and even Cheliax, organizations search for and recruit those called by the shadows, eager to transform them into spies and assassins. But the call can come to any creature anywhere. It's just a question of whether the creature heeds the call and forms a pact with the shadows. + +Though it is hard to convince many folks otherwise, given the fearsome reputations of shadowdancers working for dark powers and cabals, there is nothing intrinsically evil about embracing the shadows. Darkness is amoral but not without its champions for good and even law, though it is true that such shadowdancers are few and far between. + +**SHADOWDANCER FOCUS SPELLS** + +5th _[[Dance of Darkness]]_; _[[Shadow Jump]]_; 6th _[[Shadow Illusion]]_ + +## [[Shadowdancer Dedication]] Feat 8 + +**Prerequisites** master in Stealth, expert in Performance + +* * * + +You dedicate yourself to the shadows. Your coloring becomes gray and gloomy, your senses adjust to the darkness, and you can sneak through darkness with ease. You gain greater darkvision. You also gain a +2 circumstance bonus to Stealth checks when you are within dim light or darkness. + +**Special** You can't select another dedication feat until you have gained two other feats from the Shadowdancer archetype. + +## [[Shadow Sneak Attack]] Feat 10 + +**Prerequisites** Shadowdancer Dedication + +* * * + +You gain the sneak attack class feature, except you deal 1d6 precision damage regardless of your level. Sneak attack from multiple sources isn't cumulative. If you have sneak attack from more than one source, use only the highest number of dice when you sneak attack rather than adding the amounts together. + +## [[Shadow Magic]] Feat 10 + +**Prerequisites** Shadowdancer Dedication + +* * * + +You gain the ability to fuse and play with shadows by using focus spells specific to shadowdancers. You learn a shadowdancer focus spell of your choice: dance of darkness or shadow jump. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by meditating within an area of dim light or darkness. + +Shadowdancer focus spells are occult spells. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. + +## [[Additional Shadow Magic]] Feat 12 + +**Prerequisites** Shadow Magic + +* * * + +Choose an additional shadowdancer focus spell you haven't already selected from Shadow Magic. Increase the number of Focus Points in your pool by 1. + +## [[Shadow Illusion]] Feat 12 + +**Prerequisites** Shadow Magic + +* * * + +With an artful eye, you shape shadows into illusory forms. You gain the shadow illusion focus spell. Increase the number of Focus Points in your pool by 1. You become an expert in occult spell attack rolls and DCs. + +## [[Shadow Power]] Feat 14 + +**Prerequisites** Shadow Magic + +* * * + +You can focus the shadows into a powerful blast. You can cast shadow blast as an innate occult spell once per day. Its level is always 1 level lower than the level of your shadowdancer focus spells. You become an expert in occult spell attack rolls and DCs. + +## [[Shadow Master]] Feat 18 + +**Prerequisites** Shadow Magic + +* * * + +The shadows protect you better than any armor can, and they give you power to plunge others into darkness. Whenever you are in an area of dim light or darkness, you gain resistance 5 to all damage except force and damage from Strikes with the ghost touch property rune. When you attempt a Reflex saving throw in an area of dim light or darkness, you can roll twice and take the higher result; this is a fortune effect. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Sixth Pillar.md b/content/mechanics/srd/Archetypes/Sixth Pillar.md new file mode 100755 index 000000000..2d6277a8d --- /dev/null +++ b/content/mechanics/srd/Archetypes/Sixth Pillar.md @@ -0,0 +1,59 @@ +--- +title: "Sixth Pillar" +noteType: ":sticky-note:" +aliases: "Sixth Pillar" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.F5gBiVGbS8YSgPSI +tags: + - JournalEntryPage +--- + +# Sixth Pillar +The Sixth Pillar follows a tradition that blends martial arts with magic. Traditionally, this is a way to better focus and harness innate or bloodline magic, but it can be used by anyone who can cast spells. + +## [[Sixth Pillar Dedication]] Feat 10 + +**Prerequisites** Dexterity 14, expert in Acrobatics, ability to cast spells + +* * * + +You use your physical discipline to channel your magic. If your proficiency rank in unarmed attacks is at least expert, your proficiency rank in spell attacks increases to expert. Likewise, if your proficiency rank in spell attacks is at least expert, your proficiency rank in unarmed attacks improves to expert. You become an expert in Athletics, or in another trained skill if you were already expert in Athletics. + +**Special** You can't select another dedication feat until you have gained two other feats from this archetype. + +## [[Maneuvering Spell]] Feat 12 + +**Prerequisites** Sixth Pillar Dedication + +**Trigger** You begin to Cast a Spell that requires at least 2 actions to cast. + +* * * + +You instantly tap into the magical power of a spell you're casting to quickly pounce around the battlefield. You [[Step]], [[Leap]], or [[Stand]]. This action can be before or after you Cast the Spell. + +## [[Six Pillars Stance]] Feat 12 + +**Prerequisites** Sixth Pillar Dedication + +**Requirements** You are unarmored. + +* * * + +You stand firm, steeling your mind and body, allowing you to use your magic unperturbed. While in this stance, you gain a +4 circumstance bonus to AC against reactions triggered by using actions with the concentrate or manipulate traits. In addition, when you cast a spell that requires one or more actions while in this stance, your unarmed Strikes gain a +1 circumstance bonus to damage. + +## [[Sixth Pillar Mastery]] Feat 14 + +**Prerequisites** Sixth Pillar Dedication + +* * * + +You align your magical and physical potential. Whenever you succeed at an unarmed Strike against an opponent, they have a -1 status penalty to saves against your spells until the start of your next turn. Whenever you cast a spell using spell slots, you gain a +1 status bonus to attack rolls with your unarmed Strikes until the start of your next turn. + +## [[Touch Focus]] Feat 16 + +**Prerequisites** Sixth Pillar Dedication + +**Trigger** You begin to Cast a Spell that requires a spell attack roll. + +* * * + +You can redirect a spell's power through you to deliver it within striking distance. If your next action is to Cast a Spell with 1 or more targets and a range farther than touch, you change the range to touch. You gain a +2 circumstance bonus to the attack. This only allows you to touch a single target with the spell, even if the spell originally affected more than 1 target. As long as your spell attack is successful, the target is knocked [[Prone]] in addition to the spell's normal effects. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Sleepwalker.md b/content/mechanics/srd/Archetypes/Sleepwalker.md new file mode 100755 index 000000000..b5e841cfd --- /dev/null +++ b/content/mechanics/srd/Archetypes/Sleepwalker.md @@ -0,0 +1,115 @@ +--- +title: "Sleepwalker" +noteType: ":sticky-note:" +aliases: "Sleepwalker" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.OBTmo8rD2x8kFzeH +tags: + - JournalEntryPage +--- + +# Sleepwalker +Many think of mental realms and mindscapes as rare and elaborate constructions, forgetting that everyone creates their own mental realm when they sleep, one where even the strangest occurrences seem perfectly normal. Anything is possible inside these dreamscapes, but few sapient creatures have the will and insight to take control and truly explore their unconscious mind. + +Sleepwalkers dedicate themselves to unlocking the secrets of the sleeping mind, taking control of their dreams and walking through the slumbering vistas of others. Some are nefarious manipulators, whispering to the slumbering for personal gain. Others use their powers for good, seeking evildoers and those who corrupt dreams to nightmares. As their power grows, a sleepwalker's appearance gradually becomes slightly indistinct, as though they were blurred around the edges, and those who encounter them find it difficult to recall exact details about their appearance. + +## [[Sleepwalker Dedication]] Feat 4 + +**Prerequisites** expert in Occultism + +* * * + +You've learned to manipulate states of consciousness, beginning with your own. You can send yourself into a half-awake, daydreaming state and gain the [[Daydream Trance]] action. + +* * * + +**Special** You can't select another dedication feat until you have gained two other feats from the sleepwalker archetype. + +## [[Infiltrate Dream]] Feat 6 + +**Prerequisites** Sleepwalker Dedication + +* * * + +Entering a dream is as natural to you as stepping through a doorway. If you're adjacent to a sleeping creature, you can enter a lucid dreamlike state, a process taking 10 minutes, to mentally walk into their dreamscape. While in the target's dream, you witness its contents, plots, and emotional experiences as an observer, though nothing within the dream can perceive or interact with you. Your target becomes temporarily immune to Infiltrate Dream for 1 week. You can't enter the dreams of a creature that doesn't have a conscious mind or doesn't dream. + +While within the dream, you can attempt an @Check\[type:occultism|defense:will\] check against the target's Will DC to interpret symbolism and learn information about a single topic. If the target has no knowledge of the topic, you learn they don't know about the topic unless your result is a critical failure. + +* * * + +**Critical Success** You learn a piece of information directly relevant to the topic unless the target would want to hide it. If so, you learn something related to the topic but not a direct answer. + +**Success** You receive a hint or clue about the topic. This clue will not be inaccurate, but it's cryptic, vague, or may be understandable only with additional information. + +**Critical Failure** The dreams mislead you, and you learn an erroneous piece of information. + +## [[Vision of Foresight]] Feat 6 + +**Prerequisites** Sleepwalker Dedication + +**Requirements** You're in a Daydream Trance + +* * * + +You use your daydreams to predict the success of actions, rapidly envisioning the possibilities. Once before the end of your next turn, you can call upon these predictions before you roll a saving throw or skill check. You can roll the saving throw or skill check twice and take the better result. + +## [[Dream Magic]] Feat 8 + +**Prerequisites** Sleepwalker Dedication + +* * * + +You learn dream-related magic to aid your studies. Choose _[[Dream Message]]_ or _[[Sleep]]_ upon taking this feat; you learn this spell as a 4th-level innate occult spell. If you choose sleep, you can cast the spell only while in a Daydream Trance. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom. + +* * * + +**Special** You can take this feat twice, gaining the spell you didn't select initially the second time. + +## [[Waking Dream]] Feat 8 + +**Prerequisites** Sleepwalker Dedication + +* * * + +While in your trance, you can blur the line between dreams and reality for others. You gain the _[[Waking Dream]]_ focus spell, which you can use only while you're in a Daydream Trance. You gain a pool of Focus Points with 1 Focus Point and you can Refocus by taking a nap for 10 minutes. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom. + +## [[Oneiric Influence]] Feat 12 + +**Prerequisites** Infiltrate Dream + +* * * + +While Infiltrating a Dream, you can also implant a suggestion in the target's mind. The target must attempt a @Check\[type:will|dc:resolve(@actor.system.attributes.classOrSpellDC.value)\] save against your class DC or spell DC, whichever is higher, to resist your modification, which has the effects of a _[[Subconscious Suggestion]]_ spell, but even on a critical success, the target doesn't realize you were trying to control them and may not recognize your presence in the dream. The suggestion remains in the target's subconscious for 1 week or until triggered. Their memories of carrying out the suggestion are hazy and dreamlike and they may not remember doing it unless later reminded. + +## [[Ward Slumber]] Feat 12 + +**Prerequisites** Sleepwalker Dedication + +* * * + +Just before going to sleep, you can perform a 10-minute ward to protect the slumber of up to eight creatures within 30 feet of you. All creatures affected by the ritual gain a +4 status bonus on saving throws against _[[Nightmare]]_, a night hag's dream haunting, or other effects influencing dreams (such as those provided by this archetype) until your next daily preparations. They heal double the usual amount of Hit Points from resting. + +## [[Dream Logic]] Feat 14 + +**Prerequisites** Sleepwalker Dedication + +* * * + +You can transmit a sense of dreamy nonchalance. If you do something especially strange or dangerous while you're in your Daydream Trance, such as entering a restricted area or fighting someone in the street, any creature that isn't one of your allies must attempt a @Check\[type:perception|dc:resolve(@actor.system.attributes.classOrSpellDC.value)\] check against your class or spell DC (whichever is higher). On a success, it realizes something is amiss, and on a failure, it believes nothing is out of the ordinary. The creature can attempt a new check if you start doing something else strange, but not if you continue on the same course of action it already failed to notice was peculiar. + +Any hostile action by you or your allies against an affected creature automatically ends the effect for that creature. The GM might allow the creature a new check if someone else brings your actions to its attention, such as if someone you're attacking calls out for help. When your trance ends, affected creatures retain their memories of events but likely still view them as unremarkable; unless they are prompted to relate the events, they might not report them. + +## [[Shared Dream]] Feat 16 + +**Prerequisites** Sleepwalker Dedication + +* * * + +You've learned to create a shared dreamscape to communicate with others. You can cast _[[Dream Council]]_ as an innate occult spell. + +## [[Ever Dreaming]] Feat 18 + +**Prerequisites** Sleepwalker Dedication + +* * * + +You draw no distinction between the sleeping and waking worlds. Your Daydream Trance has an unlimited duration, and you no longer need to take an action to enter it. If you're [[Unconscious]] due to sleep, you don't take the -4 penalty to AC, Perception, and Reflex saves, and don't have the [[Off-Guard]] condition. You're still [[Blinded]] while asleep. You can act on your turn while asleep, though you're [[Slowed|Slowed 2]] until you fully awaken. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Snarecrafter.md b/content/mechanics/srd/Archetypes/Snarecrafter.md new file mode 100755 index 000000000..b86e7809e --- /dev/null +++ b/content/mechanics/srd/Archetypes/Snarecrafter.md @@ -0,0 +1,55 @@ +--- +title: "Snarecrafter" +noteType: ":sticky-note:" +aliases: "Snarecrafter" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.G9Fzy5ZK4KtAmcFb +tags: + - JournalEntryPage +--- + +# Snarecrafter +You're able to take ordinary materials and use them to create deadly snares, special traps that you can rig up quickly when the situation demands. While traps might grant you less brute force to apply in a fair fight than weapons would, you rarely allow your fights to be fair. Instead, when a battle takes place at a location of your choice, you have a major advantage thanks to your well-placed snares. Once your foes come to realize that you may have trapped any location on the battlefield, their fear of walking into another trap can help you corral them toward the waiting blades of your allies, or even make them too paranoid to move at all, locking them in place. + +**Additional Feats** 8th [[Quick Snares]]; 10th [[Powerful Snares]]; 14th [[Lightning Snares]] + +## [[Snarecrafter Dedication]] Feat 2 + +**Prerequisites** trained in Crafting, Snare Crafting + +* * * + +You've learned to create a limited number of snares at no cost. Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to Craft, you can Craft them with 3 Interact actions. The number of snares increases to six if you're a master in Crafting and eight if you're legendary. Snares prepared in this way don't cost you any resources to Craft. + +**Special** The feat counts as [[Snare Specialist]] for the purpose of feat prerequisites. If you also have the Snare Specialist ranger feat, the **quick snares** from both feats are cumulative. You can't select another dedication feat until you have gained two other feats from the Snarecrafter archetype. + +## [[Surprise Snare]] Feat 4 + +**Prerequisites** Snarecrafter Dedication + +* * * + +You install one of your snares prepared for quick deployment in a space that's occupied by an opponent. It must be a snare that normally takes 1 minute or less to Craft. The snare automatically triggers, but it takes a -2 circumstance penalty to any applicable save DC, as well as any attack rolls or other checks the snare attempts. + +## [[Remote Trigger]] Feat 6 + +**Prerequisites** Snarecrafter Dedication + +* * * + +You've learned how to trigger snares from afar, creating ranged hazards to assail your opponents and allowing you to disarm enemies' snares harmlessly. You can Strike a snare to trigger it prematurely. If you crafted the snare, you automatically hit. If someone else crafted it, attempt a ranged Strike against the Crafting DC, triggering the snare only if you hit. + +## [[Giant Snare]] Feat 10 + +**Prerequisites** Snarecrafter Dedication + +* * * + +You can create bigger snares for quick deployment, making it more likely for a creature to walk into your snares. When you prepare snares for quick deployment, you can prepare some of them as giant snares. A giant snare takes up a 10-foot-by-10-foot area but costs two of your quick deployment snares. A giant snare can trigger from a creature entering any portion of its area, and all its effects apply over the full area. + +## [[Plentiful Snares]] Feat 12 + +**Prerequisites** Snarecrafter Dedication + +* * * + +You can prepare incredible numbers of snares each day out of simple ingredients. Double the number of prepared snares granted by Snarecrafter Dedication. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Sniping Duo.md b/content/mechanics/srd/Archetypes/Sniping Duo.md new file mode 100755 index 000000000..5cd5dc8e5 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Sniping Duo.md @@ -0,0 +1,99 @@ +--- +title: "Sniping Duo" +noteType: ":sticky-note:" +aliases: "Sniping Duo" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.A5HwvubNii1d2UND +tags: + - JournalEntryPage +--- + +# Sniping Duo +Skilled shooters who don't let their egos get in the way of their efficacy are likely to say that sniping is a two-person job. Taking down a target without giving away your position or giving the opponent a window for reprisal is difficult work that requires teamwork and coordination, as well as a tight-knit bond and shared perspective. Sniping duos live and die by the credo "two heads are better than one," focusing their skills and strategies toward deadly efficiency. Whether your spotter and partner is a fellow ranged combatant or a melee enthusiast, you've learned how to use the openings they provide to devastating effect. + +#### Choosing a Spotter + +The most important aspect when choosing a spotter for the sniping duo archetype is the out of character component; make sure you team up with another player who is excited about the idea of roleplaying out teamwork and coordination in combat, and with granting you benefits and gaining benefits from you. The mechanics of the archetype are not very demanding of your spotter's actions, but that still doesn't mean every player is interested in the narrative component. + +Mechanically, a good spotter is likely either another ranged attacker or a melee attacker, and depending on the type of spotter you choose, certain feats might become more or less enticing. For instance, Targeted Redirection is more useful with a melee spotter. + +## [[Sniping Duo Dedication]] Feat 2 + +**Prerequisites** trained in at least one type of weapon in the bow or firearm groups, trained in Stealth + +* * * + +When you take this dedication, choose one willing, non-minion ally to act as your spotter. As part of your training in this archetype, you train your spotter in the necessary habits and techniques to use your abilities automatically; your spotter doesn't need to spend any feats of their own to grant the effects. You only gain the benefits of your Sniping Duo archetype feats if both you and your spotter are alive and conscious. You and your spotter don't grant your foes lesser cover against one another's Strikes. Whenever you or your spotter successfully Strikes a target, the other member of your duo gains a +1 circumstance bonus per weapon damage die on the damage roll of their next Strike made against that target before the end of their next turn. You can change your designated spotter by spending 3 days of downtime training with another ally. + +**Special** You can't select another dedication feat until you've gained two other feats from the sniping duo archetype. + +## [[Triangulate]] Feat 4 + +**Prerequisites** [[Sniping Duo Dedication]] + +* * * + +Your spotter's quick signals help you make even difficult shots seem simple. As long as both you and your spotter can see the target of your attacks, you don't take a penalty for attacking within your weapon's second range increment. The penalty you take for firing into further range increments is -3 for the third range increment, with an additional -2 penalty for each additional increment beyond the third (-5 for the fourth range increment, -7 for the fifth, and -9 for the sixth). + +## [[Exploit Opening]] Feat 6 + +**Prerequisites** [[Sniping Duo Dedication]] + +* * * + +**Trigger** Your spotter critically succeeds at a Strike against a creature, and that creature is within your ranged weapon's first range increment. + +* * * + +You take advantage of your spotter's devastating attack to unleash your own follow-up attack. Make a ranged Strike with a -2 penalty against the target of the triggering attack. This Strike doesn't count toward your multiple attack penalty and your multiple attack penalty doesn't apply to the Strike. + +## [[Targeted Redirection]] Feat 6 + +**Prerequisites** [[Sniping Duo Dedication]] + +* * * + +You aim a shot at your spotter, intending for your spotter to redirect that shot off their own weapon or shield to hit your foe from a better angle, and avoid your foe's cover. If your next action is to make a ranged Strike, you treat your spotter's position as your own for the purposes of determining cover and range. Your spotter must be within your weapon's first range increment and they must use a reaction to redirect your shot. + +## [[Duo's Aim]] Feat 8 + +**Prerequisites** [[Sniping Duo Dedication]] + +* * * + +With assistance from your spotter, you aim for an especially accurate attack. Make a ranged weapon Strike against a foe either within your spotter's melee reach or the first range increment of a ranged weapon your spotter is wielding. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target's concealment. If you're using a firearm with the kickback trait, you don't take the normal circumstance penalty to this Strike for not having the required Strength score or firing without using a tripod. + +## [[Vantage Shot]] Feat 8 + +**Prerequisites** [[Sniping Duo Dedication]] + +* * * + +You and your spotter take advantage of each other's attacks to momentarily hide and throw your foes off-balance against your follow-up attack. When you successfully make a ranged Strike against a foe, your spotter can use a reaction to attempt a Stealth check against the foe's Perception DC. On a success, the foe is [[Off-Guard]] against the spotter's next attack before the end of your spotter's next turn. Similarly, when your spotter successfully makes a ranged Strike against a foe, you can use a reaction to attempt a Stealth check against the foe's Perception DC. On a success, the foe is off-guard against your next attack against them before the end of your next turn. + +## [[Tag Team]] Feat 10 + +**Prerequisites** [[Sniping Duo Dedication]] + +* * * + +**Trigger** You or your spotter misses with a Strike against a creature, and the creature is within the other's melee reach or first range increment. + +* * * + +Your skilled teamwork with your spotter enables you both to assist one another when you falter, using either other's failures as opportunities to strike. If you used Tag Team after your spotter missed the triggering Strike, make a ranged Strike against the same target with a -2 penalty. If you used this reaction after you missed the triggering Strike, your spotter can use their reaction to make a melee or ranged Strike against the same target. Strikes granted by this feat don't count toward your or your spotter's multiple attack penalty and your or your spotter's multiple attack penalty doesn't apply to the granted Strike. + +## [[Eagle Eyes]] Feat 12 + +**Prerequisites** [[Sniping Duo Dedication]] + +* * * + +You and your spotter are adept at watching out for one another. As long as you can see or hear each other, neither of you is [[Off-Guard]] to [[Hidden]], undetected, or flanking creatures of your level or lower, or to creatures of your level or lower using a surprise attack. However, they can still help their allies flank. + +## [[Concentrated Assault]] Feat 14 + +**Prerequisites** [[Sniping Duo Dedication]] + +* * * + +You and your spotter combine your efforts to bring down your target. If you and your spotter both use the Ready activity to make a Strike against the same opponent and choose the same trigger for the readied action, resolve your attacks at the same time. Each of you can use the higher of the two attack rolls for your Strikes, each using your own modifier; this is a fortune effect. If both attacks are successful, total the damage for both attacks for the purpose of resistances and weaknesses. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Sorcerer.md b/content/mechanics/srd/Archetypes/Sorcerer.md new file mode 100755 index 000000000..ef18d1bbe --- /dev/null +++ b/content/mechanics/srd/Archetypes/Sorcerer.md @@ -0,0 +1,83 @@ +--- +title: "Sorcerer" +noteType: ":sticky-note:" +aliases: "Sorcerer" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.DJiYP5tFBrBMD0We +tags: + - JournalEntryPage +--- + +# Sorcerer +You coax the magic power in your blood to manifest, accessing magic others don't expect you to have. + +## [[Sorcerer Dedication]] Feat 2 + +**Prerequisites** Charisma 14 + +* * * + +Choose a [[Bloodline]]. You become trained in the bloodline's two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You're trained in spell attack rolls and spell DCs for your tradition's spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline's tradition. You don't gain any other abilities from your choice of bloodline. + +* * * + +**Special** You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype. + +## [[Basic Blood Potency]] Feat 4 + +**Prerequisites** Sorcerer Dedication + +* * * + +You gain a 1st- or 2nd-level sorcerer feat. + +## [[Basic Bloodline Spell]] Feat 4 + +**Prerequisites** Sorcerer Dedication + +* * * + +You gain your bloodline's initial bloodline spell. If you don't already have one, you also gain a focus pool of 1 Focus Point, which you can Refocus without any special effort. + +## [[Basic Sorcerer Spellcasting]] Feat 4 + +**Prerequisites** Sorcerer Dedication + +* * * + +You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level to your repertoire: a common spell of your bloodline's tradition, one of your bloodline's granted spells, or another spell you have learned or discovered. + +## [[Advanced Blood Potency]] Feat 6 + +**Prerequisites** Basic Blood Potency + +* * * + +You gain one sorcerer feat. For the purpose of prerequisites, your sorcerer level is half your character level. + +* * * + +**Special** You can select this feat more than once. Each time you do, you gain another sorcerer feat. + +## [[Bloodline Breadth]] Feat 8 + +**Prerequisites** Basic Sorcerer Spellcasting + +* * * + +Your repertoire expands, and you can cast more spells of your bloodline's tradition each day. Increase the number of spells in your repertoire and number of spell slots you gain from sorcerer archetype feats by 1 for each spell level other than your two highest spell slots. + +## [[Expert Sorcerer Spellcasting]] Feat 12 + +**Prerequisites** Basic Sorcerer Spellcasting; master in Arcana, Nature, Occultism, or Religion, depending on bloodline + +* * * + +You gain the expert spellcasting benefits. + +## [[Master Sorcerer Spellcasting]] Feat 18 + +**Prerequisites** Expert Sorcerer Spellcasting; legendary in Arcana, Nature, Occultism, or Religion, depending on bloodline + +* * * + +You gain the master spellcasting benefits. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Soul Warden.md b/content/mechanics/srd/Archetypes/Soul Warden.md new file mode 100755 index 000000000..4e7378c5a --- /dev/null +++ b/content/mechanics/srd/Archetypes/Soul Warden.md @@ -0,0 +1,102 @@ +--- +title: "Soul Warden" +noteType: ":sticky-note:" +aliases: "Soul Warden" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.9g14DjBZNj27goTt +tags: + - JournalEntryPage +--- + +# Soul Warden +You consider yourself an honorary psychopomp—a shepherd of spirits who ensures the cycle of souls progresses unimpeded. Although you're unable to safeguard the cycle of souls in its entirety, you strive to ensure each soul's time on the Material Plane proceeds without incident. You work to free souls from imprisonment, prevent necromancers from animating the dead, and destroy undead so their souls rejoin the cycle. + +While most who hunt undead do so out of fear, vengeance, or a desire to protect the lives of others, you take a more measured and far less emotional approach; you destroy undead so their souls can continue their journey along the River of Souls, thus ensuring the continuation of existence. You understand that without the cycle of souls, the life cycle of the planes is disrupted, and all of existence could be consumed by the Maelstrom. + +Nearly all soul wardens worship [[Pharasma]] or one of the psychopomp ushers, especially [[Barzahk]] the Passage, a psychopomp usher who routinely shirks their duties and needs help from mortal soul wardens. Soul wardens also often join organizations that regularly combat undead, including the Voices of the Spire and Ustalav's Ivory Reapers (page 14). + +**Additional Feats**: 4th [[Domain Initiate]], Familiar; 8th [[Expanded Domain Initiate]]; 16th [[Advanced Domain]] + +THE SOUL CYCLE + +A soul's journey begins on the Forge of Creation, where blank, empty souls attach themselves alongside the vitality essence of the plane to mortals on the Material Plane, forming a single living being. At the end of a mortal's life, these souls enter the Ethereal Plane, progressing through the River of Souls to Pharasma's Boneyard, where they're judged and sorted into the appropriate afterlife. Judged souls proceed to their assigned planes, becoming petitioners. These, too, die in time, becoming absorbed by and expanding their associated plane, as their own spiritual essence joins with the plane's as a substance known as quintessence. But the ever-churning Maelstrom breaks these planes down, scattering this planar quintessence throughout the Maelstrom and adjoining planes. Those pieces that land on the Forge of Creation eventually form new blank souls and the cycle begins anew. + +## [[Soul Warden Dedication]] Feat 2 + +**Prerequisites** trained in Occultism or Religion, worships Pharasma or a psychopomp usher + +* * * + +You can take 10 minutes to emblazon Pharasma's holy sigil-a spiraling comet that represents the winding path a soul takes through its existence-upon a shield, tabard, banner, or other prominent object that your wear or wield. The symbol doesn't fade until 1 year has passed, but if you emblazon the symbol again, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of Pharasma and can be used as a divine focus while emblazoned. + +Whenever an undead creature or captive soul is within 100 feet of this object, the spiral glows, shedding dim blue light in a 10-foot radius. If the creature is hiding or the soul is [[Hidden]], it must succeed at a Stealth check against your Perception DC to fool the sigil and prevent the spiral from glowing. + +In addition, you can cast _[[Vitality Lash]]_ as a divine innate cantrip at will. As normal, a cantrip is automatically heightened to half your level rounded up. You gain access to the [[Cast a Spell]] activity if you didn't have it already. You're trained in divine spell attack rolls and spell DCs. Your key spellcasting ability for these spells is Wisdom. + +When you have at least two other feats from this archetype, the spiral glows with bright light in a 10-foot radius (and dim light for the next 10 feet). Feats that require a creature or object to be in the light of your spiral function whether it's in the bright or dim light. + +**Special** You can't select another dedication feat until you have gained two other feats from the soul warden archetype. + +## [[Cycle Spell]] Feat 4 + +**Prerequisites** Soul Warden Dedication + +* * * + +Your devotion to the cycle of souls grants you an additional divine spell. Choose from _[[Bless]]_, _[[Infuse Vitality]]_, or _[[Heal]]_. You must make this selection when you take this feat and it can't be changed. Once per day, while your spiral is glowing, you can cast the selected spell as a divine innate spell. + +## [[Psychopomp Familiar]] Feat 4 + +**Prerequisites** Soul Warden Dedication, familiar + +* * * + +Your familiar becomes a masked psychopomp-an extraplanar guardian of the cycle of souls. This familiar continues to use all the same rules as other familiars, but one of its abilities must always be speech and it has the monitor and psychopomp traits. As normal when a familiar must always have a certain ability, the speech ability counts against your familiar's abilities each day. + +You can select three familiar or master abilities each day, instead of two, but one must be one of the following psychopomp familiar abilities. + +* **Soul Sight** Your familiar gains lifesense with a range of 30 feet. +* **Spirit Touch** Your familiar can touch incorporeal creatures. If you have the spell delivery master ability from your familiar, any spell the familiar delivers with it gains the benefits of the [[Ghost Touch]] property rune. + +## [[Liberate Soul]] Feat 6 + +**Prerequisites** Soul Warden Dedication + +* * * + +The light flows from your sigil of Pharasma to shatter the bonds imprisoning a soul. You attempt to counteract a possession effect, or an effect, object, or spell that is imprisoning a soul (such as _[[Seize Soul]]_, a soul gem, or a devourer's devoured souls). You must be within 60 feet of the possessed creature or object, or of the receptacle imprisoning the soul. Your counteract level is half your level rounded up, and your counteract modifier is your divine spell DC - 10. If the attempt fails, you can't use Liberate Soul against that particular effect again unless circumstances have changed drastically, as determined by the GM. + +## [[Spiral Sworn]] Feat 6 + +**Prerequisites** Soul Warden Dedication + +* * * + +You trace a spiral in the air while intoning prayers to Pharasma, gaining her blessing for a time. For 3 rounds, your Strikes and spells deal additional damage against undead, creatures in possession of an imprisoned soul, or creatures you have witnessed create or command undead. You gain a status bonus to damage with your Strikes against these creatures equal to the number of weapon damage dice. Spells you cast from spell slots gain a status bonus to damage against these creatures equal to the level of the spell; this bonus applies only to spells that deal damage and don't have a duration. + +If your spiral is glowing, you can target a willing creature in its light. If you do, that creature gains the bonuses instead of you. + +## [[Enhanced Psychopomp Familiar]] Feat 8 + +**Prerequisites** Psychopomp Familiar + +* * * + +Your psychopomp's continued service in Pharasma's name brings it favor from the goddess. It might change appearance to look like a different, more powerful kind of psychopomp. You can select four familiar or master abilities each day, instead of two, but two must be from the Psychopomp Familiar feat or the following ability. + +* **Augury** Your familiar can glimpse the strands of fate to give you a cryptic clue regarding your future. Your familiar can cast _[[Augury]]_ once per day using your magical tradition and spell DC. You must be at least 8th level to select this ability. + +## [[Safeguard Soul]] Feat 8 + +**Prerequisites** Soul Warden Dedication + +* * * + +You've girded your soul against outside interference. You gain a +2 status bonus to saving throws against death effects, possession effects, and effects that attempt to manipulate or steal your soul. You can't be transformed into an undead by any means. While your spiral is glowing, your allies in the light of the spiral gain this benefit as well. + +## [[Expand Spiral]] Feat 10 + +**Prerequisites** Spiral Sworn + +* * * + +Your prayers encompass your companions, granting you the ability to share Pharasma's blessings. When you use Spiral Sworn, you can spend 2 actions instead of 1 to grant the benefits to all allies who are in the light of your spiral when you take the action. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Soulforger.md b/content/mechanics/srd/Archetypes/Soulforger.md new file mode 100755 index 000000000..936b0d270 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Soulforger.md @@ -0,0 +1,103 @@ +--- +title: "Soulforger" +noteType: ":sticky-note:" +aliases: "Soulforger" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.LWgcWM8B85HHVCtZ +tags: + - JournalEntryPage +--- + +# Soulforger +**Rarity** Uncommon + +* * * + +Your devotion to a cause unifies your soul with an armament tethered to the very essence of your spirit. + +## [[Soulforger Dedication]] Feat 2 + +**Prerequisites** Wis 14 or ability to cast divine spells + +* * * + +You can manifest the power of your spirit in combat to realize your motivations. You manifest an armor, shield, or weapon as a soulforged armament. Choose one essence power for the armament. Changing an essence power requires 1 week of retraining, and you can't retrain it while you have _soulforged corruption_. + +You can [[Manifest Soulforged Armament]] to summon your armaments in combat. + +* * * + +**Special** You can't select another dedication feat before gaining two other feats from this archetype. + +* * * + +### ESSENCE POWERS + +Your soulforged armament has an essence power you choose when you first bind it. It gains the power temporarily when you manifest its essence form. Each power has a corruption flaw that affects you if you have _soulforged corruption_. Essence powers that only apply to some types of armament indicate which. + +**Adaptable Persona** (transmutation) Armor only. When you manifest the essence form, gain your choice of a climb Speed or swim Speed equal to your land Speed. If you're 8th level or higher, you can choose a fly Speed instead. _Corruption Flaw_ You take a -10-foot penalty to all your Speeds. + +**Bounding Spirit** Melee weapon only. The weapon gains the thrown 30 feet trait and has the returning rune (even if it already has its maximum number of property runes). _Corruption Flaw_ When you make a Strike with a thrown or ranged weapon and miss, reroll the Strike, targeting your ally nearest to the target. This Strike uses the same multiple attack penalty as the missed Strike and doesn't count toward your multiple attack penalty. + +**Deep-Seeded Fear** You gain a +2 status bonus to your Intimidation checks and don't take any penalties for not sharing a language when Demoralizing foes who can perceive your armament's essence form. When you manifest the essence form, you can attempt to Demoralize an enemy who can perceive the manifestation. _Corruption Flaw_ If you attempt to Demoralize an enemy, your Demoralize also targets the ally closest to you. + +**Determined Toughness** Any status penalties you take from the following conditions are 1 less than their condition's value: [[Clumsy 1|Clumsy]], [[Drained 1|Drained]], [[Enfeebled 1|Enfeebled]], [[Frightened]], [[Sickened 1|Sickened]], [[Stupefied]]. This doesn't change the actual condition value, or any other effects of the condition (such as stupefied's disruption and its DC). _Corruption Flaw_ Whenever you take a status penalty from the listed conditions, you also take a -1 penalty to the same statistics. + +**Harmful Malice** (void) Your Strikes deal an additional 1d4 void damage. Once while the armament is manifested, you can cast harm as an innate spell, with a level equal to half your level rounded up. _Corruption Flaw_ Reduce any damage you would deal by half your level. + +**Heroic Heart** (enchantment, mental) You gain a +1 status bonus to attack rolls, Perception checks, skill checks, and saves. _Corruption Flaw_ You take a -1 penalty to attack rolls. + +**Healing Grace** (healing, vitality) You gain fast healing equal to half your level. You can cast _[[Heal]]_ once as an innate spell with a level equal to half your level rounded up. _Corruption Flaw_ Reduce all healing you would receive or grant with a spell by half your level. + +**Magical Resilience** (abjuration) Armor or shield only. You gain a +2 status bonus to saving throws and AC against spells. If you're 5th level or higher, you can cast _[[Dispel Magic]]_ once as an innate spell. The spell level is equal to 1 lower than half your level rounded up (2nd level if you're 5th or 6th level, and so on). _Corruption Flaw_ You take a -1 penalty to saving throws and AC against spells. + +**Planar Bond** (abjuration) Armor or shield only. When you manifest the essence form, choose one damage type: acid, cold, electricity, fire, sonic, spirit, vitality, or void. You gain resistance equal to your level + 2 to damage of the selected type. _Corruption Flaw_ You gain weakness 1 to all damage. + +**Planar Pain** (evocation) Weapon only. When you manifest the essence form, choose one damage type: acid, cold, electricity, fire, sonic, spirit, vitality, or void. Attacks with the weapon deal this type of damage instead of their physical damage with a +2 status bonus to the damage. _Corruption Flaw_ When you deal damage with a weapon or unarmed attack, you take 2 damage of the last type you chose for planar pain, even if the damage type normally wouldn't harm you, such as good damage if you aren't evil. + +**Pull of Stasis** (transmutation) Weapon only. Any time you hit with the soulforged weapon, the target takes a -10-foot penalty to its Speeds for 1 round. On a critical hit, the creature is [[Immobilized]] for 1 round instead. _Corruption Flaw_ You take a -10-foot penalty to all your Speeds. + +**Reflecting Spirit** Armor or shield only. You gain a +2 status bonus to AC against physical ranged attacks. If an enemy's physical ranged attack misses you, you can use your reaction to immediately attempt a ranged Strike against the attacker using the projectile that missed. _Corruption Flaw_ You have weakness 5 to physical ranged attacks. + +**Resolute Defiance** Shield only. The shield gains a +2 status bonus to its Hardness and gains temporary Hit Points equal to your level + 2 that last until the essence effect ends. If you don't have the [[Shield Block]] reaction, you gain it while your shield is manifested. _Corruption Flaw_ When you take damage while Raising a Shield or use Shield Block, attempt a DC 5 flat check. If you fail, the shield is Dismissed if it's your soulforged armament or Dropped if it's a different shield. + +## [[Soul Flare]] Feat 4 + +**Prerequisites** [[Soulforger Dedication]] + +* * * + +**Trigger** An attack you made with a soulforged weapon or shield misses a creature, or a creature hits you with an attack while you're either wearing manifested soulforged armor or have your soulforged shield raised. + +**Requirements** Your soulforged armament is manifested. + +* * * + +You strive to change the outcome with sheer zeal. You gain a +1 status bonus to your attack roll if making an attack or to your AC if you were hit. This can change the outcome of the roll. If this bonus turns your missed attack into a hit or the hit against you into a miss, attempt a DC 5 flat check. If you fail, your soulforged armament is Dismissed-your weapon if you attacked or your armor or shield if you were defending. + +## [[Rapid Manifestation]] Feat 6 + +**Prerequisites** [[Soulforger Dedication]] + +* * * + +**Trigger** You roll initiative or a hazard attacks you. + +* * * + +Your unwavering soul brings up your defenses as soon as you're in danger. You Manifest your Soulforged Armament. + +## [[Soul Arsenal]] Feat 6 + +**Prerequisites** [[Soulforger Dedication]] + +* * * + +Choose an additional soulforged armament of a different type than the type you already chose, and choose one essence power for it. Upgrade and change armaments individually. + +When you Manifest Soulforged Armament, you can summon any number of your armaments (you must meet the Requirements for each), and when you Dismiss the effect, you can choose to Dismiss some and not others. You can choose to manifest the essence form of any number of your armaments when you take the action. Each armament can manifest its essence form only once per day. + +When you gain soulforged corruption, choose one armament's corruption flaw to affect you for stage 1. At stage 2, you take the flaws of all your soulforged armaments. While you have the curse, each armament gets a separate flat check to manifest its essence form, and failing prevents you from manifesting only that armament's essence form. + +* * * + +**Special** You can select this feat a second time at 12th level or higher, choosing the final item type. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Spell Trickster.md b/content/mechanics/srd/Archetypes/Spell Trickster.md new file mode 100755 index 000000000..0e7ae420d --- /dev/null +++ b/content/mechanics/srd/Archetypes/Spell Trickster.md @@ -0,0 +1,259 @@ +--- +title: "Spell Trickster" +noteType: ":sticky-note:" +aliases: "Spell Trickster" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.DztQF2FexWvnzcaE +tags: + - JournalEntryPage +--- + +# Spell Trickster +Just as Golarion's merchants scour busy marketplaces for newfound goods, scholars of magic congregate in teahouses, debate at symposia, and haunt the back rooms of esoteric shops to swap secrets of their trade. In such meetings, a different kind of magic may strike: the spark of innovation! The mixing of magical techniques produces fascinating and unpredictable results. As one of these innovators, sometimes called a spell trickster, you have a knack for pioneering magical techniques and discovering new effects from spells most novice spellcasters take for granted. Whether your unique abilities are the result of weeks of experimentation or a secret passed to you by a traveling practitioner, you delight in surprising others with your tricks. + +#### The Fruits of Research + +While magic can spring from many sources, from wizard tutors to self-taught savants, the art of the spell trickster often springs from sophisticated magical research. The magical academies in Golarion have no claim to magic as a whole but can often teach lesser-known variants of a spell to their students. At the Magaambya academy in the Mwangi Expanse, for instance, initiates study multiple traditions of magic, adapting the techniques of harnessing magical essence from one tradition to create new methods of casting spells in another. The Arclords of Nex have spent thousands of years honing spells in both wartime and peace, demonstrating a fine control over the arcane by effortlessly changing their magic to suit their whims. The return of New Thassilon brought thousands of magical dabblers and scholars, each with their own unique tricks and each eager to see what new spell variants have developed in their long absence. + +This isn't to say that spell tricksters come solely from high academia. A sorcerer might demonstrate aberrant powers in her bloodline magic, hinting at a background more complex than a single eldritch influence acting upon her. An oracle might grope at a divine power that they poorly understand and cast a spell in a unique manner simply because they were never taught otherwise. A witch's patron or a whimsical deity might grant a favored servant a special power for whatever strange motives such beings might possess. Magic in Golarion isn't entirely predictable, no matter how many practitioners wish that it was so. While most spellcasters follow predictable patterns in their art, there are always exceptions. + +The rules in this section are presented as part of an archetype, meant for a character dedicated to the art of innovating magic—but you don't have to limit yourself to this premise. At the GM's discretion, a spell trickster feat could be made available to a character as a class feat without the character taking the archetype. In most cases, this option should only be offered as a reward or story element that the character, GM, or group has dedicated a significant amount of time to developing—a character who wishes to partake in these options without GM permission or involvement should simply take the spell trickster archetype. These feats could be used to represent the payoff from extended magical research; finding forgotten or forbidden lore in a lost corner of Golarion; pleasing a god, patron, or other notable power; a magical plane or artifact exerting its influence; or any other number of situations that an adventurer might encounter while exploring. Keep in mind, however, that these feats were created and balanced to be part of an archetype. If allowing spell trickster feats as general class feats begins to negatively impact the game, the players should be willing to walk the decision back and rebuild characters as necessary. + +## [[Spell Trickster Dedication]] Feat 2 + +**Prerequisites** Able to cast spells; trained in Arcana, Nature, Occultism, or Religion + +* * * + +Your experience with magic and its traditions lets you specialize in the casting of certain spells, customizing familiar spells to create novel effects. Whenever you gain a feat from this archetype, you either learn to modify the effects of a single spell, or you change one of the modifications from a previous feat. Each time you Cast the Spell corresponding to the feat you chose, you decide whether to cast its normal or modified version. You can only apply one modification to a spell at a time, even if you know more than one modification for that spell. Besides modifications mentioned in the feat, the spell functions as normal. + +Choose up to two 4th-level spell trickster archetype feats for which you meet the spell-casting prerequisite. You gain those feats, ignoring their level prerequisite. + +**Special** You can't select another dedication feat until you have gained two other feats from the spell trickster archetype. The two feats you gain from taking the dedication don't count toward this total. + +## [[Agile Hand]] Feat 4 + +**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Telekinetic Hand]]_ + +* * * + +When you cast mage hand, you can modify its target to be a set of thieves' tools. When you Cast the Spell in this way, the tools move up to 20 feet towards a device or lock. After you Sustain the Spell on future turns, you can use the tools to attempt Thievery checks to Disable a Device or Pick a Lock within the spell's range, but you take a -2 penalty to your Thievery check. If you critically fail, the spell ends and you can't use this modification again for 24 hours. + +## [[Barrier Shield]] Feat 4 + +**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Shield]]_ + +* * * + +When you cast shield, you can modify the spell to create a solid barrier you can use for cover, but not for blocking. You can't use the Shield Block reaction when the spell is modified in this way, but you (and only you) can spend an action to Take Cover to gain standard cover from it. + +## [[Forceful Push]] Feat 4 + +**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Telekinetic Hand]]_ + +* * * + +When you cast mage hand, you can modify its target to be 1 creature. If you do, replace its standard effects with the following: You push your foe telekinetically. Make a spell attack roll against the target's Fortitude DC. On a success, you push the target 5 feet away from you. On a critical success, you push the target 10 feet away from you. + +## [[Shining Arms]] Feat 4 + +**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Light]]_ + +* * * + +When you cast light, you can modify its target to be 1 melee weapon, either unattended or possessed by you or a willing ally, and modify its duration to be 1 minute. If you do, add the following to its effects: When a creature wielding the weapon critically hits a foe, you can Dismiss the Spell as a reaction, causing the foe to be [[Dazzled]] for 1 round. After you use this reaction, you can't use this modification again for 10 minutes. + +## [[Summon Ensemble]] Feat 4 + +**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Summon Instrument]]_ + +* * * + +When you cast summon instrument, you can modify its duration to be sustained, up to 1 minute. When you do, you summon a number of instruments equal to your spellcasting ability modifier that hover around you and play of their own accord. Once per turn when you Sustain the Spell, choose an opponent within 30 feet who can hear your performance. The target must attempt a Will save against the spell's DC; on a failure, it becomes distracted by your performance and becomes [[Off-Guard]] for 1 round. The target is then temporarily immune for 24 hours. + +## [[Tracing Sigil]] Feat 4 + +**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Sigil]]_ + +* * * + +When you cast sigil, you can modify the spell to add the following to its standard effects: The target leaves a magical trail that you and others can try to follow. You and other creatures can attempt to Track the target, substituting an Arcana, Nature, Occultism, or Religion check (whichever matches the magical tradition of your sigil spell) for the Survival check. Much like Tracking with Survival, this must take place somewhere the target has been and follow the trail; it doesn't allow anyone to find the target from a distance. You can only have a single target marked with a modified sigil in this way. If you use this ability again on a second target, the sigil spell on the first target ends, and your mark fades. + +## [[Wild Lights]] Feat 4 + +**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Light]]_ + +* * * + +When you cast dancing lights, you can modify its duration to be 1 minute and modify its standard effects to create a single floating light in the shape of a Tiny creature, instead of up to four floating lights. The creature hovers over your head unless you spend a single action that has the concentrate trait to direct the light to move up to 30 feet, in which case it remains there until you direct it again. If you direct it back to your head, it hovers there and follows you again until you direct it elsewhere. If the light ever moves beyond 120 feet of you, it winks out immediately. + +## [[Animate Net]] Feat 6 + +**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Animate Rope]]_ + +* * * + +When you cast animate rope, you can modify its target to be 1 net. If you do, replace the spell's standard effects with the following: You cause a net to animate and throw itself at a Medium or smaller creature within 20 feet of the net. Attempt a spell attack roll against the target's Reflex DC. On a success, the target is [[Off-Guard]] and takes a -10-foot circumstance penalty to its Speeds until it Escapes; on a critical success, it's also [[Immobilized]] until it Escapes. The Escape DC is equal to your spell DC as long as the spell lasts. Once the spell ends, the Escape DC returns to the normal DC for a net (usually 16), and a creature adjacent to the target can Interact to remove the net. + +## [[Confounding Image]] Feat 6 + +**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Mirror Image]]_ + +* * * + +When you cast mirror image, you can modify its duration to be sustained up to 1 minute and modify its range to 30 feet. If you do, replace the spell's standard effects with the following: You create an illusory duplicate of yourself that appears in an unoccupied square within range. The image takes up space and has a reach of 5 feet, and your allies can flank with the image. It doesn't have any other attributes a creature would normally have other than an AC equal to your spell DC and saving throw modifiers equal to your spell DC - 10. If the image is hit by an attack or fails a save, or if you ever move more than 30 feet from it, the spell ends. Creatures can move through its space without hindrance. When you Sustain the Spell, you can move the image to an unoccupied square within range. + +## [[Disk Rider]] Feat 6 + +**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Floating Disk]]_ + +* * * + +When you cast floating disk, you can modify its duration to be sustained, up to 10 minutes. If you do, add the following heightened entry to its effects. + +* * * + +**Heightened (3rd)** The disk can hold up to 10 Bulk. The spell no longer ends if you ride atop the disk (though it does if any other creature rides atop it, including if the creature is riding on you). If you are riding the disk, it changes its capacity to hold you, plus additional Bulk equal to the maximum you could carry without being encumbered. If you ride atop the disk, you can direct it to move along the ground up to 30 feet or your Speed, whichever is slower, each time you Sustain the Spell. While you ride atop it, the disk can move over liquids as long as it ends its movement on solid ground. If it ends its movement on a surface that can't support it, the spell ends. + +## [[Drenching Mist]] Feat 6 + +**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Mist]]_ + +* * * + +When you cast obscuring mist, you can modify it to add the following heightened entry to its effects. + +* * * + +**Heightened (3rd)** Your mist is particularly laden with moisture. Non-magical fires within the area are automatically extinguished. Choose one magical fire or fire spell in the area and attempt to counteract it. + +## [[Obscured Terrain]] Feat 6 + +**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Mist]]_ + +* * * + +When you cast obscuring mist, you can modify the spell to replace its standard effects with the following: You cause a cloud of thick fog to blanket the area, making it difficult to see the ground. The area within the fog is difficult terrain for creatures that can't see through fog or mist. You can Dismiss the cloud. + +## [[Uneasy Rest]] Feat 6 + +**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Sleep]]_ + +* * * + +When you cast sleep, you can modify the spell to add the following to its standard effects: Subjects of your spell experience troubled dreams. When a target that failed or critically failed its saving throw wakes up, it is [[Frightened|Frightened 1]]. + +## [[Volatile Grease]] Feat 6 + +**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Grease]]_ + +* * * + +When you cast grease, you can modify its target to be 1 creature. If you do, replace the spell's standard effects with the following: You splash the target with combustible grease. The target must attempt a Reflex save. + +* * * + +**Critical Success** The target is unaffected. + +**Success** The target is splattered with grease and gains weakness 2 to fire until the end of your next turn. The target or an adjacent creature can rub off the combustible grease with an Interact action, ending the effect. + +**Failure** As success, except the weakness to fire lasts for 1 minute. + +* * * + +**Heightened (+2)** The weakness increases by 1. + +## [[Beacon Mark]] Feat 8 + +**Prerequisites [[Tracing Sigil]]** + +* * * + +When you cast sigil, you can modify the spell to add the following heightened entry. + +* * * + +**Heightened (4th)** You attune yourself to the marked target. While the spell lasts, you can spend a single action, which has the concentrate, detection, and divination traits, to attempt to locate the target, learning the direction to the target as long as you are within 1 mile of it. If the target is a creature or a creature is in possession of the target object, the creature can attempt a Will saving throw against your spell DC. If it succeeds, your attempt to locate the target fails and you can't attempt this again for 1 day. You can only have a single target marked with a sigil modified in this way. If you Cast this Spell again on a second target, the sigil spell on the first target ends, and your mark fades. + +## [[Larcenous Hand]] Feat 8 + +**Prerequisites** [[Agile Hand]], [[Pickpocket]] skill feat + +* * * + +When you cast mage hand, you can remove its duration, modify its range to 20 feet, and modify its target to be an attended object within the spell's Bulk limit that wouldn't be time-consuming to remove. Add the following to the spell's standard effects: If the creature attending the object is willing to have you take the item, mage hand carries the item to you. If the creature is unwilling, you must attempt to Steal the target object with a Thievery check. The usual restrictions on attempts to Steal an object apply, including the restrictions that you can't steal objects that would be extremely noticeable or time-consuming to remove (like worn shoes or armor or actively wielded objects) and you can't Steal from a creature in combat or otherwise on guard. On a successful Steal check, the mage hand carries the item to you, and on a critical failure, you can't use this modification again for 1 hour. If you're a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard, though if you do so, the spell's casting time increases by 1 action. + +## [[Lingering Flames]] Feat 8 + +**Prerequisites** [[Spell Trickster Dedication]] ability to cast _[[Fireball]]_ + +* * * + +When you cast fireball, you can modify its effects, decreasing the base damage to 5d6 and causing it to deal 2 persistent fire damage to creatures that fail their save, doubled as normal on a critical failure. If you do, replace its heightened entry with the following. + +* * * + +**Heightened (+1)** The damage is increased by 1d6 and the persistent fire damage is increased by 2. + +## [[Scattered Fire]] Feat 8 + +**Prerequisites** [[Spell Trickster Dedication]] ability to cast _[[Fireball]]_ + +* * * + +When you cast fireball, you can modify its area to be two non-overlapping @Template\[type:burst|distance:10\]{10-foot bursts}. + +## [[Siphoning Touch]] Feat 8 + +**Prerequisites** [[Spell Trickster Dedication]] ability to cast _[[Vampiric Feast]]_ + +* * * + +When you cast vampiric touch, you can modify its standard effects as follows: Instead of gaining the temporary Hit Points yourself, you can grant the temporary Hit Points to an ally within 30 feet. After 1 minute, the ally loses any of these temporary Hit Points that remain. + +## [[Smoldering Explosion]] Feat 8 + +**Prerequisites** [[Spell Trickster Dedication]] ability to cast _[[Fireball]]_ + +* * * + +When you cast fireball heightened to at least 4th level, you can modify the spell to add the following to its standard effects: Your fireball leaves behind a brief cloud of smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of obscuring mist, except that it lasts only 1 round. + +## [[Steal Vitality]] Feat 8 + +**Prerequisites** [[Spell Trickster Dedication]] ability to cast _[[Vampiric Feast]]_ + +* * * + +When you cast vampiric touch, you can modify its standard effects as follows: Instead of gaining temporary Hit Points, if your target fails or critically fails its saving throw, you can attempt a counteract check to remove the clumsy or enfeebled conditions on yourself, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn. + +## [[Surrounding Flames]] Feat 10 + +**Prerequisites** [[Spell Trickster Dedication]] ability to cast _[[Wall of Fire]]_ + +* * * + +When you cast wall of fire, you can modify its standard effects as follows: Instead of a 5-foot-thick, 10-foot-radius ring of flame, you can form the wall into a 10-foot-radius hemisphere of fire. + +## [[Toppling Tentacles]] Feat 10 + +**Prerequisites** [[Spell Trickster Dedication]] ability to cast _[[Black Tentacles]]_ + +* * * + +When you cast black tentacles, replace the spell's standard effects with the following: Tentacles slither along the ground in the area, attempting to hinder anyone within. Sticky black tentacles attempt to Trip each creature in the area. Attempt spell attack rolls against the Reflex DCs of each affected creature. Any creature you succeed against is knocked [[Prone]] and takes @Damage\[3d6\[bludgeoning]] damage. Whenever a creature ends its turn in the area, the tentacles attempt to Trip that creature if it isn't already prone, and they deal @Damage\[1d6\[bludgeoning]] damage to any creature already prone. Creatures treat the spell's area as difficult terrain. + +## [[Choking Smoke]] Feat 12 + +**Prerequisites** [[Smoldering Explosion]] + +* * * + +When you cast fireball heightened to at least 6th level, you can modify the spell's standard effects as follows: Reduce the spell's damage by 6d6. Your fireball leaves behind a lingering cloud of toxic smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of stinking cloud. + +## [[Directed Poison]] Feat 12 + +**Prerequisites** [[Spell Trickster Dedication]], ability to cast _[[Toxic Cloud]]_ + +* * * + +When you cast _[[Toxic Cloud]]_, modify its duration to be sustained up to 1 minute, and modify its standard effect to include the following: The cloud doesn't move away from you each round. Once per round when you Sustain the Spell, you can move the cloud 10 feet in the direction of your choice. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Spellcasting Archetypes.md b/content/mechanics/srd/Archetypes/Spellcasting Archetypes.md new file mode 100755 index 000000000..a7e06101c --- /dev/null +++ b/content/mechanics/srd/Archetypes/Spellcasting Archetypes.md @@ -0,0 +1,25 @@ +--- +title: "Spellcasting Archetypes" +noteType: ":sticky-note:" +aliases: "Spellcasting Archetypes" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.DOc3Pf8wmVxanTIv +tags: + - JournalEntryPage +--- + +# Spellcasting Archetypes +Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. 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 druid's master spellcasting feat is called Master Druid Spellcasting. All spell slots you gain from spellcasting archetypes are subject to the restrictions within the archetype. For instance, the witch archetype allows you to pick a patron when you take its dedication feat. If you pick patron granting occult spells, the archetype then grants you spell slots you can use only to cast occult spells you prepare as a witch, even if you are a bard with occult spells in your repertoire. + +## Basic Spellcasting Feat + +Usually available at 4th level, these feats grant a 1st-rank spell slot. At 6th level, they grant you a 2nd-rank 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-rank spell slot. Archetypes refer to these benefits as the "basic spellcasting benefits." + +## 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 4thrank 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-rank spell slot, and at 16th level, they grant you a 6th-rank spell slot. Archetypes refer to these benefits as the "expert spellcasting benefits." + +## 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 7thrank 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-rank spell slot. Archetypes refer to these benefits as the "master spellcasting benefits." \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Spellmaster.md b/content/mechanics/srd/Archetypes/Spellmaster.md new file mode 100755 index 000000000..b8a54e3de --- /dev/null +++ b/content/mechanics/srd/Archetypes/Spellmaster.md @@ -0,0 +1,147 @@ +--- +title: "Spellmaster" +noteType: ":sticky-note:" +aliases: "Spellmaster" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.O7fKfFxCx3e1YasX +tags: + - JournalEntryPage +--- + +# Spellmaster +Those who train under the Master of Spells concern themselves with all matters related to magic. Though not all members of the School of Spells are spellcasters, those who would become Spellmasters of the highest rank and influence have at least some spellcasting capabilities. + +## Pathfinder Society Archetypes + +The following archetypes are uncommon, but are available to members of the Pathfinder Society. Qualifying characters with the [[.fTxZjmNLckRwZ4Po]] archetype can select one of these dedication feats even if they have not gained three feats from the Pathfinder agent archetype, and each of these archetypes' feats fulfills the [[Pathfinder Agent Dedication|Pathfinder Agent Dedication's]] special requirement despite not being from the Pathfinder agent archetype. + +## [[Spellmaster Dedication]] Feat 6 + +**Prerequisites** Intelligence, Wisdom, or Charisma 14; ability to cast focus spells; member of the Pathfinder Society affiliated with the School of Spells + +* * * + +As a Spellmaster, you are adept at identifying magic. You gain a +2 circumstance bonus when you Identify Magic with a skill in which you are trained or better. If you have the Wayfinder Resonance Tinkerer feat, you can change the cantrip you chose for that feat each day during your daily preparations. + +**Special** You cannot select another dedication feat until you have gained two other feats from the Spellmaster archetype. + +## [[Familiar Form]] Feat 8 + +**Prerequisites** Spellmaster Dedication + +* * * + +You can use your magic to transform into a small creature of a type that commonly serves as a spellcaster's familiar, potentially allowing you to safely scout for your party while retaining a degree of spellcasting ability. You gain the _[[Familiar Form]]_ focus spell. Increase the number of Focus Points in your focus pool by 1. + +## [[Glyph Expert]] Feat 8 + +**Prerequisites** Spellmaster Dedication + +* * * + +You've learned to recognize the telltale writings and other signs that indicate the presence of magical traps. You gain a +2 circumstance bonus to Perception checks to find magical traps, to AC against attacks made by magical traps, to saves against magical traps, and to checks to Disable magical traps. Even if you aren't Searching, you get a check to find magical traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You're also adept at avoiding the effects of traps that feature magical writing, such as runes, glyphs, ancient script, or other forms. When you attempt a saving throw against the effects of these traps, if you roll a success, you get a critical success instead. If you roll a critical failure, you get a failure instead. + +## [[Surreptitious Spellcaster]] Feat 8 + +**Prerequisites** Spellmaster Dedication + +* * * + +You've learned that it pays for a Pathfinder to be able to cast spells without being noticed. You gain the [[Conceal Spell]] wizard class feat, though it's not a wizard feat for you. You also gain a +2 circumstance bonus to Stealth checks to Conceal a Spell and to Deception checks to conceal verbal components. + +## [[Recover Spell]] Feat 10 + +**Prerequisites** Spellmaster Dedication + +**Requirements** An enemy's action disrupted your attempts to Cast a Spell since the beginning of your last turn. + +* * * + +You recover the energy of a recently disrupted spell, allowing you to cast it again as long as you do so immediately before the energy dissipates. You regain the use of a spell that was disrupted since the beginning of your last turn, but you must immediately Cast the Spell again with your next action or else you lose the spell; as normal for metamagic, this must be on the same turn that you use Recover Spell. You can change the area, targets, and other variables, including the number of actions used to Cast the Spell if the spell allows, such as when casting _Heal_ or _Magic Missile_. + +## [[Spellmaster's Ward]] Feat 10 + +**Prerequisites** Spellmaster Dedication + +* * * + +You can create a number of powerful shielding runes that bolster your defenses against damaging spells by absorbing the worst of the energy to keep you safe. You gain the _[[Spellmaster's Ward]]_ focus spell. Increase the number of Focus Points in your focus pool by 1. + +## [[Ward Casting]] Feat 10 + +**Prerequisites** Spellmaster Dedication, Steady Spellcasting + +**Trigger** You attempt a flat check for Steady Spellcasting, but you haven't rolled yet. + +* * * + +You carefully ward your spell by drawing from a mantle of magical energy you prepared to protect your casting, increasing your chance of retaining the spell. You reduce the DC of the flat check for Steady Spellcasting from 15 to 10. + +## [[Communal Sustain]] Feat 12 + +**Prerequisites** Spellmaster Dedication + +**Frequency** once per round + +* * * + +Choose one spell with a sustained duration that one of your allies has in effect. You must be within 30 feet of the chosen ally. The ally can Sustain the Spell once as a free action, triggered at the start of their next turn. + +## [[Spellmaster's Resilience]] Feat 12 + +**Prerequisites** Spellmaster Dedication + +* * * + +Your experience with a specific type of harmful magic makes you more resistant to it. Choose a magical tradition (arcane, divine, occult, or primal). You gain a +1 circumstance bonus to saving throws against spells and effects with that tradition's trait and resistance 5 to all damage from spells and effects with that tradition's trait. The effect must have actually been cast or created with that tradition, rather than simply being on that tradition's spell list. + +## [[Absorb Spell]] Feat 14 + +**Frequency** once per 10 minutes + +**Prerequisites** Spellmaster Dedication, spell repertoire or ability to prepare spells + +**Trigger** You critically succeed at a saving throw against a foe's spell, and that spell is of a level you can normally cast. + +* * * + +You absorb a spell and store it in your body. If you are a spontaneous spellcaster, you can cast the triggering spell once during the next 10 minutes, even if it's not on your spell list as if it were in your repertoire. If you are a prepared spellcaster, you can replace one of your prepared spells of the same level with the absorbed spell, but you must cast the absorbed spell within 10 minutes or you lose that spell slot for the day. You cast the spell at the same spell level as the spell you absorbed, but the spell is of your magical tradition and uses your spell DC, spell attack roll, and other statistics to determine its effects. + +## [[Spellmaster's Tenacity]] Feat 14 + +**Prerequisites** Spellmaster Dedication + +**Frequency** once per day + +**Trigger** You critically fail at a saving throw against a foe's spell, and that spell was cast or created with the tradition of magic you selected with the [[Spellmaster's Resilience]] feat. + +* * * + +You call upon the power of your spells to protect you from the worst of the magic headed your way. You fail your saving throw instead of critically failing. For 1 minute, increase the circumstance bonus to saving throws from the Spellmaster's Resilience feat to +2, and increase the resistance to damage it grants to 10. + +## [[Master's Counterspell]] Feat 16 + +**Prerequisites** Spellmaster Dedication, master in spell attack rolls and spell DCs + +**Trigger** A creature Casts a Spell that you have prepared, and that spell was cast or created with a tradition of magic in which you have master proficiency in spell attack rolls and spell DCs. + +* * * + +When a foe Casts a Spell and you can see its manifestations, you can use your magic to disrupt it. If you're a prepared caster, you can expend a prepared spell to counter the triggering creature's casting of a spell. If you're a spontaneous caster, you can expend a spell slot. The level of the prepared spell or spell slot must be at least as high as the triggering spell's level. You lose your prepared spell or spell slot as if you had Cast the Spell. You then attempt to counteract the triggering spell, and you take a -2 penalty to your counteract check; for prepared casters, the GM might waive the penalty if the spell you're expending to counterspell is especially appropriate-such as countering with the same spell, or using a Cone of Cold to counteract a Fireball. + +## [[Mobile Magical Combat]] Feat 16 + +**Prerequisites** Spellmaster Dedication + +**Requirements** You're wielding a melee weapon and have Cast a Spell requiring at least 1 action this turn. + +* * * + +You dart around the battlefield, casting spells while you carefully make melee attacks with your weapon. Stride once. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Mobile Magical Combat while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. + +## [[Retain Absorbed Spell]] Feat 18 + +**Prerequisites** [[Absorb Spell]] + +* * * + +When you absorb a spell using the Absorb Spell reaction, you utilize secret, techniques that allow you to retain the power and knowledge necessary to cast the spell repeatedly-potentially for a greater period of time. If you're a spontaneous caster, you can cast the triggering spell up to three times instead of once. If you're a prepared spellcaster, you can replace up to three of your prepared spells of the same level with the absorbed spell instead of one. Either way, you can choose to retain the absorbed spell for the next hour instead of the next 10 minutes; if you choose to extend the absorption to an hour, you can't use Absorb Spell again until one hour after the spell is absorbed. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Spellshot (Class Archetype).md b/content/mechanics/srd/Archetypes/Spellshot (Class Archetype).md new file mode 100755 index 000000000..c6dc348a9 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Spellshot (Class Archetype).md @@ -0,0 +1,71 @@ +--- +title: "Spellshot (Class Archetype)" +noteType: ":sticky-note:" +aliases: "Spellshot (Class Archetype)" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.FJGPBhYmD7xTFsrW +tags: + - JournalEntryPage +--- + +# Spellshot (Class Archetype) +**Rarity** Uncommon + +* * * + +Spellshots aren't ordinary gunslingers. They come from a tradition of ancient secrets and principles, which they temper with modern innovation and perspective. Spellshots combine magical power into the art of gunplay to create a distinct and mystical way known only to spellshots, enigmatic and unavailable to other gunslingers in the world at large. The first to identify themselves as spellshots tied their magical traditions to the history of the Star Code and the Crowned Regents in Arcadia. Ancient, reclusive crafters known as the Crowned Regents created star guns, the legendary magical firearms that shot white-hot blasts of energy. Wielders of star guns became bound together by the Star Code—a set of cultural expectations that defined how one should behave while using these powerful weapons. You can find more information about star guns, the Crowned Regents, and the Star Code in Guns & Gears. + +Most spellshots continue to come from Arcadia, as the stories describing the relevant skills and training to become one have been passed down over the generations. Many gunslingers who grow up in this region hear of these tales early in their lives, and they develop the techniques to channel magical energy through their firearms in imitation of the Regents' arcane methods. While Arcadia is home to the vast majority of the world's spellshots, the techniques have slowly spread to other regions. However, spellshots remain particularly rare in the Inner Sea region due to the unique history of guns there and their connection to the Grand Duchy of Alkenstar, which exists in a magic-dead region of the Mana Wastes. + +## [[Spellshot Dedication]] Feat 2 + +**Prerequisites** [[Way of the Spellshot]] + +* * * + +You've steeped yourself in magic and gunplay to the extent that you can conjure bullets from thin air, using a rudimentary knowledge of arcane theory to create a temporary piece of ammunition. You gain the [[Conjure Bullet]] action. + +**Special** You can't select another dedication feat other than Beast Gunner Dedication until you've gained two other feats from the spellshot or beast gunner archetypes. + +## [[Fulminating Shot]] Feat 6 + +**Prerequisites** [[Spellshot Dedication]] + +* * * + +**Frequency** once per round. + +* * * + +You channel potent magic into your next shot, empowering it with a blast of crackling energy. Choose acid, cold, electricity, or fire. If you hit with your next attack roll using a firearm or crossbow before the end of your turn, you deal 1d6 additional damage of this type. At 12th level, this increases to 2d6 additional damage, and at 18th level, it increases to 3d6 additional damage. + +## [[Call Gun]] Feat 8 + +**Prerequisites** [[Spellshot Dedication]] + +* * * + +You build a powerful magical connection with a chosen gun or crossbow, gaining the ability to conjure it directly to your hand from any distant location. During your daily preparations, choose a single crossbow or firearm. Until your next daily preparations, you can use the [[Call Gun]] action to call the gun to your hand. + +## [[Phase Bullet]] Feat 14 + +**Prerequisites** [[Spellshot Dedication]] + +* * * + +**Frequency** once per day + +* * * + +You can aim your bullets not just in three normal dimensions, but in additional dimensions as well, allowing you to fire a magical shot that phases through everything but your target. Make a crossbow or firearm Strike against a foe who's observed or [[Hidden]] to you (but not undetected). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers and force effects stop the bullet. The shot ignores all cover, the [[Concealed]] condition, the hidden condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The Strike's damage can't be reduced with a Shield Block reaction using a non-magical shield. + +## [[Black Powder Embodiment]] 18 + +**Prerequisites** [[Spellshot Dedication]], master in Arcana + +* * * + +**Requirements** You're wielding a loaded magical firearm or crossbow. + +* * * + +You infuse your entire being into a single shot, merging your body into the blast and enabling you to travel the same path as your bolt or bullet. Strike a creature with the required weapon. On a success, if the target was within 120 feet, you and all your gear are teleported to an open space of your choice within 10 feet of the target. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Staff Acrobat.md b/content/mechanics/srd/Archetypes/Staff Acrobat.md new file mode 100755 index 000000000..66a488656 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Staff Acrobat.md @@ -0,0 +1,71 @@ +--- +title: "Staff Acrobat" +noteType: ":sticky-note:" +aliases: "Staff Acrobat" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.BRxlFHXu8tN14TDI +tags: + - JournalEntryPage +--- + +# Staff Acrobat +You can perform amazing acts in and out of combat when you have a spear, staff, or polearm. + +## [[Staff Acrobat Dedication]] Feat 2 + +**Prerequisites** Dexterity 16; trained in Acrobatics; trained in Athletics; trained with at least one of the following weapons: staff, bo staff, halfling sling staff, or any weapon in the spear or polearm group (referred to in this archetype as 'your staff') + +* * * + +When you High Jump, Leap, or Long Jump while wielding your staff, you gain a +2 circumstance bonus to any Athletics check required and add 5 feet to the distance you can Leap vertically and horizontally. You can Shove and Trip even if you don't have a free hand, provided you are wielding your staff. Finally, when you roll a success on a check to Balance while wielding your staff, you get a critical success instead. + +**Special** You cannot select another dedication feat until you have gained two other feats from the staff acrobat archetype. + +## [[Bullying Staff]] Feat 4 + +**Prerequisites** Staff Acrobat Dedication + +**Requirements** You are wielding your staff. + +* * * + +You can attempt to Shove or Trip creatures up to two sizes larger than you. If you have master proficiency with your staff, you can attempt to Shove or Trip creatures up to three sizes larger than you. + +## [[Staff Sweep]] Feat 6 + +**Prerequisites** Staff Acrobat Dedication + +**Requirements** You are wielding your staff. + +* * * + +You sweep your foes away with your staff. Roll an Athletics check to Shove or Trip, and compare the result to the appropriate DCs of up to two foes, each of whom must be within your reach and no more than 5 feet apart. + +## [[Levering Strike]] Feat 8 + +**Prerequisites** Staff Acrobat Dedication + +**Requirements** You are wielding your staff. + +* * * + +Make a Strike with your staff. As long as you don't critically fail, the target becomes off-guard and takes a -2 circumstance penalty to its DC against Shove, Trip, and Tumble Through attempts until the start of your next turn. + +## [[Whirlwind Stance]] Feat 10 + +**Prerequisites** Staff Acrobat Dedication, expert proficiency in your staff + +**Requirements** You are wielding your staff, which must have the parry trait. + +* * * + +You use your staff as a defensive implement as well as an offensive one. You gain a +2 circumstance bonus to AC as long as you remain in this stance. + +## [[Pivot Strike]] Feat 14 + +**Prerequisites** Staff Acrobat Dedication + +**Requirements** You are wielding your staff. + +* * * + +You Leap and then Strike using your staff. You gain a circumstance bonus to damage for the Strike equal to twice the number of weapon damage dice. Regardless of whether your Strike hit, you can then attempt to Shove or Trip the target. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Stalwart Defender.md b/content/mechanics/srd/Archetypes/Stalwart Defender.md new file mode 100755 index 000000000..2fcecb461 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Stalwart Defender.md @@ -0,0 +1,135 @@ +--- +title: "Stalwart Defender" +noteType: ":sticky-note:" +aliases: "Stalwart Defender" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ukLpSqTkmRLvZj0z +tags: + - JournalEntryPage +--- + +# Stalwart Defender +The military history of the dwarves is a story of largely defensive combat and tactics, whether it be as simple as guarding a camp during the Quest for Sky or a protracted siege, such as at the Sky Citadel of Kraggodan. The martial discipline of the stalwart defender arose over the course of centuries to become an iconic dwarven warrior, capable of holding their ground against overwhelming odds and not ceding an inch of stone. + +To be a stalwart defender is to stand with the resilience of a mountain. When danger arrives you face it unflinchingly, allowing your enemy's blows to glance off you like wind whistling past granite. This mindset comes naturally to dwarves, while other ancestries typically need specialized training to attain the determination needed for such a style. + +## [[Stalwart Defender Dedication]] Feat 2 + +**Prerequisites** trained in light armor + +**Access** You are a dwarf or have undergone defender training in a dwarven settlement such as Highhelm. + +* * * + +You have completed your initial training in the ways of a stalwart defender. You gain the [[Tenacious Stance]] action. + +* * * + +**Special** You cannot select another dedication feat until you take two other feats from the stalwart defender archetype. + +## [[Mountain Skin]] Feat 4 + +**Prerequisites** Stalwart Defender Dedication + +* * * + +You become trained in medium and heavy armor. Whenever you gain a class feature that grants you expert or greater proficiency in any armor (but not unarmored defense), you also gain that proficiency rank in the armor types granted to you by this feat. + +## [[Tunnel Wall]] Feat 4 + +**Prerequisites** Shield Block, Stalwart Defender Dedication + +**Requirements** You are in Tenacious Stance. + +* * * + +Using your shield, you guard against the movement of foes as surely as if you were a wall of stone. You Raise a Shield and become anchored for 1 round. While anchored, you gain a +4 circumstance bonus to the DC to [[Tumble Through]] your space. + +## [[Crushing Step]] Feat 6 + +**Prerequisites** Stalwart Defender Dedication + +* * * + +The weight of your armored feet casts aside natural impediments. When wearing medium or heavy armor, you ignore difficult terrain from non-magical sources. If you are a master in the armor you are wearing, you also ignore greater difficult terrain from non-magical sources. + +## [[Gravel Guts]] Feat 6 + +**Prerequisites** Stalwart Defender Dedication + +* * * + +Stone never becomes queasy, so why should you? You gain a +1 circumstance bonus to saving throws against the sickened condition. When you succeed at a Fortitude save to reduce your sickened value, you reduce it by 2 (or by 3 on a critical success). + +## [[Upset Balance]] Feat 6 + +**Prerequisites** Stalwart Defender Dedication, expert in Athletics + +**Trigger** You are damaged by a melee Strike. + +**Requirements** You are in Tenacious Stance. + +* * * + +You lean into your foe's attack, using the weight of your body and armor to send them reeling. Attempt an Athletics check against the creature's Reflex DC. On a success, the target becomes [[Clumsy 1]] until the end of its next turn ([[Clumsy 1|Clumsy 2]] on a critical success). If you are anchored, you gain a +2 circumstance bonus to this check. + +## [[Rupture Stomp]] Feat 8 + +**Prerequisites** Stalwart Defender Dedication + +**Frequency** once per day + +**Requirements** You are in Tenacious Stance. + +* * * + +Every dwarf knows that the rock they walk upon can be either a best friend or a treacherous path. With a heavy impact of your armored heel, you crack the ground underneath you. The ground within a @Template\[type:emanation|distance:10\] becomes difficult terrain. If you are a master or better in the armor you are wearing, this becomes greater difficult terrain. The cracked ground settles and reverts to normal terrain after 1 minute. + +* * * + +**Special** At 16th level, you can take this feat again. If you do, you can use it once per hour instead of once per day. + +## [[Unshaken in Iron]] Feat 8 + +**Prerequisites** Stalwart Defender Dedication + +* * * + +You know the precise limits of your armor, and trust it to save you from harm. You gain the armor specialization effect of light armor. If you are trained in medium or heavy armor, you gain the respective armor specialization effect for those armors as well. While in Tenacious Stance, you increase the value of your armor specialization effects by an amount equal to the value of your armor check penalty (adding +3 to the resistance while wearing plate armors, for example). + +## [[Gathering Moss]] Feat 10 + +**Prerequisites** Stalwart Defender Dedication + +**Frequency** once per day + +**Trigger** You enter Tenacious Stance. + +* * * + +By rooting yourself in place, you are able to focus your body's natural healing to work faster. You gain fast healing equal to your level. This fast healing remains for 1 minute or until you end your Tenacious Stance, whichever comes first. + +## [[Cracked Mountain]] Feat 12 + +**Prerequisites** Stalwart Defender Dedication + +**Frequency** once per hour + +**Trigger** You would be reduced to 0 Hit Points but not immediately killed. + +**Requirements** You are in Tenacious Stance. + +* * * + +You fight on, staying on your feet and lashing out at a foe. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1. Make a melee Strike at an enemy within reach. You immediately end your Tenacious Stance. + +## [[Stone Body]] Feat 16 + +**Prerequisites** Stalwart Defender Dedication + +**Frequency** once per hour + +**Requirements** You are in Tenacious Stance. + +* * * + +Emulating the great defenders throughout dwarven history, you close your mind to the sensation of pain, becoming as resolute as stone itself. You gain resistance 10 to all damage. This effect lasts until the end of your next turn or immediately upon being critically hit. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Sterling Dynamo.md b/content/mechanics/srd/Archetypes/Sterling Dynamo.md new file mode 100755 index 000000000..b38dc8a9a --- /dev/null +++ b/content/mechanics/srd/Archetypes/Sterling Dynamo.md @@ -0,0 +1,97 @@ +--- +title: "Sterling Dynamo" +noteType: ":sticky-note:" +aliases: "Sterling Dynamo" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.6KciIDJV6ZdJcAVa +tags: + - JournalEntryPage +--- + +# Sterling Dynamo +**Rarity** Uncommon + +* * * + +While many people across Golarion use prosthetic devices, you've acquired and outfitted yourself with a particularly advanced combat model of clockwork prosthesis: a piece of cutting edge technology called a sterling dynamo. You know how to maintain your dynamo and how to customize it to suit your needs and style, incorporating any promising new technologies you encounter into its design. + +There's a significant distinction, however, between someone who merely has a sterling dynamo prosthesis and someone like you who is a true sterling dynamo. With their recent invention, people in Absalom and Dongun Hold with access to the technology have begun to adopt sterling dynamos as their prostheses of choice, among the wide variety of amazing options already available in both markets. However, not everyone who chooses to use sterling dynamo technology is a member of the sterling dynamo archetype. + +With the sterling dynamo archetype, you both use a sterling dynamo prosthesis and truly understand its advantages, limitations, and limitless potential. You don't have to literally be your own mechanic, as there's no requirement for a sterling dynamo to be particularly skilled at crafting, but even if you aren't, you can still "feel" what's right when it comes to adjusting and optimizing your dynamo. Whether you implement these improvements yourself or present your mechanic with ideas and insights that allow them to achieve something special on your behalf, your strength and ingenuity are what make you a sterling dynamo. + +As you train to use your dynamo in all sorts of adventures, you may become capable of feats its original inventors never dreamed possible. In fact, as you progress in the archetype and explore the possibilities, you might find that these inventors want to interview you in order to apply your insights and help them create a new generation of the technology with even greater capabilities. The sterling dynamo's adaptability grants it vast potential, so the sky's the limit! + +#### Prosthetics in Golarion + +Prosthetics in Golarion don't require membership in an archetype or special organization to obtain. A character can purchase a simple prosthetic foot, eye, hand, or virtually any other body part for as little as 5 silver pieces, with more expensive prosthetics that are decorated with unique customizations or designs available for a corresponding mark-up. For more information on prosthetics, see page 69 of Pathfinder Lost Omens Grand Bazaar. The sterling dynamo prosthetic technology presented here was created through collaboration between a Dongun Hold prosthesis inventor, who created the flexible silvery clockwork joint system, and a researcher from the Clockwork Cathedral in Absalom, who created a prototype variant that increased how customizable the model was and sent it back to the dwarven inventor to iterate further. That iteration became the sterling dynamo that entered the market in late 4721 AR. It has been widely applauded for its adaptability in both combat and everyday use. + +## [[Sterling Dynamo Dedication]] Feat 2 + +* * * + +You obtain a sterling dynamo prosthetic, which allows you to replace or augment a limb, or even add a simple new non-prehensile limb, such as a tail. While your sterling dynamo prosthetic can replace a missing prehensile limb, such as an arm, choosing to add a new limb can never increases your character's number of hands or prehensile limbs beyond two, even in combination with other abilities or effects. + +Your sterling dynamo prosthesis is especially optimized for combat, granting you a dynamo melee unarmed attack that is in the brawling weapon group and is made of silver (which makes it more effective against certain types of creatures, such as devils and werewolves). + +You have several options to customize your sterling dynamo. First, choose whether you have a power driver dynamo, which deals `dice: 1d6` bludgeoning damage and has the shove trait, or a percussive striker dynamo, which deals `dice: 1d4` bludgeoning damage and has the agile and finesse traits. Most dynamos are automated, so they don't require a free hand to use, like other unarmed attacks. However, you can instead choose to make your dynamo be manually controlled via a handheld switch, lever, or other device; to make an attack with a manually controlled dynamo, you must have a hand free to operate it, but the benefit is great control and a more devastating strike. This increases the damage die by one size, to a 1d8 for a power drive dynamo or 1d6 for a percussive striker dynamo. Arm dynamos are always manual, but they use the hand on that arm to operate the dynamo when making strikes. Manual control is required only in the heat of combat, not for less strenuous adventuring or everyday activities. + +You need to keep your sterling dynamo wound, but the process isn't particularly onerous, so in most situations, it won't be an issue. If you spend 1 minute winding up your dynamo, it can remain active for 24 hours before needing additional winding. However, enemies can attempt to Disable the dynamo, which has a level equal to your own, to reduce the remaining operational time by 1 hour, or 2 hours on a critical success. Certain other abilities that adversely affect technology might also reduce the dynamo's remaining operational time. When your dynamo is out of operational time, you can still use it as a normal prosthetic, but you cannot use your dynamo unarmed attack or any other abilities from this archetype until you wind the dynamo again. You can wind the dynamo for 1 minute at any time to return it to the maximum 24 hours of operational time. + +**Special** You cannot select another dedication feat until you have gained two other feats from the sterling dynamo archetype. + +## [[Modular Dynamo]] Feat 4 + +**Prerequisites** [[Sterling Dynamo Dedication]] + +* * * + +Your dynamo has modular configurations, allowing you to swap between various different possibilities with ease in order to adapt to various situations in combat. Your dynamo attack gains the modular trait, as well as one of the following configurations of your choice: power driver `dice: 1d6` bludgeoning damage; shove), percussive striker `dice: 1d4` bludgeoning damage; agile, finesse), rotating sickle `dice: 1d6` slashing damage; trip), or entangling barbs `dice: 1d6` piercing damage; grapple). If you have a manually controlled dynamo, these damage dice increase by 1 size, as usual, and you can also choose the extendable baton `dice: 1d4` bludgeoning damage; finesse, reach), which has the damage increase already factored in. + +When you use an Interact action to switch configurations using the modular trait, you switch between the initial configuration of dynamo you chose with the Sterling Dynamo Dedication and the new configuration you chose with Modular Dynamo. + +**Special** You can select this feat multiple times. Each time, you choose another configuration and add it to the list of options you can choose when you use an Interact action with the modular trait. + +## [[Piston Punch]] Feat 6 + +**Prerequisites** [[Sterling Dynamo Dedication]] + +* * * + +You lash out with a powerful punch, extending your dynamo to a greater length in order to attack two creatures in a row. Make a single bludgeoning or piercing dynamo Strike and compare the attack roll result to the ACs of up to two foes. The first foe must be within your melee reach and the second foe must be adjacent to the first foe in a straight line away from you. Roll damage only once and apply it to each creature you hit. A Piston Punch counts as two attacks for your multiple attack penalty. Reduce the operational time of your sterling dynamo by 1 hour. + +## [[Stasian Smash]] Feat 8 + +**Prerequisites** [[Sterling Dynamo Dedication]] + +**Access** You are from Ustalav. + +* * * + +You've modified your dynamo with Stasian coils, allowing you to make a powerful attack that crackles with electricity. Make a dynamo Strike. On a success, the Strike deals an additional `dice: 1d12` electricity damage to the target, as well as `dice: 1d4` electricity damage to up to two other foes within 10 feet as sparks leap across the gaps. If you critically fail your dynamo Strike, you take `dice: 1d12` electricity damage. This counts as two attacks when calculating your multiple attack penalty. At 18th level, the additional electricity damage to the target increases to 2d12, and the additional electricity damage to the other foes increases to `dice: 2d4`. Reduce the operational time of your sterling dynamo by 1 hour. + +## [[Beast Dynamo Howl]] Feat 10 + +**Prerequisites** [[Sterling Dynamo Dedication]] + +**Access** You are from Arcadia. + +* * * + +You've incorporated beast tech from Arcadia into your dynamo, adding in components from various terrifying creatures to enhance your prosthesis's capabilities. The beast parts can unleash a disturbing howl as you make a powerful attack with your dynamo. Attempt a single Intimidation check to Demoralize each enemy within 30 feet; you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language. Then, make a dynamo Strike. Reduce the operational time of your sterling dynamo by 1 hour. + +## [[Golem Dynamo]] Feat 12 + +**Prerequisites** [[Sterling Dynamo Dedication]] + +**Access** You are an automaton or are otherwise from the ancient Jistka Imperium. + +* * * + +You've learned the secrets of Jistkan golem prostheses, allowing you to incorporate golem components into your dynamo and gain a portion of their magic. You gain a +1 status bonus to saving throws against magic, and your dynamo Strikes become magical. + +## [[Soaring Dynamo]] Feat 18 + +**Prerequisites** [[Sterling Dynamo Dedication]] + +* * * + +You've built clockwork wings or jets into your dynamo, allowing you to use your prosthesis to fly. You gain a fly Speed equal to your Speed. Each minute of flight reduces the operational time of your sterling dynamo by 1 hour, measured from the first time you use the Fly action in a given minute. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Student of Perfection.md b/content/mechanics/srd/Archetypes/Student of Perfection.md new file mode 100755 index 000000000..65b20879a --- /dev/null +++ b/content/mechanics/srd/Archetypes/Student of Perfection.md @@ -0,0 +1,79 @@ +--- +title: "Student of Perfection" +noteType: ":sticky-note:" +aliases: "Student of Perfection" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.EwlYs1OzaMj9BB5I +tags: + - JournalEntryPage +--- + +# Student of Perfection +You studied martial arts at Jalmeray's Houses of Perfection. + +## [[Student of Perfection Dedication]] Feat 2 + +**Prerequisites** powerful fist or expert in unarmed attacks; member of a House of Perfection + +**Access** You are from Jalmeray. + +* * * + +You have learned the martial arts techniques of your House of Perfection. You become trained in your choice of Acrobatics or Athletics and Warfare Lore; if you were already trained, you become an expert instead. You gain the [[Ki Strike]] monk class feat, which grants you the ki strike ki spell and a focus pool of 1 Focus Point that you can recover using the Refocus activity as a monk does. Your ki spells from Student of Perfection are occult spells. + +**Special** You can't select another dedication feat until you have gained two other feats from the student of perfection archetype. + +## [[Perfect Strike]] Feat 4 + +**Prerequisites** Student of Perfection Dedication + +* * * + +You gain the _[[Perfect Strike]]_ ki spell. Increase the number of Focus Points in your focus pool by 1. + +## [[Perfect Weaponry]] Feat 4 + +**Prerequisites** Student of Perfection Dedication + +* * * + +You gain the [[Monastic Weaponry]] monk class feat. You can use melee monk weapons with any Student of Perfection feats or Student of Perfection focus spells that normally require unarmed attacks. + +## [[Perfect Ki Adept]] Feat 6 + +**Prerequisites** Student of Perfection Dedication + +* * * + +You gain the appropriate ki spell for your School of Perfection: _[[Unblinking Flame Revelation]]_ for Unblinking Flame, _[[Unbreaking Wave Advance]]_ for Unbreaking Waves, _[[Unfolding Wind Rush]]_ for Unfolding Wind, or _[[Untwisting Iron Buffer]]_ for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. + +## [[Perfect Resistance]] Feat 8 + +**Prerequisites** Student of Perfection Dedication + +* * * + +You gain resistance equal to half your level to all damage from effects with the appropriate trait for your School of Perfection: fire for Unblinking Flame, water for Unbreaking Waves, air for Unfolding Wind, and earth for Untwisting Iron. After using a Student of Perfection ki spell, the resistance increases to be equal to your level for 1 round. + +## [[Perfect Ki Expert]] Feat 10 + +**Prerequisites** Student of Perfection Dedication + +* * * + +You gain an appropriate ki spell for your School of Perfection: _[[Unblinking Flame Aura]]_ for Unblinking Flame, _[[Unbreaking Wave Vapor]]_ for Unbreaking Waves, _[[Unfolding Wind Buffet]]_ for Unfolding Wind, or _[[Untwisting Iron Roots]]_ for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become an expert in occult spell DCs and occult spell attack rolls. + +## [[Perfect Ki Exemplar]] Feat 14 + +**Prerequisites** Student of Perfection Dedication + +* * * + +You gain an appropriate ki spell for your School of Perfection: _[[Unblinking Flame Emblem]]_ for Unblinking Flame, _[[Unbreaking Wave Barrier]]_ for Unbreaking Waves, _[[Unfolding Wind Blitz]]_ for Unfolding Wind, or _[[Untwisting Iron Augmentation]]_ for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become an expert in occult spell DCs and occult spell attack rolls. + +## [[Perfect Ki Grandmaster]] Feat 18 + +**Prerequisites** Perfect Ki Expert or Perfect Ki Exemplar + +* * * + +You gain an appropriate ki spell for your School of Perfection: _[[Unblinking Flame Ignition]]_ for Unblinking Flame, _[[Unbreaking Wave Containment]]_ for Unbreaking Waves, _[[Unfolding Wind Crash]]_ for Unfolding Wind, or _[[Untwisting Iron Pillar]]_ for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become a master in occult spell DCs and occult spell attack rolls. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Summoner.md b/content/mechanics/srd/Archetypes/Summoner.md new file mode 100755 index 000000000..be0b89bab --- /dev/null +++ b/content/mechanics/srd/Archetypes/Summoner.md @@ -0,0 +1,96 @@ +--- +title: "Summoner" +noteType: ":sticky-note:" +aliases: "Summoner" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.b5VoSJNzoNuqbtvD +tags: + - JournalEntryPage +--- + +# Summoner +You have a tenuous connection to an eidolon, a bodiless being that shares your life force, and with effort you can manifest the eidolon into the world. + +## [[Summoner Dedication]] Feat 2 + +**Prerequisites** Charisma 14 + +* * * + +Choose a [[Bloodline]]. You become trained in the bloodline's two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You're trained in spell attack rolls and spell DCs for your tradition's spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline's tradition. You don't gain any other abilities from your choice of bloodline. + +* * * + +**Special** You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype. + +## [[Basic Synergy]] Feat 4 + +**Prerequisites** Summoner Dedication + +* * * + +You gain a 1st- or 2nd-level summoner feat of your choice. + +## [[Initial Eidolon Ability]] Feat 4 + +**Prerequisites** Summoner Dedication + +* * * + +Your link to your eidolon becomes stronger, granting it a new ability. Your eidolon gains the initial ability for an eidolon of its type. + +## [[Advanced Synergy]] Feat 6 + +**Prerequisites** Basic Synergy + +* * * + +You gain one summoner feat. For the purpose of meeting its prerequisites, your summoner level is equal to half your character level. + +**Special** You can select this feat more than once. Each time you select it, you gain another summoner feat. + +## [[Basic Summoner Spellcasting]] Feat 6 + +**Prerequisites** Summoner Dedication + +* * * + +You gain the basic bounded spellcasting benefits. You gain the Cast a Spell activity. Your key spellcasting ability for summoner archetype spells is Charisma, and they are summoner spells of your eidolon's tradition. You become trained in spell attack rolls and spell DCs of that tradition. You gain a spell repertoire and two cantrips. Each time you gain a spell slot of a new level from the summoner archetype, add a spell of that level or lower to your repertoire. Each time you lose spell slots of a particular level, remove those spells from your repertoire. + +## [[Expert Combat Eidolon]] Feat 12 + +**Prerequisites** Summoner Dedication + +* * * + +Your eidolon advances its capabilities in combat. Your eidolon becomes an expert in unarmed attacks. If you are an expert in unarmored defense, your eidolon also becomes an expert in unarmored defense. If you have weapon specialization, your eidolon also gains weapon specialization. + +## [[Expert Summoner Spellcasting]] Feat 12 + +**Prerequisites** Basic Summoner Spellcasting; master in the skill associated with your eidolon's tradition + +* * * + +You gain the expert bounded spellcasting benefits. + +## [[Signature Synergy]] Feat 14 + +**Prerequisites** Advanced Synergy + +* * * + +Your eidolon gains an evolution integral to its form, and it comes more easily than your other synergies. You gain one evolution feat from the following list: + +* [[Airborne Form]] +* [[Burrowing Form]] +* [[Ever-Vigilant Senses]] +* [[Hulking Size]] + +For the purpose of meeting its prerequisites, your summoner level is equal to your character level - 4. + +## [[Master Summoning Spellcasting|Master Summoner Spellcasting]] Feat 18 + +**Prerequisites** Expert Summoner Spellcasting; legendary in the skill associated with your eidolon's tradition + +* * * + +You gain the master bounded spellcasting benefits. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Swashbuckler.md b/content/mechanics/srd/Archetypes/Swashbuckler.md new file mode 100755 index 000000000..d500efea2 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Swashbuckler.md @@ -0,0 +1,69 @@ +--- +title: "Swashbuckler" +noteType: ":sticky-note:" +aliases: "Swashbuckler" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.k9Ebp52kt0ZLHtMl +tags: + - JournalEntryPage +--- + +# Swashbuckler +You fight with flair and style, adding swashbuckling tricks to your combat repertoire. + +## [[Swashbuckler Dedication]] Feat 2 + +**Prerequisites** Charisma 14, Dexterity 14 + +* * * + +Choose a swashbuckler style. You gain the panache class feature, and you can gain panache in all the ways a swashbuckler of your style can. You become trained in Acrobatics or the skill associated with your style. If you were already trained in both skills, you instead become trained in a skill of your choice. You also become trained in swashbuckler class DC. You don't gain any other effects of your chosen style. + +**Special** You can't select another dedication feat until you have gained two other feats from the swashbuckler archetype. + +## [[Basic Flair]] Feat 4 + +**Prerequisites** Swashbuckler Dedication + +* * * + +You gain a 1st- or 2nd-level swashbuckler feat of your choice. + +## [[Finishing Precision]] Feat 4 + +**Prerequisites** Swashbuckler Dedication + +* * * + +You've learned how to land daring blows when you have panache. You gain the precise strike class feature but you deal 1 addition damage on a hit and 1d6 damage on a finisher. This damage doesn't increase as you gain levels. In addition, you gain the Basic Finisher action. + +## [[Advanced Flair]] Feat 6 + +**Prerequisites** Basic Flair + +* * * + +You gain one swashbuckler feat. For the purpose of meeting its prerequisites, your swashbuckler level is equal to half your character level. + +## [[Swashbuckler's Riposte]] Feat 6 + +**Prerequisites** Swashbuckler Dedication + +* * * + +You've learned to riposte against ill-conceived attacks. You gain the Opportune Riposte reaction. + +## [[Swashbuckler's Speed]] Feat 8 + +**Prerequisites** Swashbuckler Dedication + +* * * + +You move faster, with or without panache. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus; you also gain a +5-foot status bonus to your Speeds when you don't have panache. + +## [[Evasiveness (Swashbuckler)|Evasiveness]] Feat 12 + +**Prerequisites** Swashbuckler Dedication, expert in Reflex saves + +* * * + +Your proficiency rank for Reflex saves increases to master. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Swordmaster.md b/content/mechanics/srd/Archetypes/Swordmaster.md new file mode 100755 index 000000000..caaff8d9b --- /dev/null +++ b/content/mechanics/srd/Archetypes/Swordmaster.md @@ -0,0 +1,203 @@ +--- +title: "Swordmaster" +noteType: ":sticky-note:" +aliases: "Swordmaster" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.Y4DiXz5I8krCh1fC +tags: + - JournalEntryPage +--- + +# Swordmaster +Though the ultimate goal of the Pathfinder society is to learn, knowledge cannot be spread if those who discover it fail to come back alive. The Master of Swords teaches recruits to survive, to defend other Pathfinders, and to defeat the Society's enemies. The swordmaster embodies these skills, focusing on practicality and ignoring ideals or methods that interfere with their ability to overcome any challenge. + +## Pathfinder Society Archetypes + +The following archetypes are uncommon, but are available to members of the Pathfinder Society. Qualifying characters with the archetype can select one of these dedication feats even if they have not gained three feats from the [[Pathfinder Agent]] archetype, and each of these archetypes' feats fulfills the [[Pathfinder Agent Dedication|Pathfinder Agent Dedication's]] special requirement despite not being from the Pathfinder agent archetype. + +## [[Swordmaster Dedication]] Feat 6 + +**Prerequisites** Strength, Dexterity, or Constitution 14; member of the Pathfinder Society affiliated with the School of Swords + +* * * + +Your Swords training taught you to never lose hold of your weapon. You gain a +2 circumstance bonus to your Reflex DC when foes attempt to Disarm you. If you have the Deft Cooperation feat and critically succeed on a check to Aid an ally's attack roll or skill check, you gain a +2 circumstance bonus from Deft Cooperation (instead of a +1 bonus) the first time you attempt an attack roll or attempt a skill check where the bonus would apply. + +**Special** You cannot select another dedication feat until you have gained two other feats from the Swordmaster archetype. + +## [[Improvised Crafting]] Feat 8 + +**Prerequisites** Swordmaster Dedication, expert in Crafting + +* * * + +You've learned to repair your equipment even in challenging circumstances, making use of what you have available. You can attempt to Repair an item without a repair kit, instead improvising tools out of your gear or found items. This adds 5 minutes to the time it takes to Repair the item. You can also Repair an item while on the move without needing a stable surface. This adds 10 minutes to the times it takes to Repair the item. + +## [[Physical Training]] Feat 8 + +**Prerequisites** Swordmaster Dedication, expert in Athletics and Acrobatics + +* * * + +You spend a lot of time focusing on your physical fitness. You increase your proficiency rank in Acrobatics and Athletics from expert to master. + +## [[Protect Ally]] Feat 8 + +**Prerequisites** Swordmaster Dedication + +* * * + +You place your body between your friends and your enemies, protecting your allies against oncoming attacks. You choose one adjacent ally. That ally gains a +1 circumstance bonus to AC until the start of your next turn or until that ally is no longer adjacent to you, whichever comes first. You can only protect a single ally in this way. If you choose to Protect a different Ally, the previous ally loses the bonus to AC. + +## [[Quick Stow (Swordmaster)|Quick Stow]] Feat 8 + +**Prerequisites** Swordmaster Dedication + +* * * + +You know that situations can change rapidly and might leave you needing to change equipment in the middle of combat. Your training has taught you how to swap your equipment on the fly. You Interact to stow a weapon and then Interact again to draw a readied item or weapon. + +## [[Reflexive Grip]] Feat 8 + +**Prerequisites** Swordmaster Dedication + +* * * + +You keep hold of your weapons even when knocked out. You gain a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, when you fall unconscious, you don't drop any weapons that you're currently wielding, though somebody else can remove them from you. + +## [[Armored Rest]] Feat 10 + +**Prerequisites** Swordmaster Dedication; trained in light, medium, or heavy armor + +* * * + +You've slept many nights in your armor and gotten used to it. You can sleep in armor overnight without being fatigued the next day. If you were already fatigued before sleeping, the armor doesn't prevent you from recovering from being fatigued. + +## [[Harrying Strike]] Feat 10 + +**Prerequisites** Swordmaster Dedication + +* * * + +Your attack prevents a foe from pursuing your allies. Make a melee Strike, adding the following effects in addition to the normal effects of the Strike. + +* * * + +**Critical Success** The target takes a -15-foot status penalty to its Speeds until the start of your next turn. + +**Success** The target takes a -10-foot status penalty to its Speeds until the start of your next turn. + +**Failure** The target takes a -5-foot status penalty to its Speeds until the start of your next turn. + +## [[Martial Exercise]] Feat 10 + +**Prerequisites** Swordmaster Dedication + +* * * + +You've become comfortable in using weapons that you might not have picked up before training with the Swords. Choose one weapon group, such as hammer or sword. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with both simple and martial weapons of your chosen weapon group. + +## [[Practiced Defender]] Feat 10 + +**Prerequisites** Swordmaster Dedication + +* * * + +After extensive practice with the Swords, you're comfortable enough with your shield to move at a normal pace with it raised. You may use the Defend exploration activity while traveling at your full travel speed instead of half your travel speed. + +## [[Emergency Medical Assistance]] Feat 12 + +**Prerequisites** Swordmaster Dedication + +* * * + +After extensive practice with the Swords, you're comfortable enough with your shield to move at a normal pace with it raised. You may use the Defend exploration activity while traveling at your full travel speed instead of half your travel speed. + +## [[Recollect Studies]] Feat 12 + +**Prerequisites** Swordmaster Dedication, expert in a skill used to Recall Knowledge + +**Requirements** You're fighting a creature of your level or lower that could be identified by Recall Knowledge with a skill in which you're an expert. + +* * * + +You paid attention during your studies and remember the right way to attack various creatures. Choose a creature that meets the requirements. You learn the resistances, immunities, or weaknesses of the creature (your choice) without needing to successfully Recall Knowledge. + +## [[Rugged Survivalist]] Feat 12 + +**Prerequisites** Swordmaster Dedication, master in Survival + +* * * + +You've studied survival skills with the School of Swords experts and are comfortable spending long periods of time in the wilderness. You don't get fatigued more quickly due to precipitation during overland travel, though you can otherwise be fatigued as normal. You can go 3 days + your Constitution modifier without water before you take damage from thirst and you can go 5 days + your Constitution modifier without food before you take damage from starvation. + +## [[Shoulder Catastrophe]] Feat 12 + +**Prerequisites** Swordmaster Dedication + +**Trigger** An enemy critically succeeds at a Strike against an adjacent ally. + +* * * + +You've trained to protect your allies by diverting the worst attacks to yourself. The enemy doesn't double the damage from the triggering Strike but instead applies the normal damage to both you and your ally. Both of you take any effects that would happen on a hit that dealt damage, such as poison, but neither of you are subject to any effects that would happen only on a critical success. + +## [[Tense Negotiator]] Feat 12 + +**Prerequisites** Swordmaster Dedication, master in Diplomacy + +* * * + +You often find that the best way to win a conflict means avoiding a fight in the first place. You're good at talking to potential opponents without making things worse. If you would critically fail at a check to Make an Impression, you instead fail. You can attempt checks to make Requests of creatures who're indifferent or unfriendly toward you. + +## [[Armored Exercise]] Feat 14 + +**Prerequisites** Swordmaster Dedication; trained in light, medium, or heavy armor + +* * * + +You've spent time training in your armor alongside other agents from the Swords. Your proficiency rank for light, medium, and heavy armor increases to expert for whichever of those you already had the trained proficiency rank in. + +## [[Death's Door]] Feat 14 + +**Frequency** once per 10 minutes + +**Prerequisites** Swordmaster Dedication + +**Trigger** You take damage that would reduce you to 0 Hit Points. + +* * * + +You continue to fight when others would fall. Just before taking the triggering damage, you gain temporary Hit Points equal to twice your level. If you have Hit Points remaining after gaining these temporary Hit Points, you aren't knocked unconscious, nor do you suffer the other effects of being reduced to 0 Hit Points. Any temporary Hit Points that remain after applying the damage last for up to 4 rounds. + +## [[Forceful Shot]] Feat 14 + +**Prerequisites** Swordmaster Dedication + +* * * + +Your ranged attacks push your foes away from your allies. Make a ranged Strike, adding the following effects in addition to the normal effects of the Strike. + +* * * + +**Critical Success** The target is pushed 10 feet away from you. + +**Success** The target is pushed 5 feet away from you. + +**Failure** The target is off-guard for 1 round. + +## [[Focus Ally]] Feat 16 + +**Prerequisites** Swordmaster Dedication + +**Trigger** An adjacent ally fails, but doesn't critically fail, a saving throw against an effect with the incapacitation trait. + +* * * + +You're so focused on your allies that you can help them to recenter when something would take them out of the fight. Your ally rerolls the failed saving throw. That ally must take the second result. + +## [[Stave off Catastrophe]] Feat 18 + +**Prerequisites** [[Shoulder Catastrophe]] + +* * * + +You fully protect your allies from the worst blows. When you use the Shoulder Catastrophe reaction, you can choose to take the full critical damage and effects from the attack, including effects that apply on a critical hit, and have your ally take no damage and avoid the attack's effects. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Talisman Dabbler.md b/content/mechanics/srd/Archetypes/Talisman Dabbler.md new file mode 100755 index 000000000..318017453 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Talisman Dabbler.md @@ -0,0 +1,47 @@ +--- +title: "Talisman Dabbler" +noteType: ":sticky-note:" +aliases: "Talisman Dabbler" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.fPqSekmEm5byReOk +tags: + - JournalEntryPage +--- + +# Talisman Dabbler +The classic idea of magic is that of a hoary wizard, poring over a crumbling book of spells. But magic is so much more than that-it is thought, will, and action, and with the right talismans, you can make even the cut of a sword a deeply magical act. This all hinges on the small magical talismans you affix to your gear. You know how to make and use the perfect talismans for any job. + +## [[Talisman Dabbler Dedication]] Feat 2 + +You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an agglomeration of folk magic picked up over time. You can craft talismans and know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember talisman formulas and don't need a formula book for them. + +Additionally, you carry a collection of magical baubles you can turn into temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations if you haven't already used it. + +Finally, when you Affix a Talisman, you can (in any combination) affix or remove up to four talismans in the 10-minute span. + +**Special** You can't select another dedication feat until you have gained two other feats from the Talisman Dabbler archetype. + +## [[Quick Fix]] Feat 4 + +**Prerequisites** Talisman Dabbler Dedication + +* * * + +You can attach a talisman using only a bit of glue and some string. You gain the Rapid Affixture skill feat, even if you don't meet the prerequisites. When you use it, you can affix or remove up to four talismans in 1 minute instead of just one. You gain the ability to Affix a Talisman as a 3-action activity from that feat at 12th level, regardless of your Crafting proficiency. + +## [[Deeper Dabbler]] Feat 8 + +**Prerequisites** Talisman Dabbler Dedication + +* * * + +With some streamlining to your process and a deeper collection of talisman materials, you make a greater number of talismans every day. You can create two additional talismans during your daily preparations. + +**Special** You can select this feat a second time if you are 14th level or higher. + +## [[Talismanic Sage]] Feat 14 + +**Prerequisites** Talisman Dabbler Dedication + +* * * + +You have forgotten more about talismans than lesser warriors have ever known. Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you Affix a Talisman, you can specially treat one item you're working on, allowing it to have two active talismans at once. This special treatment ends if you use Affix a Talisman to treat a new item for this ability. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Thaumaturge.md b/content/mechanics/srd/Archetypes/Thaumaturge.md new file mode 100755 index 000000000..f23d3e6b1 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Thaumaturge.md @@ -0,0 +1,67 @@ +--- +title: "Thaumaturge" +noteType: ":sticky-note:" +aliases: "Thaumaturge" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.K9Krytj8OtUvQxoc +tags: + - JournalEntryPage +--- + +# Thaumaturge +Scraps of knowledge have taught you how to exploit the vulnerabilities of creatures and the powers of mystical objects. + +## [[Thaumaturge Dedication]] Feat 2 + +**Prerequisites** Charisma 14 + +* * * + +You've uncovered basic thaumaturgy. You become trained in thaumaturge class DC. Choose an implement; you can use it to Glimpse Vulnerability, but don't gain its benefits. You also gain a few esoterica, allowing you to use esoterica actions. You become trained in your choice of Arcana, Nature, Occultism, or Religion; if you were already trained in these, you become trained in a skill of your choice. You gain the [[Glimpse Vulnerability]] action. + +* * * + +**Special** You can't select another dedication feat until you have gained two other feats from the thaumaturge archetype. + +## [[Basic Thaumaturgy]] Feat 4 + +**Prerequisites** Thaumaturge Dedication + +* * * + +You gain a 1st- or 2nd-level thaumaturge feat of your choice. + +## [[Advanced Thaumaturgy]] Feat 6 + +**Prerequisites** Basic Thaumaturgy + +* * * + +You gain one thaumaturge feat. For the purpose of meeting its prerequisites, your thaumaturge level is equal to half your character level. + +* * * + +**Special** You can select this feat more than once. Each time you select it, you gain another thaumaturge feat. + +## [[Implement Initiate]] Feat 6 + +**Prerequisites** Thaumaturge Dedication + +* * * + +You gain your implement's initiate benefit. If the benefit affects the target of Exploit Vulnerability, for you it affects the target of Glimpse Vulnerability instead. + +## [[Magical Knowledge]] Feat 8 + +**Prerequisites** Thaumaturge Dedication; trained in one of Arcana, Nature, Occultism, or Religion; expert in another + +* * * + +Increase your proficiency rank in one of Arcana, Nature, Occultism, or Religion from expert to master and in another from trained to expert. You gain a skill feat associated with the skill you chose. + +## [[Resolute]] Feat 10 + +**Prerequisites** Thaumaturge Dedication; expert in Will + +* * * + +You've tempered your mind and become resolute against effects that strain your willpower. Your proficiency rank for Will saves increases to master. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Time Mage.md b/content/mechanics/srd/Archetypes/Time Mage.md new file mode 100755 index 000000000..d9de9e1b6 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Time Mage.md @@ -0,0 +1,92 @@ +--- +title: "Time Mage" +noteType: ":sticky-note:" +aliases: "Time Mage" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ydELQFQq0lGLTvrA +tags: + - JournalEntryPage +--- + +# Time Mage +Magic leaves its brand on those who practice it. The veteran pyromancer bears the scorch marks of lessons learned. The archdruid grows to resemble plants or animals in their domain or grove. The professional reanimator can never quite cover up the stench of their grim work. + +The mark left by the practice of time magic is less obvious but no less indelible. With other disciplines, the marks of experience accumulate as magic is learned, creating an equilibrium of sorts between the exercise of power and the necessary consequences. Time magic suffers no such limitations of cause and effect. Distortions and anachronistic thoughts echo back throughout a time mage's entire life, providing a nonlinear perspective that others can find distracting or even alien. The threat of creating a paradox is ever looming. Many a reckless time mage has inadvertently erased themselves from existence, glimpsed a future they now have no choice but to enact, or attracted the attentions of temporal creatures, such as iriis or siktemporas. + +For these reasons, most mages merely dabble in time magic, learning a spell or two here and there. Despite the dangers, a brave few embrace the discipline, for it offers the allure of changing what was and controlling what will be. + +**Additional Feats** 10th [[Read Disaster]]; 12th [[Quickened Casting]]; 16th [[Plot The Future]]; 20th [[Echoing Spell]] + +## [[Time Mage Dedication]] Feat 6 + +**Prerequisites** You have a spellcasting class feature + +You might be a novice in the temporal arts now, but in the future, you'll hold time in the palm of your hand. As some of your future knowledge leaks back to your present self, you gain the _[[Delay Consequence]]_ domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover by using the Refocus activity to revisit moments from your past and contemplate futures yet to come. If you already knew _delay consequence_ from a feat or ability that allows you to gain your choice of domain spell, such as Domain Initiate, then when you take this feat, you can retrain that option to gain a different domain spell instead as your personal timeline rearranges itself. You also gain _[[Time Sense]]_ as an innate cantrip usable at will. This innate spell and your focus spells from the time mage archetype are of the same tradition as the spells you used to meet the archetype's prerequisites. + +* * * + +**Special** You can't select another dedication feat until you have gained two other feats from the time mage archetype. + +## [[Chronocognizance]] Feat 7 + +**Prerequisites** Time Mage Dedication; master in Perception + +* * * + +The flows and ebbs of time are obvious to you, as are the tangles that form when it's distorted. You're automatically aware if any creature that you observe is under the effects of the [[Slowed|Slowed]] or [[Quickened]] conditions. You have a general idea when you're in the vicinity of time-manipulating phenomena, though this grants you no particular insight into the specific effects of the anomaly. Particularly subtle temporal anomalies might still escape your notice, requiring a Perception check, as determined by the GM. If you're legendary in Arcana, Nature, or Occultism, or Religion, whenever a creature that you can observe gains the benefits of _[[Freeze Time]]_ or similar effects, you can observe what happens during the stopped time, though you still can't act yourself for the duration. + +## +[[Chronomancer's Secrets]] Feat 8 + +**Prerequisites** Time Mage Dedication + +* * * + +The secrets of time peel back, revealing deeper truths. You gain either the _[[Stasis]]_ domain spell or the _[[Path of Least Resistance]]_ focus spell. Increase the number of Focus Points in your pool by 1. + +* * * + +**Special** You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1. + +## [[Future Spell Learning]] Feat 8 + +**Prerequisites** Time Mage Dedication + +* * * + +More future memories of time magic percolate back to the present, teaching you spells you've yet to learn. Add _[[Behold the Weave]]_, _[[Cast into Time]]_, _[[Haste]]_, _[[Loose Time's Arrow]]_, _[[Quicken Time]]_, _[[Slow]]_, and _[[Stagnate Time]]_ to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list. + +## [[What Could Have Been]] Feat 8 + +**Prerequisites** Time Mage Dedication + +* * * + +Rather than conjuring creatures from elsewhere in the world or the planes, you can temporarily pull a much different version of yourself from an alternate timeline-for instance, instead of summoning a generic or random troll with _[[Summon Giant]]_, you summon a troll version of yourself from a timeline where you're a troll. If your next action is to [[Cast a Spell]] that summons a creature, that creature is another version of you. This creature remains the type of creature you summoned and has largely the same abilities (plus the following adjustments), but it clearly resembles you, likely sharing some distinguishing features, such as mannerisms, speech patterns, tattoos, or clothing. The summoned creature gains a +1 status bonus to any skill check in which you're trained, a +2 status bonus if you're an expert, a +3 status bonus if you're a master, or a +4 status bonus if you're legendary. The creature also takes a -2 penalty to all skills in which you're untrained. + +## [[Into the Future]] Feat 10 + +**Prerequisites** Time Mage Dedication + +* * * + +You know your spell will be needed not now but in a few moments, so you cast your magic into the future. If your next action is to [[Cast a Spell]] that takes 1 or 2 actions to cast, the spell's effects occur 1 round later, at the beginning of your next turn, rather than immediately. Targets and choices about the spell must be determined when the spell is cast, and requirements, such as line of sight and line of effect, must be valid both when the spell is cast and when its effects occur. Consequences for the action of Casting the Spell itself, such as an Attack of Opportunity reaction or ending a foe's [[Fascinated]] condition by taking a hostile action, aren't delayed. + +## [[Purge of Moments]] Feat 16 + +**Prerequisites** Time Mage Dedication + +**Frequency** once per hour + +* * * + +All things eventually end, a truth that you can put into practice by accelerating your passage through time to shake off harmful effects. Five rounds of apparent time occur for you. No one, including you, can act during this time, but effects on you run their course, including beneficial effects, void effects, afflictions, conditions, and persistent damage. Roll saving throws, flat checks, damage, and any other rolls for those effects normally as if the time had passed. Excessive use of this technique is responsible for more than a few premature gray hairs among time mages. + +## [[Timeline-Splitting Spell]] Feat 18 + +**Prerequisites** Time Mage Dedication + +**Frequency** once per day + +* * * + +You invest in two futures, then choose the one to make a reality. You Cast two Spells that each take 1 or 2 actions to cast. These can't be the same spell heightened to two different levels. You expend the resources for both spells, such as spell slots, Focus Points, and material components. Determine the immediate results for both spells, including attack rolls, saving throws, damage, and any other dice rolls. Then, choose which of the two spells takes effect, using the previously made rolls. The other spell's resources are still expended, but the spell has no effect as the magic disappears the other timeline. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Trapsmith.md b/content/mechanics/srd/Archetypes/Trapsmith.md new file mode 100755 index 000000000..f15a165cd --- /dev/null +++ b/content/mechanics/srd/Archetypes/Trapsmith.md @@ -0,0 +1,67 @@ +--- +title: "Trapsmith" +noteType: ":sticky-note:" +aliases: "Trapsmith" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.lc3iBCamQ8jvr9dp +tags: + - JournalEntryPage +--- + +# Trapsmith +**Rarity** Uncommon + +* * * + +Wielding a wrench or blowtorch, you manufacture snares that whir and tick with delicate precision. Your best work requires the right materials—a glorious set of brass fittings and cogwheels—with which you create snares that are as elegantly lethal as they are subtle. As a trapsmith, you're always improving your snares: adjusting timing, tweaking triggers, and finding new ways to hide them from foes. + +You can select the dedication feat for the trapsmith archetype even if you haven't yet gained three feats from the snarecrafter archetype. + +## [[Trapsmith Dedication]] Feat 4 + +**Prerequisites** [[Snarecrafter Dedication]] or [[Snare Specialist]] ranger class feat. + +* * * + +You use glimmering gears and gnashing mechanisms to manufacture snares using specialized parts. Your snares include clockwork and steam-powered cogwheels and gears, and their gush of steam can hinder those you ensnare. If you choose to construct a snare using gears and a creature fails their saving throw against the snare, all creatures are concealed to that creature for 1 round, as a burst of steam obscures its vision. + +**Special** You can't select another dedication feat until you have gained two other feats from the snarecrafter or trapsmith archetypes. + +## [[Gear Gnash]] Feat 4 + +**Prerequisites** [[Trapsmith Dedication]], expert in Crafting + +* * * + +Snares you create have complicated inner workings that are quite difficult to disable. Creatures attempting to Disable your snares that use gears must succeed at an additional Thievery check in order to disable the snare. On a failed check, while the snare doesn't fully trigger, the grinding mechanisms deal bludgeoning damage to the creature equal to half your level. The snare still triggers on a critical failure, as normal. + +## [[Propeller Attachment]] Feat 7 + +**Prerequisites** [[Trapsmith Dedication]], master in Crafting + +* * * + +You've mastered attaching clockwork propellers to your daily quick-deploy snares that use gears. This allows you to place your snares in the air or underwater, where they remain in place for up to 10 minutes, after which the propeller runs out of power and they fall or sink. Unless you use additional precautions to hide it, a propeller snare's location is usually obvious. + +## [[Recycled Cogwheels]] Feat 8 + +**Prerequisites** [[Trapsmith Dedication]] + +* * * + +You're able to scavenge the cogwheels from your daily quick-deploy snares that use gears. This allows you to deconstruct a snare that didn't trigger in order to set the snare up somewhere else. Doing so takes the same number of actions as setting the snare did. When you do, you recover the snare and can deploy it in another location. + +## [[Repurposed Parts]] Feat 10 + +**Prerequisites** [[Trapsmith Dedication]] + +* * * + +You are familiar with the fittings and cogwheels of your snares and can repurpose parts from prepared quick-deploy snares to assemble a new creation on the fly. Using two of the snares you prepared for quick deployment during daily preparations, you can quickly deploy a different snare that you know how to Craft, even if you didn't prepare that snare during your daily preparations. + +## [[Finessed Features]] Feat 12 + +**Prerequisites** [[Trapsmith Dedication]] + +* * * + +You've learned how to build snares that trigger based on visual stimuli. When you construct a snare using gears, you can cause it to trigger based on the visual features of a creature. For example, you could lay a snare that can only be triggered by a Large or Larger creatures, or one that only activates when a creature wearing red clothing would trigger it. You can use this ability to specify your snares to trigger on creatures that typically do not trigger snares, such as creatures smaller than Small, though the creature must still otherwise satisfy the snare's trigger as normal. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Trick Driver.md b/content/mechanics/srd/Archetypes/Trick Driver.md new file mode 100755 index 000000000..70abe9c8b --- /dev/null +++ b/content/mechanics/srd/Archetypes/Trick Driver.md @@ -0,0 +1,91 @@ +--- +title: "Trick Driver" +noteType: ":sticky-note:" +aliases: "Trick Driver" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.nPcma8UOqWo7xw0P +tags: + - JournalEntryPage +--- + +# Trick Driver +**Rarity** Uncommon + +* * * + +While cavaliers follow an old and tired tradition of mounted combat, you take a more modern road. Through aggressive use of vehicles, you roll across the battlefield, taking down your opponents. You go beyond simply operating a vehicle, pushing it to perform stunts that its builders never intended, transforming the vehicle into something much greater than a mere conveyance. + +#### Using Vehicles + +While many of the options in this book are uncommon to allow you to insert the thematic elements into your game as you see fit, there are some options you should consider very carefully before including. This archetype is one of them. Vehicles are relatively complicated and can move very fast, which can make mapping encounters quite difficult. They can also move characters too far from the fight for other participants to respond. Think carefully before deciding whether to include the trick driver archetype, and make sure that vehicle use is right for your campaign's style and encounter area size. + +## [[Trick Driver Dedication]] Feat 2 + +* * * + +You are equally at home piloting any vehicle, adapting yourself instantly to varied controls, movements, and handling. Whenever piloting a vehicle requires a Piloting Lore or Sailing Lore check, you can use your Driving Lore proficiency instead. You can use Dexterity in place of Intelligence when attempting piloting checks with Driving Lore. You become an expert in Driving Lore. At 7th level, you become a master in Driving Lore, and at 15th level, you become legendary in Driving Lore. + +**Special** You cannot select another dedication feat until you have gained two other feats from the trick driver archetype. + +## [[Express Driver]] Feat 2 + +**Prerequisites** [[Trick Driver Dedication]] + +* * * + +You can optimize your vehicle's performance, coaxing extra speed and choosing paths to avoid slowdowns. When calculating your travel speed for the day while piloting a vehicle, you can attempt a Driving Lore check to increase your vehicle's travel speed. The DC is determined by the GM but is typically based on the vehicle's piloting DC or a difficulty based on the environment, whichever is harder. On a success, increase your vehicle's travel speed by half. This has no effect on your vehicle's movement in encounters. + +## [[Take the Wheel]] Feat 4 + +**Prerequisites** [[Trick Driver Dedication]] + +* * * + +**Requirements** You are adjacent to a vehicle's point of entry. + +* * * + +Diving into a moving vehicle and seizing the controls is nothing new for you. You [[Board]] and [[Take Control]] of the adjacent vehicle. + +## [[Power Slide]] Feat 4 + +**Prerequisites** [[Trick Driver Dedication]] + +* * * + +**Requirements** You are piloting a vehicle. + +* * * + +You throw the vehicle into a barely controlled skid, turning sharply to evade pursuit or bring your weapons to bear. You [[Drive]] with a -2 penalty to your piloting check, gaining the effects of the Drive action for the same number of actions you spent to Power Slide. At the end of the movement, if you succeed, you can turn the vehicle up to 90 degrees. If you critically succeed at your piloting check, you can instead turn the vehicle up to 180 degrees. + +## [[Push It]] Feat 7 + +**Prerequisites** [[Trick Driver Dedication]], master in Driving Lore + +* * * + +You can push your vehicle's performance beyond the limits envisioned by its makers. Whenever you succeed at a piloting check, the vehicle you are piloting gains a +5-foot circumstance bonus to all its Speeds until the end of your turn. If you critically succeed, this bonus increases to +10 feet. + +## [[Roadkill]] Feat 10 + +**Prerequisites** [[Trick Driver Dedication]] + +* * * + +**Requirements** You are piloting a vehicle. + +* * * + +In your hands, any vehicle is a weapon. When you use [[Run Over]], you can use your class DC in place of the vehicle's collision DC. Your vehicle can Run Over any number of creatures up to one Size smaller than the vehicle or ram any one target creature or object in your path up to the size of your vehicle. + +## [[Drive-By Attack]] Feat 12 + +**Prerequisites** [[Trick Driver Dedication]] + +* * * + +**Requirements** You are piloting a vehicle. + +* * * + +You can smoothly line up an attack without disrupting your control. You [[Drive]], gaining the effects of the Drive action for the same number of actions you spent to Drive-By Attack. At any point during your vehicle's movement, you Strike. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Turpin Rowe Lumberjack.md b/content/mechanics/srd/Archetypes/Turpin Rowe Lumberjack.md new file mode 100755 index 000000000..2aaeb426d --- /dev/null +++ b/content/mechanics/srd/Archetypes/Turpin Rowe Lumberjack.md @@ -0,0 +1,53 @@ +--- +title: "Turpin Rowe Lumberjack" +noteType: ":sticky-note:" +aliases: "Turpin Rowe Lumberjack" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.uGsGn5sgR7wn0TQD +tags: + - JournalEntryPage +--- + +# Turpin Rowe Lumberjack +You are a feller of trees and a skilled axe wielder, trained in the art of forestry by the hard-working loggers of Turpin Rowe. + +## [[Turpin Rowe Lumberjack Dedication]] Feat 2 + +**Prerequisites** trained in Survival + +**Access** You must befriend at least one Turpin Rowe logger. + +* * * + +Your logging training has made you intimately familiar with all aspects of forestry, and you have trained extensively to reach around trees and utilize their bulk to your advantage. You become trained in Milling Lore and Forest Lore, or an expert if you were already trained. You can always Take Cover when you are within forest terrain to gain cover, even if you're not next to an obstacle you can Take Cover behind. In addition, any enemy who gains standard cover from a tree gains only lesser cover against your attacks (or only standard cover, if the enemy otherwise gains greater cover). + +**Special** You cannot select another dedication feat until you have gained two other feats from the Turpin Rowe lumberjack archetype. + +## [[Axe Climber]] Feat 4 + +**Prerequisites** Turpin Rowe Lumberjack Dedication + +* * * + +When you are climbing a wooden surface and have a [[Hatchet]] or [[Battle Axe]] in each hand, you have a climb Speed equal to half your normal Speed. You must still have both legs available to climb and can't use either of the axes in combat while climbing. This feat can also be used to climb a surface of ice if you have a [[Light Pick]] in each hand. + +## [[Log Roll]] Feat 4 + +**Prerequisites** Turpin Rowe Lumberjack Dedication + +**Requirements** You and an adjacent creature are both on a narrow surface or uneven ground and the other creature is off-guard. + +* * * + +You shuffle your feet to dislodge the surface beneath you or otherwise cause your opponent to become unsteady. Attempt an Acrobatics check against the adjacent creature's Reflex saving throw DC. On a success, the creature falls. On a critical failure, you fall. + +## [[Axe Thrower]] Feat 6 + +**Prerequisites** Turpin Rowe Lumberjack Dedication + +* * * + +You have mastered the weight and balance of a variety of axes and can lob them with ease. Any one-handed axe weapon you wield has the thrown trait with a range of 10 feet. For axes that already have the thrown trait, the range increases by 10 feet. When you critically succeed at an attack roll with a thrown axe weapon, you apply the axe's critical specialization effect. + +## [[Widen the Gap]] Feat 10 + +Once you have penetrated a foe's defenses, you can home in on the same spot to exploit your opponent's wound and deal some serious damage. The second time you hit and deal damage with a melee axe Strike to the same opponent or object during your turn, you ignore half of the opponent's or object's Hardness, if any. If you hit and deal damage with a melee axe Strike to the same opponent or object a third or fourth time during your turn, you ignore all of its Hardness, if any. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Twilight Speaker.md b/content/mechanics/srd/Archetypes/Twilight Speaker.md new file mode 100755 index 000000000..8a37cae95 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Twilight Speaker.md @@ -0,0 +1,65 @@ +--- +title: "Twilight Speaker" +noteType: ":sticky-note:" +aliases: "Twilight Speaker" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.YQXGtBHVoiSYUjtl +tags: + - JournalEntryPage +--- + +# Twilight Speaker +As a religious and diplomatic representative of Findeladlara—and all Ilverani of the north—you see it as your duty to befriend shorter-lived peoples you encounter on your travels. Unlike other Ilverani, also called "snowcaster elves" by outsiders, you find outsiders interesting and believe there is much to learn from having conversations and relationships with others. Whether to watch them, teach them, or to keep would-be enemies close, you believe a broad smile, ageless learning, and a watchful eye are key. Some see this watchful and outwardly friendly nature as condescending, but they don't understand the reason why worshipers of Findeladlara feel a duty to uphold this tradition. When Earthfall struck and most of the other elves on Golarion fled to Sovyrian or delved deep into the earth, the elves that would one day come to be known as Ilverani remained and sought to shelter others from catastrophe. They built refuges to protect others and helped guide people to safety during the Age of Darkness. While Twilight Seekers today don't build safe structures, they do work to build bonds among people so that society can be protected against other catastrophic events should they come to pass. + +This calling brings you in contact with many different cultures, yet you seek to preserve the ways of your people. To this end, you are ever on your guard against the lure of "modern fads." Unfortunately, some twilight speakers have succumbed to the allure of other ways of life and, for them, there is only one outcome: exile. + +## [[Twilight Speaker Dedication]] Feat 2 + +You have carefully studied the histories, customs, and etiquette of many of the younger peoples of Golarion. You become an expert in Society. At 7th level, you become a master in Society, and at 15th level, you become legendary in Society. You can use the Society skill instead of the Diplomacy skill when you attempt to [[Make an Impression]] on a non-elven intelligent humanoid creature. + +**Special** You can't select another dedication feat until you've gained two other feats from the Twilight Speaker archetype. + +## [[Empathic Envoy]] Feat 4 + +You believe that treating others with respect is the fastest way into their hearts, and in turn others are more likely to believe in your good intentions and write off bad first impressions as flukes. If a creature's attitude towards you becomes lower over the course of a social interaction (for example, from friendly to indifferent, or from indifferent to unfriendly), their impression of you returns to its starting level an hour after the social interaction ends. This ability has no effect if the creature you are interacting with becomes hostile. + +## [[Disarming Smile]] Feat 6 + +**Trigger** You are the target of a melee attack and the attacker has not rolled yet. + +**Requirements** You are aware of the attacker, the attacker is an intelligent humanoid creature, and you have not attempted to harm the attacker. + +* * * + +With a wide, sincere smile, you give your attacker pause. You attempt a Diplomacy check against the triggering attacker's Will DC. After you use Disarming Smile, all creatures who witnessed you use it are temporarily immune to your Disarming Smile for the next 24 hours. + +* * * + +**Critical Success** Your enemy ceases their attack. The attack fails and the triggering target can't attempt hostile actions against you until the beginning of its next turn or until you (or your allies) take hostile actions against the enemy (or its allies). You can begin talking to the creature on your next turn to attempt another Diplomacy check; on a success, you sustain the effect until the beginning of your next turn, to a maximum of 1 minute. Talking on subsequent rounds requires that you be able to communicate with the target creature and imparts the auditory and linguistic traits to the action. + +**Success** Your foe pauses momentarily. Their attack fails, but they can attempt further attacks against you. + +**Failure** The target's attack is unaffected. + +## [[Betraying Shank]] Feat 6 + +**Requirements** You are within melee reach of a target, but it is not in combat with you. + +* * * + +While your usual diplomacy is well intentioned, you know that sometimes those same skills will need to be turned to deception. In a flash, you draw a sheathed or concealed agile or finesse weapon and make a melee Strike. The target is [[Off-Guard]] against your Strike. You then roll Deception for initiative. + +## [[Ilverani Purist]] Feat 8 + +All twilight speakers are trained to resist the alluring customs of younger peoples, but you have made it your mandate to keep the Ilverani way unchanged. Such dedication has given you a trained eye for subtlety and deception. When you attempt to [[Sense Motive|Sense the Motive]] of a non-elf humanoid creature and you roll a critical failure, you fail instead. + +## [[World-Wise Vigilance]] Feat 8 + +Your keen study of other cultures gives you insights into the ways those cultures fight. When you use Perception to roll initiative and none of your enemies have the elf trait, you can choose to roll Society instead. + +## [[Emphatic Emissary]] Feat 10 + +**Trigger** You roll initiative. + +* * * + +You can tell when diplomacy has failed and a meeting is close to unraveling or falling to blows. You gain a +2 circumstance bonus on your initiative roll. During your first turn in combat, you can use your Disarming Smile, targeting every hostile intelligent humanoid creature that can see you but has yet to act. If you choose to sustain your Disarming Smile, you sustain the effect for only one creature, as normal. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Undead Master.md b/content/mechanics/srd/Archetypes/Undead Master.md new file mode 100755 index 000000000..1edbfa3a3 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Undead Master.md @@ -0,0 +1,39 @@ +--- +title: "Undead Master" +noteType: ":sticky-note:" +aliases: "Undead Master" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.f7tFLR7aFonXTLQa +tags: + - JournalEntryPage +--- + +# Undead Master +Not everyone with an interest in the undead raises a vast army of faceless, disposable minions. You prefer to cultivate a more personal relationship with a small number of undead companions, personalized to your needs and expectations. Those companions with minds trust you implicitly; those without are extensions of your will. Perhaps they see you as a teacher or caretaker, shepherding them on the path to peace and passing on, or perhaps they are your protectors, bound to aid you by negotiation and magical spells. Whatever the case, they will fight for and alongside you without question, throwing themselves into danger without hesitation if it will provide a means to your desired end. This archetype works well for a necromancer capable of raising undead but isn't exclusive to them. You could be a warrior who befriended an undead, an evil champion granted an undead companion by your deity, or an undead bloodline sorcerer undead are drawn to. The additional feats below are found in the beastmaster archetype on pages 160-161 of the Advanced Player's Guide. Whenever one of these additional feats refers to an animal companion, as an undead master, you apply it to your undead companion instead. + +**Additional Feats** 4th [[Additional Companion]], [[Mature Beastmaster Companion]]; 6th [[Companion's Cry]]; 8th [[Incredible Beastmaster Companion]]; 14th [[Specialized Beastmaster Companion]]; 16th [[Lead The Pack]] + +## [[Undead Master Dedication]] Feat 2 + +Prerequisites evil alignment You gain the services of an undead companion that travels with you and obeys your commands. The rules for undead companions appear on page 37 and utilize those for animal companions from the Core Rulebook on page 214. Contrary to the usual rules for companions, as an undead master it's possible for you to have more than one undead companion at a time. However, only one of those companions, your "active companion," follows you during exploration and encounters; the rest are reduced to an "inactive" state that can be easily tucked into an inventory or stored in a nearby crypt. If you ever have more than one undead companion, you gain the [[Call Companion]] action, with your undead companions taking the place of animal companions. + +**Special** You can't select another dedication feat until you have gained two other feats from the undead master archetype. + +## [[Guardian Ghosts]] Feat 8 + +**Prerequisites** Undead Master Dedication + +**Frequency** once per 10 minutes + +**Trigger** You would take damage from a Strike while one of your undead companions is adjacent to you. + +* * * + +You magically divert some of the harm from an incoming attack away from yourself, forcing your undead companion to take it in your stead. Reduce the damage you take from the triggering Strike by 2 + your level. Your adjacent undead companion loses a number of Hit Points equal to the amount of damage reduced. If you have more than one adjacent undead companion, you choose which one loses Hit Points. You can't divert the damage to a temporary fragment from Their Master's Call. + +## [[Their Master's Call]] Feat 12 + +**Prerequisites** Undead Master Dedication, Call Companion, at least one inactive undead companion whose remains or anchor are currently in your possession. + +* * * + +In a pinch, you pull one of your inactive companions from their rest to provide a companion's support benefit. A fragment of your companion materializes or assembles itself in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. If it takes any damage before your next turn, it disappears or collapses (as applicable) and the support benefit ends immediately. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Undead Slayer.md b/content/mechanics/srd/Archetypes/Undead Slayer.md new file mode 100755 index 000000000..b5a767703 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Undead Slayer.md @@ -0,0 +1,95 @@ +--- +title: "Undead Slayer" +noteType: ":sticky-note:" +aliases: "Undead Slayer" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.mV0K9sxD3TWnZDcy +tags: + - JournalEntryPage +--- + +# Undead Slayer +Anywhere undead prey upon the living, some brave souls make it their mission to destroy the monsters. Many adventurers are skilled at dispatching undead, but you go a step further. You study them, learn their weaknesses, and master the tools to end them quickly and cleanly. An undead slayer doesn't simply kill monsters; they become what even monsters fear. Leave it to others to be a shield-you become the blade that strikes evil at its heart. You can identify the common types of undead by sight. You drill and practice with the special gear necessary to destroy some of the more complicated undead, like vampires; train in their strengths and weaknesses; and learn how to create safe houses to stash your arsenal and hide from undead. + +Some undead slayers work at the behest of an organization to exterminate the undead of a particular region, but many act independently, or in a group of like‑minded adventurers. Were you called by a higher power? Are you on a personal quest for vengeance? Whatever the reason, you now walk a path that will take you to the vilest dens of rot and decay. + +## [[Undead Slayer Dedication]] Feat 2 + +**Prerequisites** trained in Religion + +* * * + +Your training has prepared you to recognize most undead on sight. You become trained in two Lore skills, each about a specific type of undead, or become an expert if you were already trained. You gain the Slayer's Identification free action. + +**Special** You can't select another dedication feat until you have gained two other feats from the undead slayer archetype. + +## [[Blessed Medicine]] Feat 4 + +**Prerequisites** Undead Slayer Dedication + +**Trigger** You fail a check to Treat a Disease that was inflicted by an undead (such as ghoul fever or mummy rot). + +* * * + +Your experience battling undead has uniquely prepared you to fight the diseases they inflict on the survivors, and you know that leaving these maladies untreated for long will eventually lead to more undead. Reroll the failed check and use the new result. + +## [[Hunter's Sanctum]] Feat 4 + +**Prerequisites** Undead Slayer Dedication + +* * * + +You establish a safe house where you can prepare for your hunt. The sanctum is roughly the size of a 20-foot cube. This sanctum is in a location you have access to and can be part of a larger structure, such as the basement of a temple or hidden room of a library. Setting up or moving your sanctum takes a week of downtime. Your sanctum protects objects and people inside it from magical detection and the prying eyes of undead. This has the effects of _[[Veil of Privacy]]_, using your Religion modifier for the counteract DC and half your level rounded up for the counteract level. Additionally, undead attempting to locate the entrance to your sanctum via mundane Perception must succeed against either your Religion DC or the normal DC to find the sanctum, whichever is higher. + +## [[Necromantic Resistance]] Feat 4 + +**Prerequisites** Undead Slayer Dedication + +* * * + +As part of your training, you've inured yourself against necromancy through grueling, repeated exposure. You gain a +1 circumstance bonus to saves against necromancy effects and gain resistance to void damage equal to half your level. + +## [[Slayer's Strike]] Feat 4 + +**Prerequisites** Undead Slayer Dedication + +* * * + +You've dedicated yourself to studying ancient techniques and memorized minor prayers against undead to swiftly dispatch them. Make a Strike against a creature you know is undead. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal one extra die of vitality damage, with the same die size as the weapon or unarmed attack you used. Any further Strikes you make against the same creature before the start of your next turn using the same weapon or unarmed attack deal extra vitality damage equal to the number of weapon dice. As normal, the vitality damage harms only undead and creatures with void healing. + +If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice. + +## [[Frighten Undead]] Feat 6 + +**Prerequisites** Undead Slayer Dedication, trained in Intimidation + +* * * + +Your very presence chills creatures of the night down to their core and you can use the spiritual power and faithful life force of religious verses to frighten even mindless undead. Attempt to [[Demoralize]] an undead target using your Religion modifier instead of your Intimidation modifier if it's higher. If you use your Religion modifier, the Demoralize action loses the emotion and mental traits, as your faith connects to the undead on an instinctual level. + +## [[Gear Up]] Feat 6 + +**Prerequisites** Undead Slayer Dedication + +* * * + +Whether it's wooden stakes, [[Holy Water]], or more unusual tools, you always have just the right thing to handle an undead's unusual weaknesses and vulnerabilities. You gain the [[Prescient Planner]] and [[Prescient Consumable]] feats. When using Prescient Planner specifically to pull out an item you need to deal with an undead's weakness or vulnerability, you can pull out the item as a 2-action activity to remove your backpack (or similar container) and draw the item, rather than taking 1 minute. + +If you have the [[Hunter's Sanctum]] feat, you keep your sanctum well stocked with the basics and can spend 1 hour in your sanctum refreshing your supplies in order to meet the requirements for Prescient Planner, even if you haven't been able to purchase goods. + +## [[Slayer's Blessing]] Feat 8 + +**Prerequisites** Slayer's Strike + +* * * + +You carry scraps of materials dangerous to undead and can apply them to your weapon. When you use Slayer's Strike, before making the Strike, you can choose either the [[Ghost Touch]] property rune or a precious material: cold iron, darkwood, or silver. Any Strike that gets extra vitality damage from this use of Slayer's Strike also gets the benefits of the rune or counts as that material. + +At 14th level, add adamantine and mithral to the list of materials you can choose from. + +## [[Slayer's Presence]] Feat 10 + +**Prerequisites** Frighten Undead + +* * * + +Your very presence strikes fear into the undead. When you use Slayer's Identification and succeed at your check, you can Frighten Undead as a free action, targeting the creature you identified. Any time you get a critical success to Frighten Undead, if the target's level is lower than yours, the target is [[Fleeing]] for 1 round. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Unexpected Sharpshooter.md b/content/mechanics/srd/Archetypes/Unexpected Sharpshooter.md new file mode 100755 index 000000000..1512e503e --- /dev/null +++ b/content/mechanics/srd/Archetypes/Unexpected Sharpshooter.md @@ -0,0 +1,122 @@ +--- +title: "Unexpected Sharpshooter" +noteType: ":sticky-note:" +aliases: "Unexpected Sharpshooter" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.nVfhX1aisz6jY8qf +tags: + - JournalEntryPage +--- + +# Unexpected Sharpshooter +**Rarity** Uncommon + +* * * + +"Oh would you look at that, there's a bunch of bullet holes around here... so that's what all the ruckus was about! Six... seven... eight of you, huh? Oh, but did you notice the northern finch over there in that tree a minute ago? Its nest is up there, but I think all those gunshots startled it. You think you could quiet down so maybe it'll come back" +\-Viri, gnome ornithologist, just before a series of strange accidents mysteriously took down a hardened bandit squad of eight former Alkenstar veterans. + +Some people say you must be the luckiest soul in all of Golarion to still be alive and kicking after all the dangers you've seen. Others say that, given the circumstances and the number of foes who you've defeated seemingly by accident, that there's no way you can really be as incompetent as you seem. These critics claim there has to be some kind of angle, some racket you're running. Either way, you sure don't look or act dangerous, except possibly to yourself. + +Somehow, despite your apparent clumsiness, professed confusion, and known propensity to incite calamity, you find yourself standing after every battle. The same can't often be said for your enemies. Funny how that works out, isn't it? + +#### Skilled or Lucky + +Part of the fun of roleplaying an unexpected sharpshooter is the ambiguity and mystery of how your character achieves their surprising success. Your character at first seems like they bumble into their successes through sheer circumstance. However, when the circumstances pile up, others might start to suspect another possibility: perhaps your character is secretly so incredible that they not only achieve impressive results but do so in a way that hides their skill behind a veneer of lucky breaks. Ultimately, either could be true about your character, or some combination of both. You might decide the truth together with the GM as soon as you take this archetype or hold off until later to make that call. Because this archetype hints at hidden talent intentionally obfuscated, it offers a good choice for a character who's secretly more powerful or skilled than they seem or who must hide their abilities for some reason-perhaps associated with the plot of the campaign. + +If your inclination is to play a character who hides their abilities, consider training in the Deception skill and taking skill feats like Charming Liar and Confabulator that emphasize your character's crafty nature and skill at concealing their true intent. + +If you instead prefer to play a character who's legitimately a bit uncoordinated but abnormally lucky, you might choose to pursue actions that have a high chance of earning you a Hero Point. You could also consider taking abilities with the fortune or misfortune traits, such as Halfling Luck or Harbinger's Caw. + +## [[Unexpected Sharpshooter Dedication]] Feat 2 + +* * * + +**Frequency** once per day + +* * * + +Who needs skill when you've got dumb luck? Sometimes your shots hit miraculously, regardless of the fact that you seemed to slip when you pulled the trigger or that you weren't aiming at your foe when you fired. You gain the [[Accidental Shot]] activity. + +**Special** You can't select another dedication feat until you've gained two other feats from the unexpected sharpshooter archetype. + +## [[Lucky Escape]] Feat 4 + +**Prerequisites** [[Unexpected Sharpshooter Dedication]] + +* * * + +**Frequency** once per day + +**Trigger** A creature targets you with an attack, even if you aren't aware of it. + +* * * + +Your enemy lies in wait, lines up the perfect shot, and pulls the trigger... then at just the right moment you duck down to notice something scrawled on the cobblestone in chalk, a shiny coin, or some other coincidental distraction, creating an opportunity for the attack to miss. The attacker must roll the attack twice and use the worse result. + +## [[No Hard Feelings]] Feat 6 + +**Prerequisites** [[Unexpected Sharpshooter Dedication]] + +* * * + +Despite the devastation your weapons tend to inflict upon their targets or the destruction you might unleash upon an area, your foes still manage to walk away at the end of a fight-at least sometimes. You can choose to add the nonlethal trait to your ranged weapons, making the choice of whether to add the trait or not just before each Strike. + +## [[That Was a Close One, Huh\_|That Was a Close One, Huh?]] Feat 7 + +**Prerequisites** [[Unexpected Sharpshooter Dedication]] + +* * * + +**Frequency** once per round + +**Requirements** Either you used Accidental Shot and hit your opponent with the Strike this turn, or you used Lucky Escape since your last turn and the triggering attack missed you. + +* * * + +You laugh innocently about the inexplicable luck of your last shot hitting its mark or how close the attack that just missed you came to taking your head off, causing your foes to second guess whether it's a good idea to oppose you in battle. Attempt to [[Demoralize]] either the foe you hit with Accidental Shot or the foe that missed you due to Lucky Escape. You use Deception instead of Intimidation to attempt the check to Demoralize. + +## [[Unbelievable Luck]] Feat 8 + +**Prerequisites** [[Unexpected Sharpshooter Dedication]] + +* * * + +While no one, not even you, might appear to understand why, you demonstrate a greater ability to hit your targets regardless of the obstacles in your way. You can use the Accidental Shot activity granted to you by the Unexpected Sharpshooter Dedication once per hour instead of once per day. + +## [[Unbelievable Escape]] Feat 10 + +**Prerequisites** [[Unexpected Sharpshooter Dedication]] + +* * * + +Your ability to narrowly evade danger defies all logic. You can use Lucky Escape once per hour instead of once per day. + +## [[I Meant to do That]] Feat 10 + +**Prerequisites** [[Unexpected Sharpshooter Dedication]], trained in Deception + +* * * + +**Frequency** once per hour + +**Requirements** Your previous action was a ranged weapon Strike that missed a foe within 60 feet. + +* * * + +Somehow your stray bullet causes an unintended reaction that creates a problem for your enemy: perhaps a ricochet knocks your foe's weapon away or they stumble over stray debris in an attempt to dodge your bullets. Roll a Deception check to attempt to [[Shove]], [[Trip]], or [[Disarm]] the foe you missed. + +## [[Chain Reaction]] Feat 12 + +**Prerequisites** [[Unexpected Sharpshooter Dedication]] + +* * * + +**Frequency** once per 10 minutes + +* * * + +You fire your gun once, creating a devastating and unpredictable chain of events; perhaps your bullet strikes exactly the right spot on a water tower, causing it to flood and incite a stampede of horses which knock over a lantern that sets a city on fire. Whatever the exact chain reaction, and no matter how improbable, the indiscriminate catastrophe creates significant challenges for your enemies across a wide area while leaving everyone else alone. + +Make a Strike with a ranged weapon, and if you hit, you can make another Strike at a target within 30 feet of the first target. If you hit the second target, attempt to Strike a third target within 30 feet of the second target, and so on, continuing until you miss a target. You can cease the chain at any point; otherwise, it ends when you first miss an attack. However, you can't target the same creature more than once; each time you move to a new target, it must be a target you haven't made a Strike against yet during this particular use of Chain Reaction. + +This damage is caused by some improbable set of events that injures one target after another, rather than from actually making several shots. Perhaps you shot at a tree branch that then fell on the targets, or one target's scream caused another to accidentally set off their gun and shoot themselves in the foot. This means that only the first target suffers any special effects tied to the bullet (if it was magical ammunition, for example), but each target you hit still takes the same damage dealt by your Strike. Normally, all damage is of the same damage type as the initial bullet. However, the GM might choose to change the damage type based on their description of the chain reaction. For example, if one target was burned by fire, that target might take fire damage instead of physical damage. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Vampire.md b/content/mechanics/srd/Archetypes/Vampire.md new file mode 100755 index 000000000..ba7bc758a --- /dev/null +++ b/content/mechanics/srd/Archetypes/Vampire.md @@ -0,0 +1,133 @@ +--- +title: "Vampire" +noteType: ":sticky-note:" +aliases: "Vampire" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.G3AtnAkIKNHrahmd +tags: + - JournalEntryPage +--- + +# Vampire +After being exsanguinated by a vampire, you've risen again, pulling yourself from the earth as an immortal undead. You're a creature of the night, harmed by the light of day and thirsting for blood. + +#### Vampire Vulnerabilities + +**Revulsion**: You can't voluntarily come within 10 feet of brandished garlic or a religious symbol of a non-evil deity. A creature must Interact to brandish garlic or a religious symbol for 1 round (similar to [[Raise a Shield]] ) . If you involuntarily come within 10 feet of an object of your revulsion, you gain the [[Fleeing]] condition, running from the subject of your revulsion until you end an action beyond 10 feet of it. After 1 round of being exposed to the subject of your revulsion, you can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, you overcome your revulsions for `dice: 1d6` rounds, or 1 hour on a critical success. + +**Sunlight**: If exposed to direct sunlight, you immediately become [[Slowed]] . The slowed value increases by 1 each time you end your turn in sunlight. If you lose all your actions in this way, you are destroyed. Due to your supernatural aversion to light, you don't cast shadows or show a reflection in mirrors. + +## [[Vampire Dedication]] Feat 2 + +**Prerequisites** You were killed by a vampire drinking your blood + +* * * + +You're a newly risen vampire. You gain the undead and vampire traits and the basic undead benefits, and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals 1d6 piercing damage. They're in the brawling group and have the grapple and unarmed traits. You gain [[Revulsion]] and [[Sunlight]] vulnerabilities detailed on and the [[Drink Blood]] ability. + +* * * + +**Special** You can't select another dedication feat until you have gained two other feats from the vampire archetype. + +## [[Clinging Climber]] Feat 4 + +**Prerequisites** Vampire Dedication; trained in Athletics + +* * * + +You climb like a spider. You gain a climb Speed of 15 feet. + +## [[Manipulative Charm]] Feat 4 + +**Prerequisites** Vampire Dedication; trained in Deception or Diplomacy + +* * * + +Against humanoids, you gain a +1 circumstance bonus to Deception checks to [[Lie]], and to Diplomacy checks to [[Gather Information]] and [[Make an Impression]]. + +Once per day, you can cast _[[Charm]]_ as a divine innate spell using your class DC or spell DC, whichever is higher. Casting it requires staring into the target's eyes, giving the spell the visual trait. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level charm when you are 19th level. + +## [[Nocturnal Kindred]] Feat 4 + +**Prerequisites** Vampire Dedication; trained in Nature + +* * * + +You have an innate connection with other creatures of the night and understand some of them. You can ask questions of, receive answers from, and use Diplomacy with bats, rats, and wolves. You also gain a +1 circumstance bonus to [[Make an Impression]] on such animals. + +Once per day, you can cast _[[Animal Allies]]_ as a divine innate spell, using your class DC or spell DC, whichever is higher. The creatures it summons are bats, rats, and wolves. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level animal allies when you are 19th level. + +## [[Daywalker (Vampire)]] Feat 6 + +**Prerequisites** Vampire Dedication + +* * * + +Through a profane pledge or a bloodline quirk, you can tolerate the sun's light. You gain the advanced undead benefits and can't be destroyed by sunlight. This doesn't prevent you from becoming [[Slowed|Slowed]] by exposure to the sun. + +## [[Predatory Claws]] Feat 6 + +**Prerequisites** Vampire Dedication + +* * * + +Your nails grow into sharp claws, perfect for seizing and tearing your prey. You gain a claw unarmed attack that deals 1d4 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits. + +If you hit the same enemy with two consecutive claw Strikes in the same round, you can attempt to [[Grapple]] that same target as a free action, provided you take that action immediately after the second Strike. + +## [[Vicious Fangs]] Feat 8 + +**Prerequisites** Vampire Dedication + +* * * + +You aim for your victim's prominent arteries. Your fangs Strike deals an additional `dice: 1d6` on a critical hit. At 14th level, the persistent bleed damage increases to `dice: 2d6`, and at 20th level, the persistent bleed damage increases to `dice: 3d6`. + +## [[Bat Form]] Feat 10 + +**Prerequisites** Vampire Dedication + +**Frequency** once per hour + +* * * + +You can transform into a bat. You gain the effects of a 4th-level _[[Pest Form]]_ spell. At 14th level, you can choose to spend two actions instead of one to gain the effects of a 4th- or 5th-level _[[Aerial Form]]_ spell instead (bat form only). + +## [[Turn to Mist]] Feat 10 + +**Prerequisites** Vampire Dedication + +**Frequency** once per hour + +* * * + +You turn into vapor, gaining the effects of _[[Vapor Form]]_. + +## [[Coffin Bound]] Feat 12 + +**Prerequisites** Vampire Dedication + +* * * + +You bind your spirit to a coffin filled with soil of your homeland, making it a place of recovery. If you rest inside your coffin for 10 minutes, you regain Hit Points equal to your Constitution modifier x half your level. You can still be healed in other ways during that time, though you're [[Unconscious]] and therefore unable to heal yourself. The GM might allow you to Refocus while resting, depending on whether it's a type of Refocusing you can achieve while you slumber. + +If you would be destroyed, you instead remain near death. This doesn't change your dying or wounded value, and you remain unconscious. After 1 hour, you're destroyed. If returned to your coffin before that hour is up, you avoid destruction; if you spend 1 hour resting in your coffin, you regain 1 HP and lose the dying and wounded conditions. You can't be healed in any other way when near death. + +Your coffin can't heal you if you're staked through the chest. You can be staked only if unconscious, and it takes three actions. You lose all benefits of this feat if your coffin is destroyed or the soil is lost. You must procure a new coffin and fill it with soil of your homeland to restore the feat's function. + +## [[Mist Escape]] Feat 14 + +**Prerequisites** Coffin Bound; Turn to Mist + +**Trigger** You are reduced to 0 HP. + +* * * + +As you fall, your body reacts to defend itself. You Turn to Mist. This doesn't expend a use of Turn to Mist, and you can use Mist Escape even if you've already Turned to Mist in the same day. You take move actions to move directly toward your coffin even though you are at 0 HP, though you aren't conscious and don't have control over how you do so. While at 0 HP in this form, you are unaffected by further damage. You automatically return to your corporeal form, [[Unconscious]], if you reach your coffin or after 1 hour when you are destroyed, whichever one comes first. + +## [[Dominating Gaze]] Feat 16 + +**Prerequisites** Manipulative Charm + +* * * + +You stare into your target's eyes and enthrall them, shattering their free will. Once per day, you can cast 7th-level _[[Dominate]]_ as a divine innate spell, using your class DC or spell DC, whichever is higher. It gains the visual trait. At 18th level, the dominate is heightened to 8th level; at 20th level, it's heightened to 9th level. A creature that succeeds at its save is temporarily immune to your domination for 24 hours, though in most cases, you can't Cast the Spell again within 24 hours. If you are destroyed, all your dominate spells from Dominating Gaze immediately end. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Vehicle Mechanic.md b/content/mechanics/srd/Archetypes/Vehicle Mechanic.md new file mode 100755 index 000000000..a3b0494a3 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Vehicle Mechanic.md @@ -0,0 +1,97 @@ +--- +title: "Vehicle Mechanic" +noteType: ":sticky-note:" +aliases: "Vehicle Mechanic" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.Q72YDLPh0urLfWPm +tags: + - JournalEntryPage +--- + +# Vehicle Mechanic +**Rarity** Uncommon + +* * * + +You have always felt that vehicles are as much works of art as they are means of transportation. It doesn't matter if it's as common as a chariot or as complex as an airship, there's always some aspect of the vehicle you can improve upon. Pilots, drivers, and sailors alike value your expertise, and many seek you out to work on their vehicles. While you can make a great profit working on custom vehicles for wealthy clients, you still keep a vehicle of your own to tinker with as your personal passion project. + +You might be part of a vehicle mechanic union, working with other mechanics and engineers to find fair jobs and support each other's labor. While some vehicle mechanic unions are secular, many realize the benefits of organizing alongside a sympathetic religion, and so they typically adopt the ideals of economically-focused gods like Abadar or deities interested in crafting such as the goddess Brigh—the Whisper in Bronze—the goddess of invention. Whether religious or secular, vehicle mechanic unions take the bonds between fellow union members seriously. While this might mean your character becomes obligated to help a fellow union member who needs your help, it also means you have steadfast allies you can fall back on in your own time of need. In dire straits, such a connection can be worth its weight in gold. + +#### Unions + +Vehicle mechanics typically ply their trade to those who need to keep their vehicles finely tuned. As in most other such trades, some vehicle mechanics form unions to keep business practices fair and to protect each other from predatory employers. The Absalom Shipwright's Union is the largest union for vehicle mechanics in Absalom, with over a thousand builders, carpenters, and engineers among its membership. Almenia Oarstone (LG female dwarf shipwright) is the current leader of the union, having been a member for more than 60 years. It is said that you can count on one hand the number of ships that have docked in Absalom on which she has never worked. The Shipwright's Union manages shipbuilding and repairs in both the Devil's Own and the Sea King Shipyard, and sometimes dispatches members to handle jobs that need doing at the Docks. + +#### Using Vehicles + +The vehicle mechanic plays best in a campaign where the PCs adventure together in one shared vehicle that the mechanic can enhance, such as in a pirate campaign on a single vessel. In this way, the vehicle mechanic archetype pairs excellently with a PC who has chosen the trick driver archetype. Vehicles are an element you should consider carefully before deciding to include, even in a guns and gears campaign. Vehicles are relatively complicated and can move very fast, which may make mapping encounters quite difficult. They can also move characters too far from the fight for other participants to respond. Think carefully before deciding whether to include the vehicle mechanic archetype, and make sure that vehicle use is right for your campaign's style and encounter area size. + +## [[Vehicle Mechanic Dedication]] Feat 2 + +**Prerequisites** Intelligence 14, trained in Crafting + +* * * + +You are adept at designing and maintaining mechanical vehicles, and you lavish your attention and ingenuity on one vehicle in particular. You become an expert in Crafting, and you choose one vehicle you own-or your party owns collectively-to be your signature vehicle: the vehicle you spend time customizing to grant it various advantages. You can spend 1 week of downtime with a new vehicle to designate it as your signature vehicle instead. Due to your amazing customizations and adjustments, pilots gain a +1 circumstance bonus to any piloting checks they make to control your signature vehicle. If you are a master in Crafting, this bonus increases to +2. + +**Special** You cannot select another dedication feat until you have gained two other feats from the mechanic archetype. + +## Engine Bay Feat 4 + +**Prerequisites** [[Vehicle Mechanic Dedication]], expert in Crafting + +* * * + +You are practiced at working in vast garages of vehicles and can work on many machines at a time. When Repairing and spending the full 10 minutes, you can fix up to two objects. If you are a master in Crafting, you can fix up to four targets. If you're legendary in Crafting, you can fix up to eight targets. This feat has no effect when using Quick Repair or another ability to reduce the time spent Repairing. + +## [[Patch Job]] Feat 4 + +**Prerequisites** [[Vehicle Mechanic Dedication]] + +* * * + +You can patch up damage to an object with a quick fix. You gain the [[Improvised Repair]] general feat. When you use Improvised Repair, you can attempt a Crafting check with the same DC as Repair. If you succeed, you can use the object as a normal object of its type until it takes damage rather than as a shoddy object of its type. + +## [[Superior Propulsion]] Feat 6 + +**Prerequisites** [[Vehicle Mechanic Dedication]] + +* * * + +By experimenting with the effects of momentum gained from your signature vehicle's movement, you have learned to get more from propulsion than just speed when the pilot pushes the vehicle to its limit. Each time the pilot Drives your signature vehicle as a 2- or 3-action activity and succeeds at the Piloting check, the vehicle produces an additional effect, depending on its method of propulsion. If your signature vehicle has more than one propulsion method, the pilot can select which benefit to gain each time they succeed at the Piloting check to Drive the vehicle as a 2- or 3-action activity. + +**Alchemical** The caustic runoff from the alchemical engines is now weaponized. Creatures adjacent to your signature vehicle when it begins its movement take acid damage equal to your level. + +**Clockwork** More resilient gears allow the vehicle to remain functional, even when damaged. If your signature vehicle is broken, it does not need to make the flat check to avoid losing operating time. + +**Magical** The residual magic from your signature vehicle interferes with hostile spells. Pilots, crew, and passengers of the vehicle gain a +1 circumstance bonus to saving throws against spells until the start of the pilot's next turn. + +**Pulled** You have eased the amount of effort needed for those pulling your signature vehicle to move it. The vehicle gains a +10 circumstance bonus to its Speed. + +**Rowed** Reinforced ports protect the rowers below decks from harm. Rowers of your signature vehicle who are below decks have greater cover from attacks from outside the vehicle and are not damaged when the vehicle takes collision damage. + +**Steam** The outlet of steam forms a cloud around the vehicle as it moves. For the duration of its movement, your signature vehicle is concealed. + +**Wind** The draft of the wind helps the vehicle turn. During this movement, your signature vehicle can turn normally, rather than needing to move in a straight line as normal for a 2- or 3-action Drive. + +## [[Efficient Controls]] Feat 7 + +**Prerequisites** [[Vehicle Mechanic Dedication]], master in Crafting + +* * * + +By reducing redundant systems and streamlining essential functions, you have made it easier for the vehicle to operate with fewer crew. Reduce the number of crew required to operate your signature vehicle by 25%. For example, you would reduce a sailing ship from needing 1 pilot and 8 crew to 1 pilot and 6 crew. This adjustment only affects the number of crew needed to operate the vehicle; it doesn't reduce the vehicle's need for a pilot. + +## [[Impervious Vehicle]] Feat 8 + +**Prerequisites** [[Vehicle Mechanic Dedication]] + +* * * + +From armor plating and flexible components, to reinforced materials and backup redundant functionality, you have built safeguards to protect your vehicle from the rigors of combat. Your signature vehicle gains a +1 circumstance bonus to AC and Fortitude saves, and increases its Hit Points by an amount equal to twice your level. + +## [[Miraculous Flight]] Feat 18 + +**Prerequisites** [[Vehicle Mechanic Dedication]] + +* * * + +With superior engineering and magical application, you have freed your signature vehicle from the bonds of gravity, allowing it to soar through the sky like a dragon. The vehicle gains magical propulsion and a fly Speed equal to its fastest current Speed. If your signature vehicle already had a fly Speed, reduce the distance the vehicle needs to make a 90-degree turn to half the usual length (typically half the length of the vehicle). \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Vigilante.md b/content/mechanics/srd/Archetypes/Vigilante.md new file mode 100755 index 000000000..6e7e2c5e0 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Vigilante.md @@ -0,0 +1,111 @@ +--- +title: "Vigilante" +noteType: ":sticky-note:" +aliases: "Vigilante" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.rtAFOZOjWHC2zRNO +tags: + - JournalEntryPage +--- + +# Vigilante +As a vigilante, you have two faces: a public persona, and a secret identity that lets you hide your extralegal actions from polite society. Your secret identity lets you adventure and carry out clandestine missions while keeping the civilians you care about safe. Whatever your purpose- fighting crime, inciting rebellion, sowing chaos-your vigilante identity makes you both hard to pin down and a mysterious, intriguing subject of gossip. + +**Additional Feats** 4th [[Quick Draw]] + +## [[Vigilante Dedication]] Feat 2 + +**Prerequisites** trained in Deception + +* * * + +You have two identities, each with its own name, alignment, and abilities. Your social identity is an upstanding member of society, while your vigilante identity is a skilled and cunning warrior. Neither of these identities is a false front; you really are both of these people, and as such, your two identities can be at most one alignment step from each other (for instance, you could be neutral in one identity and neutral evil in the other, but not chaotic evil in the other). If someone attempts to discern your other identity, they must use a Seek action to attempt a Perception check against your Deception DC, as if you were using the Impersonate action. Your Deception DC against such attempts is 20 + your proficiency modifier instead of the normal DC. Unlike with Impersonate, you don't have to attempt a Deception check to interact with someone to conceal your other identity-a check happens only if someone else specifically tries to uncover your other identity. + +Changing from one identity to the other takes 1 minute and must be done out of sight from other creatures. As this process involves both physical changes such as clothing and makeup along with an altered state of mind, other effects that change your appearance don't reduce the time required to change identities. + +Your two identities are completely distinct. You have your current identity's alignment for effects that rely on alignment, though you are eligible for abilities that require a certain alignment (such as a cleric's deity) only if both of your identities qualify. Checks to Recall Knowledge about one of your identities don't reveal information about the other unless the person attempting the check knows both identities are the same person. Effects that detect you based on your identity, such as the detect alignment spell, work only if you are currently in the identity the effect is trying to detect; otherwise, the effect fails as if the target didn't exist. + +To maintain the separation between your identities, some of your abilities have one of two traits: social or vigilante. You can use social feats only while in your social identity. Your class feats and vigilante feats are associated with your vigilante identity, and using them while in your social identity risks exposing you as a vigilante. This means that if you were particularly meek or inconspicuous before you took this feat, your identity could be at greater risk of exposure. If your identity is exposed to the public, you lose the benefits of Vigilante Dedication to disguising yourself, but you can otherwise use both social and vigilante abilities in either identity unless they rely on your identity being a secret. You can use feats that don't have either trait regardless of your current identity. + +**Special** You can't select another dedication feat until you have gained two other feats from the Vigilante archetype. + +## [[Hidden Magic]] Feat 4 + +**Prerequisites** expert in Arcana, Nature, Occultism, or Religion; Vigilante Dedication + +* * * + +You've learned to hide the magical auras of your gear. During your daily preparations, you carefully tweak any or all of your magic items to appear non-magical. Objects adjusted in this way remain so until your next preparations. A spellcaster using detect magic or read aura must succeed at a Perception check against your Deception DC to see through your obfuscations. + +## [[Minion Guise]] Feat 4 + +**Prerequisites** animal companion or familiar, expert in Deception, Vigilante Dedication + +* * * + +When you are in your social identity, you can also grant a social identity to an animal companion, familiar, or other minion you gained from a class feature. When changing to your social identity, you also change your minion's appearance to that of a socially acceptable creature of its type, such as grooming a wolf to appear as a large dog or disguising a familiar to appear as an exotic pet. Commanding your minion to use unusual magical or combat abilities it gained from your class features or feats while in this social identity risks exposing your vigilante identity. + +## [[Safe House]] Feat 4 + +**Prerequisites** Vigilante Dedication + +* * * + +You establish a safe house-a secure space in which to hide your secrets from the outside world. This safe house is roughly the size of a 10-foot cube. It's in a location you have access to, and it can be part of a larger building or structure, like a hidden room or an underground cave. The safe house protects objects and people inside it from magical detection. This has the effects of nondetection, using your Deception modifier for the counteract DC and half your level rounded up for the counteract level. Setting up or moving your safe house takes a week of downtime. The size of the safe house expands to four 10-foot cubes if you're an expert in Deception, eight cubes if you're a master, and 16 cubes if you're legendary. + +## [[Social Purview]] Feat 4 + +**Prerequisites** Vigilante Dedication + +* * * + +You have built a reputation for yourself in your social identity. Choose one archetype that you meet the prerequisites for. You gain that archetype's dedication feat and can select feats from that archetype, even if you haven't yet gained enough feats in the vigilante archetype to take another dedication feat. These feats become part of your social identity and gain the social trait-for instance, a fighter vigilante could take the wizard dedication feat and have a wizard social identity. Using these feats in your social identity doesn't risk exposing your vigilante identity, but using them in your vigilante identity could put you at risk for exposure. + +## [[Startling Appearance (Vigilante)|Startling Appearance]] Feat 6 + +**Prerequisites** Vigilante Dedication + +**Requirements** You are completely unnoticed by the target creature. + +* * * + +You can startle foes who are unaware of your presence. Make a Strike against your target. That creature is off-guard against this Strike, as normal. If your Strike hits, the target remains off-guard for the rest of your turn and is frightened 1 (frightened 2 on a critical hit). + +## [[Quick Change]] Feat 7 + +**Prerequisites** master in Deception, Vigilante Dedication + +* * * + +You can shift between your identities with ease. Instead of spending 1 minute to change your identity, you can now do so as a 3-action activity. If you are legendary in Deception, you can perform this change as a 1-action activity. + +## [[Subjective Truth]] Feat 7 + +**Prerequisites** master in Deception, Vigilante Dedication + +* * * + +Your disparate identities allow you to defeat magic that detects lies. As long as what you say is true from the point of view of your current identity, you can say it even under effects like zone of truth that force you to speak the truth. + +## [[Many Guises]] Feat 8 + +**Prerequisites** master in Deception, Vigilante Dedication + +* * * + +You can take on any number of mundane guises. Whenever you change your identity, instead of taking on your social or vigilante identity, you can become someone completely ordinary. This identity isn't a specific individual-rather, you become a nondescript member of your ancestry, of any gender, with a neutral alignment and a mundane occupation such as common laborer, farmer, or peasant. Spells and abilities detect you as if you were this ordinary identity, rather than either of your two real identities, unless they succeed at a counteract check against your Deception DC. You can't use either social abilities or vigilante abilities while in this identity. + +## [[Frightening Appearance]] Feat 12 + +**Prerequisites** expert in Intimidation, Startling Appearance + +* * * + +Your dramatic appearances can frighten bystanders. When you make a Startling Appearance, you can also attempt to Demoralize each opponent within 10 feet to whom you were unnoticed before your Strike. + +## [[Stunning Appearance]] Feat 16 + +**Prerequisites** Startling Appearance + +* * * + +Your sudden appearance leaves your foe unable to respond. When you use Startling Appearance, if your foe's level is equal to or lower than yours, they are also stunned 1 on a hit, or stunned 2 on a critical hit. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Viking.md b/content/mechanics/srd/Archetypes/Viking.md new file mode 100755 index 000000000..b460ca15f --- /dev/null +++ b/content/mechanics/srd/Archetypes/Viking.md @@ -0,0 +1,57 @@ +--- +title: "Viking" +noteType: ":sticky-note:" +aliases: "Viking" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.2CbiV0VtDKZfQNte +tags: + - JournalEntryPage +--- + +# Viking +To go 'viking' is to raid by sea, and thus vikings have spread far and wide. Some have even settled in the very communities they once raided. Vikings traditionally travel in longboats; a score of these warriors might live aboard their ship for days at a time, sailing the seas (or, as they call it, the 'whale-road') to ambush coastal communities. Once they arrive at a settlement, they charge ashore, plundering all they can find and slaying anyone foolish enough to get in their way. The ferocity of viking raids is legendary. + +**Additional Feats** 4th [[Reactive Shield]]; 6th [[Shielded Stride]]; 10th [[Quick Shield Block]] + +## [[Viking Dedication]] Feat 2 + +**Prerequisites** trained in Athletics + +* * * + +Vikings spend long periods of time at sea, only to leap from their boats at a moment's notice, charge through the surf, and take their enemies by storm. You're trained in Sailing Lore. When moving through water using your land Speed, you ignore difficult terrain resulting from shallow water, such as in bogs or on beaches. In addition, if you roll a success for your Athletics check to Swim, you get a critical success instead. + +**Special** You can't select another dedication feat until you have gained two other feats from the Viking archetype. + +## [[Hurling Charge]] Feat 4 + +**Prerequisites** Viking Dedication + +* * * + +You make a ranged Strike with a thrown weapon you already have in your hand, Stride, and then Interact to draw another weapon. If you are raging, you can add the additional damage with melee weapons you receive from raging to your damage with the thrown weapon. + +## [[Viking Weapon Familiarity]] Feat 4 + +**Prerequisites** Viking Dedication + +* * * + +From childhood, you have been exposed to traditional viking weapons, and you soon learned to handle them in battle. Now, you can raid proudly alongside your fellows. You are trained with the battle axe, hatchet, longsword, and shortsword. In addition, you gain the Shield Block reaction. + +## [[Viking Weapon Specialist]] Feat 6 + +**Prerequisites** Viking Weapon Familiarity + +* * * + +You are even more skilled in the weapons of your people. You gain the critical specialization effects of the battle axe, hatchet, longsword, and shortsword. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in the above four weapons. + +## [[Second Shield]] Feat 6 + +**Prerequisites** Viking Dedication + +**Trigger** Your Shield Block causes your shield to break or be destroyed. + +* * * + +You're used to your shield breaking in the middle of battle, and you're prepared to use a backup or any convenient nearby object to defend yourself. You can Interact to draw a shield on your person or an unattended shield within your reach. If there is an object within your reach that could serve as an improvised shield-for example, a table or chair- you can Interact to draw it with this feat. The GM determines if something can be used as an improvised shield. Your new shield isn't raised until you use the Raise a Shield action, as normal. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Weapon Improviser.md b/content/mechanics/srd/Archetypes/Weapon Improviser.md new file mode 100755 index 000000000..2fd31fdc1 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Weapon Improviser.md @@ -0,0 +1,83 @@ +--- +title: "Weapon Improviser" +noteType: ":sticky-note:" +aliases: "Weapon Improviser" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.HDTW0vr8QL20M5ND +tags: + - JournalEntryPage +--- + +# Weapon Improviser +As far as you're concerned, the best weapon to wield is the one that your opponents never see coming. By knowing how to fight effectively with whatever's at hand, you ensure that you're never caught unarmed, and you often get the drop on opponents who mistakenly think they've caught you off guard. + +Whether you're smashing someone over the head with a bar stool, tossing a mug of ale in their face to blind them, or stabbing your foes with a broken bottle, you can find weapons anywhere and employ them creatively whenever a fight breaks out. Because you fight with disposable weapons, you don't need to be as careful with your weapons as other warriors do, and you can break them when needed to win a fight without feeling any regrets later. + +**IMPROVISED WEAPON IDEAS** + +Cavern: broken stalagmites, large mushrooms, old bones + +Docks: barrel, crate, hook + +Forest: branch, needles or thorns + +Market: box, fruit, scale, sign + +Noble Court: gavel, goblet, quill, lectern + +Tavern: bottle, mug, serving tray, stool + +## [[Weapon Improviser Dedication]] Feat 2 + +**Prerequisites** trained in all martial weapons + +* * * + +You don't take the normal -2 penalty to attack rolls with improvised weapons. Additionally, whenever you gain a class feature that grants you expert or greater proficiency with any weapon, you also gain that proficiency with improvised weapons. + +**Special** You can't select another dedication feat until you have gained two other feats from the Weapon Improviser archetype. + +## [[Improvised Pummel]] Feat 4 + +**Prerequisites** Weapon Improviser Dedication + +**Requirements** You are wielding an improvised weapon. + +* * * + +You make a Strike with your wielded improvised weapon. You gain a +1 item bonus to the attack roll, and the Strike deals two weapon damage dice if it would have dealt fewer. If the attack is a critical hit, in addition to the effect of the critical hit, the improvised weapon breaks. If the item has a Hardness greater than your level, or if it's an artifact, cursed item, or other item that's difficult to break or destroy, the item doesn't break and the attack is a hit instead of a critical hit. + +At 12th level, your item bonus to the attack roll increases to +2 instead of +1, and at 16th level, the Strike deals three weapon damage dice if it would have dealt fewer, instead of two. + +## [[Surprise Strike]] Feat 4 + +**Prerequisites** Weapon Improviser Dedication + +* * * + +Whenever you make a Strike with an improvised weapon against a creature that hasn't seen you make a Strike using an improvised weapon or that is otherwise ignorant of your skill with improvised weapons, the creature is off-guard against you for that Strike. + +## [[Improvised Critical]] Feat 8 + +**Prerequisites** Weapon Improviser Dedication + +* * * + +You can apply critical specialization effects to improvised weapons you wield. For any given improvised weapon, the GM determines which critical specialization effect is most applicable, based on the type of object it is. + +## [[Makeshift Strike]] Feat 8 + +**Prerequisites** Weapon Improviser Dedication + +* * * + +You quickly snatch up whatever's nearby and then attack with it as an improvised weapon. You Interact to pick up a nearby object you could use as an improvised weapon. It must be located at around your chest level, such as a mug on a table, rather than an object on the floor. You then either Strike or make an Improvised Pummel with the improvised weapon. + +## [[Shattering Strike (Weapon Improviser)]] Feat 10 + +**Prerequisites** Improvised Pummel + +**Trigger** An improvised weapon that you are wielding becomes broken as a result of a critical success on an Improvised Pummel. + +* * * + +The improvised weapon shatters, destroying it completely but dealing an additional 3d6 piercing damage to the creature you hit with the Improvised Pummel. This extra damage you apply on the critical hit doesn't double from the critical hit, as normal. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Wellspring Mage (Class Archetype).md b/content/mechanics/srd/Archetypes/Wellspring Mage (Class Archetype).md new file mode 100755 index 000000000..c51a909e3 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Wellspring Mage (Class Archetype).md @@ -0,0 +1,67 @@ +--- +title: "Wellspring Mage (Class Archetype)" +noteType: ":sticky-note:" +aliases: "Wellspring Mage (Class Archetype)" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.zj9z2BwVX6TLHdx3 +tags: + - JournalEntryPage +--- + +# Wellspring Mage (Class Archetype) +**Rarity** Rare + +* * * + +The source of your magic buckles against your control, always pressing to be released. + +**Additional Feats** 8th [[Energetic Resonance]], [[Spell Relay]]; 10th [[Surging Might]]; 16th [[Scintillating Spell]]; 18th [[Echoing Spell]] + +## [[Wellspring Mage Dedication]] Feat 2 + +**Prerequisites** [[Wellspring Magic]] + +* * * + +There's no longer a limit on how many temporary spell slots you can gain per day from wellspring magic. + +**Special** You can't select another dedication feat until you gain two other feats from the wellspring mage archetype. + +## [[Wellspring Control]] Feat 4 + +**Prerequisites** [[Wellspring Mage Dedication]] + +* * * + +When you generate a wellspring surge, roll twice on the Wellspring Surges table and take the result of your choice. This doesn't apply when you cause another creature to generate a wellspring surge. + +## [[Urgent Upwelling]] Feat 6 + +**Prerequisites** [[Wellspring Mage Dedication]] + +* * * + +**Frequency** once per 10 minutes + +**Trigger** An enemy reduces you to 0 HP, an enemy critically hits you, or you critically fail a saving throw against an enemy's effect. + +* * * + +Defeat lets you to tap into your wellspring. Attempt the flat check for wellspring magic. If you critically succeed, you can choose to forgo gaining a temporary spell slot to instead have the triggering enemy undergo a wellspring surge. This surge functions just as it would for you, the only difference being that it emits from the enemy. + +## [[Interfering Surge]] Feat 12 + +**Prerequisites** [[Wellspring Mage Dedication]] + +* * * + +**Trigger** A creature you can see Casts a Spell. + +**Requirements** You have an unexpended spell slot and can see the triggering spell's manifestations. + +* * * + +You overcharge the triggering spell with magic. You expend a spell slot and attempt to counteract the triggering spell using the energy of the expended slot. If the triggering spell is in your repertoire and the spell slot you expended was a high enough level to cast it, you take no penalty. Otherwise, you take a -2 penalty to the counteract check if the triggering spell was cast using the same magical tradition you cast, or a -5 penalty if it was cast using a different tradition. + +If the triggering spell is successfully counteracted, it creates a wellspring surge from its caster in addition to the normal effects of being counteracted. If it isn't counteracted, your expended spell slot creates a wellspring surge from you. + +**Special** This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult). \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Witch.md b/content/mechanics/srd/Archetypes/Witch.md new file mode 100755 index 000000000..d724df1dd --- /dev/null +++ b/content/mechanics/srd/Archetypes/Witch.md @@ -0,0 +1,75 @@ +--- +title: "Witch" +noteType: ":sticky-note:" +aliases: "Witch" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.eNTStXeuABNPSLjw +tags: + - JournalEntryPage +--- + +# Witch +You have heard the whispers of a distant patron, who sent an emissary to teach you powerful magic. + +## [[Witch Dedication]] Feat 2 + +**Prerequisites** Intelligence +2 + +* * * + +You cast spells like a witch. Choose a [[Patron]]; you gain a familiar with two common cantrips of your choice from your chosen patron's tradition, but aside from the tradition, you don't gain any other effects the patron would usually grant. Your familiar gains the normal number of abilities for a familiar instead of those a witch familiar normally gets. + +You gain the [[Cast a Spell]] activity. You can prepare one cantrip each day from your familiar. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for witch archetype spells is Intelligence, and they are witch spells of your patron's tradition. + +You become trained in the skill associated with the patron's tradition; if you were already trained in it, you instead become trained in a skill of your choice + +**Special** You can't select another dedication feat until you have gained two other feats from the [[Witch]] archetype. + +## [[Basic Witch Spellcasting]] Feat 4 + +**Prerequisites** Witch Dedication + +* * * + +You gain the [[Spellcasting Archetypes#Basic Spellcasting Feat|Basic Spellcasting Feat]] benefits. Each time you gain a spell slot of a new rank from the witch archetype, add two common spells of that rank to your familiar. + +## [[Basic Witchcraft]] Feat 4 + +**Prerequisites** Witch Dedication + +* * * + +You gain a 1st- or 2nd-level witch feat of your choice. You can select three familiar abilities for your familiar each day, instead of two. + +## [[Advanced Witchcraft]] Feat 6 + +**Prerequisites** Basic Witchcraft + +* * * + +You gain one witch feat. For the purpose of meeting its prerequisites, your witch level is equal to half your character level. + +**Special** You can select this feat more than once. Each time you select it, you gain another witch feat. + +## [[Patron's Breadth]] Feat 8 + +**Prerequisites** Basic Witch Spellcasting + +* * * + +You can cast more spells each day. Increase the spell slots you gain from witch archetype feats by 1 for each spell rank other than your two highest spell ranks. + +## [[Expert Witch Spellcasting]] Feat 12 + +**Prerequisites** Basic Witch Spellcasting, master in the skill associated with your patron's tradition + +* * * + +You gain the [[Spellcasting Archetypes#Expert Spellcasting Feat|Expert Spellcasting Feat]] benefits. + +## [[Master Witch Spellcasting]] Feat 18 + +**Prerequisites** Expert Witch Spellcasting, legendary in the skill associated with your patron's tradition + +* * * + +You gain the [[Spellcasting Archetypes#Master Spellcasting Feat|Master Spellcasting Feat]] benefits. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Wizard.md b/content/mechanics/srd/Archetypes/Wizard.md new file mode 100755 index 000000000..50a2815a6 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Wizard.md @@ -0,0 +1,165 @@ +--- +title: "Wizard" +noteType: ":sticky-note:" +aliases: "Wizard" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.XszmLWy174esRrlg +tags: + - JournalEntryPage +--- + +# Wizard +You have dabbled in the arcane arts and, through discipline and academic study, learned how to cast a few spells. + +## [[Wizard Dedication]] Feat 2 + +**Prerequisites** Intelligence +2 + +* * * + +You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the [[Cast a Spell]] activity. You can prepare two cantrips each day from your spellbook. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for wizard archetype spells is Intelligence, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. Select a school; you don't gain any abilities from your choice of school, but qualify for feats as a member. + +* * * + +**Special** You can't select another dedication feat until you have gained two other feats from the wizard archetype. + +## [[Arcane School Spell]] Feat 4 + +**Prerequisites** Wizard Dedication + +* * * + +You gain your school's initial school spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [[Refocus]] by studying. + +## [[Basic Arcana]] Feat 4 + +**Prerequisites** Wizard Dedication + +* * * + +You gain a 1st- or 2nd-level wizard feat of your choice. + +## [[Basic Wizard Spellcasting]] Feat 4 + +**Prerequisites** Wizard Dedication + +* * * + +You gain the [[Spellcasting Archetypes#Basic Spellcasting Feat|Basic Spellcasting Feat]] benefits. Each time you gain a spell slot of a new rank from the wizard archetype, add two common spells of that rank to your spellbook. + +## [[Advanced Arcana]] Feat 6 + +**Prerequisites** Basic Arcana + +* * * + +You gain one wizard feat. For the purpose of meeting its prerequisites, your wizard level is equal to half your character level. + +* * * + +**Special** You can select this feat more than once. Each time you select it, you gain another wizard feat. + +## [[Arcane Breadth]] Feat 8 + +**Prerequisites** Basic Wizard Spellcasting + +* * * + +Your thorough studies allow you to cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell rank other than your two highest wizard spell slots. + +## [[Expert Wizard Spellcasting]] Feat 12 + +**Prerequisites** Basic Wizard Spellcasting; master in Arcana + +* * * + +You gain the expert spellcasting benefits. + +## [[Master Wizard Spellcasting]] Feat 18 + +**Prerequisites** Expert Wizard Spellcasting; legendary in Arcana + +* * * + +You gain the [[Spellcasting Archetypes#Master Spellcasting Feat|Master Spellcasting Feat]] benefits. + +## [[Cunning Trickster Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Your mask carries the legacy of Verdant Spider, the Speaker of Needs, allowing you to deceive and outwit your foes. You can attempt to [[Feint]] a target from up to 30 feet away, and if you succeed or critically succeed in your Feint attempt, the target of your Feint takes a -2 circumstance penalty to saving throws against your spells until the start of your next turn. If you don't have the [[Conceal Spell]] feat, you gain it as a bonus feat, allowing you to disguise your spellcasting from others' eyes. If you already have the Conceal Spell feat, you can use Conceal Spell once per round as a free action instead of as a single action. + +## [[Emancipator's Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Your mask grants you the abilities of Whistling Kite, the Vigilant Seer, who emancipated thousands. When you are attempting a check to free someone else from an effect that immobilizes, paralyzes, or controls them, roll twice and take the higher result; this is a fortune effect. The GM might decide that this fortune effect applies when attempting checks to remove other conditions or effects to free another. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to permit the target to make an attempt to [[Escape]]. + +## [[Grand Medic's Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Your mask is infused with restorative magic associated with Ibex, the Flourishing Field, so it constantly repairs itself. You gain fast healing 5. If you lose a limb or other body part, it regrows within 1 day. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to have the spell also give that creature temporary Hit Points equal to the spell's level until the start of your next turn. + +## [[Protective Spirit Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Your mask carries the protective instincts of White Bull, the Horn Forger, and no one will hurt your allies while you have anything to say about it. Immediately after you Cast a non-cantrip Spell that targets only one ally, you can choose to have the spell also give that creature a +1 circumstance bonus to AC until the start of your next turn. + +You also gain the [[Protector's Interdiction]] reaction. + +## [[Sky Master Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Your mask holds the legacy of Black Heron, the Wings of Knowledge, who united the aeromancers of the Shory Empire. You can harness residual magical power to fly. You gain a fly Speed equal to your Speed. Immediately after you Cast a non-cantrip Spell that targets only you, your fly Speed doubles until your next turn. + +## [[Stalking Feline Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Like Azure Leopard, the Patient Warden, your mask makes you most at home in the night and teaches you how to use the darkness to hunt. You gain greater darkvision. Immediately after you Cast a non-cantrip Spell with the shadow or darkness trait, you can attempt to [[Hide]] or [[Sneak]] as a free action. You must still meet the usual requirements of the action you choose, such as having cover or concealment to Hide and being undetected or [[Hidden]] to Sneak. + +## [[Storyteller's Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Your mask remembers the stories of Shifting Frog, Storyteller of the Past and Future. You can cast _[[Foresight]]_ once per day as an innate spell, either arcane if you have Wizard Dedication or primal if you have Druid Dedication, but the duration is 10 minutes instead of 1 hour. Immediately after you Cast a non-cantrip Spell that targets only a single foe, you can Recall Knowledge about that foe. + +## [[Thick Hide Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Your mask grants you the toughness of Elephant, the Conjured Chronicle. Increase your maximum number of Hit Points by 20. Immediately after you Cast a non-cantrip Spell that targets only you, you gain resistance 10 to all physical damage until the start of your next turn. + +## [[Tireless Guide's Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Your mask hosts the legacy of Golden Snake, the Tireless Guide, allowing you to guide others with ease. Your allies can use Follow the Expert to follow you for any of your trained skills, in addition to skills in which you are an expert or better. When they follow you when you use a trained skill, their circumstance bonus is +1. Immediately after you Cast a non-cantrip Spell that targets only one ally, that ally can Stride as a free action. + +## [[Vigilant Mask]] Feat 20 + +**Prerequisites** Druid Dedication or Wizard Dedication + +* * * + +Your mask grants the extraordinary magical senses of Carmine Jaws, the Hyena who Looks Between. You gain scent as a precise sense to a range of 60 feet. If you already have scent as a precise sense, increase its range by 60 feet. You can sometimes catch a faint whiff of magic itself. Immediately after you Cast a non-cantrip Spell, your scent extends between worlds, like Carmine Jaws's own. This causes you to be able to smell ethereal creatures, those in an extradimensional space with an aperture that's within your scent range, incorporeal creatures and objects, and other creatures and objects that are insubstantial or not fully in phase with reality. Unlike your normal scent, this is an imprecise sense. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Worm Caller.md b/content/mechanics/srd/Archetypes/Worm Caller.md new file mode 100755 index 000000000..0f1c2d461 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Worm Caller.md @@ -0,0 +1,181 @@ +--- +title: "Worm Caller" +noteType: ":sticky-note:" +aliases: "Worm Caller" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.l76UxUsfrsPnP9U9 +tags: + - JournalEntryPage +--- + +# Worm Caller +You follow the ancient hryngar tradition of the worm caller—mystics who can call upon the strength and destructive force of the mighty cave worms that inhabit the Darklands. You can manifest worms to attack your enemies, draw upon their senses and resistances, summon one to do your bidding and, eventually, become a worm yourself + +## [[Worm Caller Dedication]] Feat 2 + +**Prerequisites** Trained in Nature or Cave Worm Lore + +* * * + +You pledge yourself to understanding and emulating one of the most powerful creatures of the Darklands: the mighty cave worm. You gain the [[Shake It Off]] reaction. + +## [[Worm Sense]] Feat 4 + +**Prerequisites** Worm Caller Dedication + +* * * + +You emulate the senses of the cave worm. You gain darkvision and tremorsense as an imprecise sense within 5 feet. + +The range of the tremorsense increases to 10 feet at 8th level and to 15 feet at 12th level. + +## [[Wormskin]] Feat 4 + +**Prerequisites** Worm Caller Dedication + +* * * + +Your flesh grows thick and bloated, protecting you against harm. You gain resistance equal to half your level versus one of the following types of damage, chosen when you take the feat: fire, cold, or bludgeoning. This choice cannot be changed. + +When you're unarmored, your flesh gives you a +2 item bonus to AC with a Dexterity cap of +3. You can apply with armor potency runes and property runes directly to your flesh, though excruciatingly painful. + +**Special** You can take this feat up to three times, each time selecting a new damage type from the list. + +## [[Inexorable]] Feat 6 + +**Prerequisites** Worm Caller Dedication + +* * * + +You imbue yourself with the resilience of the cave worm. When you gain the [[Paralyzed]], [[Slowed|Slowed]], or [[Stunned 1|Stunned]] condition, roll a @Check\[type:flat|dc:15\]. On a success you ignore the condition. + +When using Worm Form you are immune to penalties to your Speed and the [[Immobilized]] condition, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to [[Shove]] or [[Trip]] you, and you ignore difficult terrain and greater difficult terrain. + +## [[Worm's Feast]] Feat 6 + +**Prerequisites** Worm Caller Dedication + +* * * + +**Frequency** once per day + +* * * + +You call forth a brood of infantile cave worms to feast on your enemy's flesh. Choose a creature within 30 feet; the creature must attempt a fortitude save. At 8th level and every 2 levels above that, the persistent piercing damage taken on a failure increases by 1d6. + +* * * + +**Critical Success** The worms writhe away harmlessly. + +**Success** The target takes `dice: 2d6` piercing damage and `dice: 2d6` persistent,piercing damage. + +**Failure** The target takes `dice: 6d6` piercing damage and `dice: 2d6` persistent,piercing damage. + +**Critical Failure** As failure, plus the target is [[Off-Guard]] as long as it takes persistent piercing damage. + +## [[Worm Empathy]] Feat 8 + +**Prerequisites** Worm Caller Dedication + +* * * + +You can connect with cave worms (and other worm-related creatures, at the GM's discretion) on a rudimentary level. You can use Diplomacy to [[Make an Impression]] on cave worms and to make simple Requests of them. In most cases, the cave worm's starting attitude is indifferent and they will give you time to establish contact. + +## [[Azure Fins]] Feat 10 + +**Prerequisites** Worm Caller Dedication + +* * * + +When submerged in water or another liquid, you form small fin-like arms along your body, granting you far greater maneuverability while swimming. You gain a swim Speed equal to your land Speed. Furthermore, while swimming on the surface of a liquid, you can [[Leap]] out of the liquid and do not fall until the end of your turn, allowing you to spend the rest of the turn above the surface. + +## [[Call Worm Spirit]] Feat 10 + +**Prerequisites** Worm Caller Dedication + +* * * + +**Frequency** once per day + +* * * + +You call forth a ghostly manifestation of the worm spirit. Choose an intersection on the ground within 60 feet; the ghostly maw of a worm emerges from the ground, attacking all creatures in a 10 foot burst. Each creature in the area must attempt a reflex save. + +* * * + +**Critical Success** The target is unaffected. + +**Success** The target takes `dice: 1d10+13` bludgeoning damage as it is battered by the worm's body. + +**Failure** The target takes `dice: 3d10+15` piercing damage as it is bitten by the worm. The target is [[Immobilized]] until the end of its next turn. + +**Critical Failure** As failure, but the damage increases to `dice: 6d10+30` bludgeoning and the target is knocked [[Prone]]. + +## [[Tunnel]] Feat 2 + +**Prerequisites** Worm Caller Dedication + +* * * + +You gain a burrow speed of 10 feet. + +## [[Crimson Breath]] Feat 12 + +**Prerequisites** Worm Caller Dedication + +* * * + +**Frequency** once per day + +* * * + +You gain a fire breath weapon similar to that of a crimson worm. You breathe a blast of flame in a @Template\[type:cone|distance:30\] that deals 12d6 fire damage to all creatures in the area (basic Reflex save). This damage increases by 2d6 at 14th level and every 2 levels thereafter. + +## [[Venomous Touch]] Feat 12 + +**Prerequisites** Worm Caller Dedication + +* * * + +You've learned to channel the sting of the worm. You gain _[[Purple Worm Sting]]_ as an innate primal spell that you can cast once per day. + +## [[Worm Form]] Feat 14 + +**Prerequisites** Worm Caller Dedication + +* * * + +You take on the form of a purple worm or transform into a humanoid-worm hybrid, retaining your own head but with a worm's body, transforming into a Huge battle form. You must have enough space to expand into or the ability is lost. While in this form, you gain the animal trait. You can Dismiss the form. + +You gain the following statistics and abilities regardless of which battle form you choose: + +* AC = 20 + your level. Ignore your armor's check penalty and Speed reduction. +* 40 temporary Hit Points. +* Darkvision. +* One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +25, and you use the listed damage. Melee attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. +* Athletics modifier of +30, unless your own modifier is higher. + +You also gain specific abilities based on the type of monster you choose: + +**Purple Worm** Speed 40 feet, burrow 30 feet, swim 20 feet + +**Melee** 1 jaws (deadly 2d10, reach 15 feet), **Damage** 3d10+15 piercing + +**Melee**1 stinger (agile, poison, reach 15 feet), **Damage** 2d12+15 piercing plus 2d6 persistent poison + +**Melee**1 body (reach 15 feet) **Damage** 1d10+13 bludgeoning + +**Hybrid** Speed 40 feet + +**Melee**1 stinger (agile, poison, reach 10 feet), **Damage** 2d12+15 piercing plus 1d6 persistent poison + +**Melee**1 body (reach 10 feet), **Damage** 1d10+13 bludgeoning + +**Hybrid Caster** You retain the ability to speak, and can cast spells as long as they don't have somatic or material components. + +## [[Call The Worm]] Feat 18 + +**Prerequisites** Call Worm Spirit + +* * * + +You gain _[[Summon Animal]]_, heightened to 9th level, as an innate primal spell that you can cast once per day, but can only summon a [[Purple-Worm]]. At 20th level, you can summon an elite purple worm instead. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Wrestler.md b/content/mechanics/srd/Archetypes/Wrestler.md new file mode 100755 index 000000000..bec33b889 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Wrestler.md @@ -0,0 +1,157 @@ +--- +title: "Wrestler" +noteType: ":sticky-note:" +aliases: "Wrestler" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.drgCQcXZbIJU0Zhw +tags: + - JournalEntryPage +--- + +# Wrestler +Wrestlers are athletes who pit their strength and skill against powerful foes. Specializing in a variety of grabs, holds, and strikes, wrestlers are dangerous opponents whose techniques can leave a foe broken and defeated without taking their life. + +The wrestling tradition is common all over Golarion. Gladiators and other warriors who fight for entertainment use wrestling techniques in combat. The discipline's focus on grappling is also useful in non-gladiatorial matches, as many foes are unable to contend with an opponent's hold. Grappling is particularly effective against spellcasters, who have a difficult time completing the somatic components of their spells while grabbed. + +Wrestlers have storied traditions in the Hold of Belkzen, where orcs use specialized grappling techniques to subdue the large animals they ride as mounts. Orcs prefer wrestling these creatures partially to minimize harm to them, but also because they believe that the process of subduing the creature creates a stronger bond between mount and rider. + +Outside of the Inner Sea, wrestlers are common in Iblydos and Arcadia. Iblydan wrestlers focus on grappling techniques to make sure they're never left without a means to fight on the battlefield, even if their weapons are destroyed. Arcadian wrestlers engage in matches designed to retell stories of ancient gods. These matches feature impressive acrobatic feats as well as highly technical grappling maneuvers. + +**Additional Feats** 4th [[Combat Grab]], [[Crushing Grab]], [[Snagging Strike]]; 8th [[Whirling Throw]] + +## [[Wrestler Dedication]] Feat 2 + +**Prerequisites** trained in Athletics, unarmed attacks, and unarmored defense + +* * * + +Your training in the wrestling arts has made you particularly adept at moving, striking, and grappling while unencumbered. You become an expert in Athletics and gain the Titan Wrestler skill feat. You don't take the -2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. In addition, you gain a +2 circumstance bonus to your Fortitude DC when resisting an opponent's attempts to Grapple you or Swallow you Whole. + +**Special** You can't select another dedication feat until you have gained two other feats from the wrestler archetype. + +## [[Disengaging Twist]] Feat 4 + +**Prerequisites** [[Wrestler Dedication]] + +**Trigger** A creature gives you the [[Grabbed]] or [[Restrained]] condition. + +* * * + +Your ability to twist your opponents' bodies into painful locks and holds makes you particularly adept at escaping such predicaments. Attempt an Athletics check to Escape the triggering condition. You gain a +2 circumstance bonus to this check. + +## [[Elbow Breaker]] Feat 4 + +**Prerequisites** [[Wrestler Dedication]] + +**Requirements** You have a creature [[Grabbed]] or [[Restrained]]. + +* * * + +You bend your opponent's body or limbs into agonizing positions that make it difficult for them to maintain their grip. Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike has the following effects in addition to its usual effects. + +* * * + +**Critical Success** You knock one held item out of the creature's grasp. It falls to the ground in the creature's space. + +**Success** You weaken your opponent's grasp on one held item. Until the start of that creature's turn, attempts to Disarm the opponent of that item gain a +2 circumstance bonus, and the target takes a -2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. + +## [[Suplex]] Feat 4 + +**Prerequisites** [[Wrestler Dedication]] + +**Requirements** You have a creature [[Grabbed]] or [[Restrained]]. + +* * * + +Flexing your entire body, you heave your opponent over your head and slam them into the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained; on a success, the target lands [[Prone]], and on a critical success, the target lands prone and takes an additional @Damage\[2d6\[bludgeoning]] damage. Regardless of whether the Strike is successful, you immediately release your hold on the target. + +## [[Clinch Strike]] Feat 6 + +**Prerequisites** [[Wrestler Dedication]] + +**Trigger** A creature you had [[Grabbed]] or [[Restrained]] successfully Escapes. + +* * * + +Your opponents can't slip your grasp without receiving further punishment. Make an unarmed melee Strike against the triggering creature. + +## [[Running Tackle]] Feat 8 + +**Prerequisites** [[Wrestler Dedication]] + +You charge toward your opponent, throwing your body at them in a vicious tackle. Stride up to your Speed and then make an unarmed melee Strike. If you hit, you can attempt to Shove the target. + +## [[Strangle]] Feat 8 + +**Prerequisites** [[Wrestler Dedication]] + +**Requirements** You have a creature [[Grabbed]] or [[Restrained]]. + +* * * + +You twist and squeeze the breath out of your foe. Make an unarmed melee Strike against the creature you have grabbed or restrained. On a success, you gain a circumstance bonus to damage equal to the number of weapon damage dice and the target can barely speak until the start of your next turn or until it Escapes, whichever comes first. While it can barely speak, the target can't vocalize above a hoarse whisper, and it must succeed at a @Check\[type:flat|dc:10|showDC:owner\] check or lose any action that requires speech, For an action requiring speech that is also a manipulate action, like Casting a Spell with somatic and verbal components, the target just rolls a single @Check\[type:flat|dc:10|showDC:owner\] check, rather than an additional @Check\[type:flat|dc:5|showDC:owner\] check for being grabbed. + +## [[Submission Hold]] Feat 8 + +**Prerequisites** [[Wrestler Dedication]] + +**Requirements** You have a creature [[Grabbed]] or [[Restrained]]. + +* * * + +Your iron grip slowly saps your opponent's strength. Attempt an Athletics check to Grapple the creature you have grabbed or restrained, with the following effects instead of the usual effects. + +* * * + +**Critical Success** The target is [[Enfeebled 1|Enfeebled 2]] until the end of its next turn and [[Enfeebled 1]] for 1 minute. + +**Success** The target is enfeebled 1 until the end of its next turn. + +## [[Aerial Piledriver]] Feat 10 + +**Prerequisites** [[Wrestler Dedication]] + +**Requirements** You have a creature [[Grabbed]] or [[Restrained]]. + +* * * + +Heaving both yourself and your opponent into the air, you bring them crashing to the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike deals 1d6 additional damage per weapon damage die, and it has the following additional effects on a success, failure, and critical failure. + +**Success** The target lands [[Prone]]. + +**Failure** You lose your grip on the target, and it is no longer grabbed or restrained by you. + +**Critical Failure** You lose both your grip on the target and your balance. You fall prone, and the target is no longer grabbed or restrained by you. + +## [[Spinebreaker]] Feat 10 + +**Prerequisites** [[Wrestler Dedication]] + +**Requirements** You have a creature [[Grabbed]] or [[Restrained]]. + +* * * + +You squeeze your opponent in a vicious bear hug, putting intense pressure on their nerves, joints, or other pain points. Attempt an Athletics check to Grapple the creature you have grabbed or restrained, with the following effects instead of the usual effects. + +* * * + +**Critical Success** The target is [[Clumsy 1|Clumsy 2]] until the end of its next turn and [[Clumsy 1]] for 1 minute. + +**Success** The target is clumsy 1 until the end of its next turn. + +## [[Inescapable Grasp]] Feat 12 + +**Prerequisites** [[Wrestler Dedication]] + +* * * + +Your grasp has a supernatural quality to it, preventing your foes from easily escaping-with or without magical assistance. If a creature you have [[Grabbed]] attempts to use a teleportation spell or effect, it must succeed at a @Check\[type:flat|dc:15|showDC:owner\] check or the spell fails. If a creature you have grabbed attempts to Escape while under the effect of freedom of movement, it must succeed at a @Check\[type:flat|dc:15|showDC:owner\] check or be forced to roll the Escape attempt normally, rather than automatically succeeding. + +## [[Form Lock]] Feat 14 + +**Prerequisites** [[Wrestler Dedication]] + +**Requirements** You have a creature [[Grabbed]] or [[Restrained]]. + +* * * + +Your ability to manipulate your enemy's body is potent enough that you can tear and break apart alternate forms. Attempt an Athletics check to counteract a polymorph effect currently affecting the creature you have grabbed or restrained. If the target is somehow under the effect of multiple polymorph effects, you can choose which one to attempt to counteract; the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Zephyr Guard.md b/content/mechanics/srd/Archetypes/Zephyr Guard.md new file mode 100755 index 000000000..a3ccf84c3 --- /dev/null +++ b/content/mechanics/srd/Archetypes/Zephyr Guard.md @@ -0,0 +1,55 @@ +--- +title: "Zephyr Guard" +noteType: ":sticky-note:" +aliases: "Zephyr Guard" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.KORSADviZaSccs2W +tags: + - JournalEntryPage +--- + +# Zephyr Guard +You are one of the Zephyr Guard, professional soldiers who protect Katapesh from military threats, economic sabotage, and elite thieves. + +## [[Zephyr Guard Dedication]] Feat 2 + +As a Zephyr Guard, you're always vigilant against crime and threats to the city's safety. You gain a +1 circumstance bonus to Perception checks against attempts to Palm an Object, Steal, or Conceal an Object (including you're Seeking concealed objects). You become trained in Society and Katapesh Lore; if you were already trained, you become an expert instead. + +**Special** You can't select another dedication feat until you have gained two other feats from the Zephyr Guard archetype. + +## [[Know the Beat]] Feat 3 + +**Prerequisites** [[Zephyr Guard Dedication]] + +* * * + +You become trained in your choice of Guild Lore, Legal Lore, Mercantile Lore, or Underworld Lore. You gain a +1 circumstance bonus to Diplomacy checks to Gather Information and to checks made to investigate crimes. + +## [[Decry Thief]] Feat 4 + +**Prerequisites** [[Zephyr Guard Dedication]], trained in Intimidation + +* * * + +When you attempt to Demoralize, you can make it harder for the target to flee, in place of the action's normal effects. + +**Critical Success** For 1 round, the target takes a -10-foot status penalty to Speed and a -4 status penalty to Stealth. + +**Success** For 1 round, the target takes a -5-foot status penalty to Speed and a -2 status penalty to Stealth. + +## [[Relentless Disarm]] Feat 6 + +**Prerequisites** [[Zephyr Guard Dedication]], trained in Athletics + +* * * + +When you succeed, but don't critically succeed, at a check to Disarm a creature, your circumstance bonus to further checks to Disarm that creature is +4 instead of +2. Other creatures gain only the normal bonus. + +When you critically succeed at a Disarm check, you can immediately Demoralize your target as a reaction. + +## [[Unfazed Assessment]] Feat 8 + +**Prerequisites** [[Zephyr Guard Dedication]], expert in Perception + +* * * + +You have witnessed hundreds of fighting styles and quickly adapt to defend against complicated maneuvers. Choose a creature within 30 feet who you're aware of, and attempt a Perception check against that target's Will DC. If you succeed, you size up their fighting style, gaining a +1 circumstance bonus to AC and saving throws against that creature's attacks (or a +2 circumstance bonus for a critical success). These benefits last until the end of your next turn. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/Zombie.md b/content/mechanics/srd/Archetypes/Zombie.md new file mode 100755 index 000000000..377f42fef --- /dev/null +++ b/content/mechanics/srd/Archetypes/Zombie.md @@ -0,0 +1,135 @@ +--- +title: "Zombie" +noteType: ":sticky-note:" +aliases: "Zombie" +foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.G38usCLuTDmFYw7V +tags: + - JournalEntryPage +--- + +# Zombie +You are a zombie, a rotting corpse animated by necromantic magic. Although most zombies are mindless brutes, you're a husk zombie, preserved through necromantic rites and alchemical reagents. The process worked especially well on you, and you retained your intelligence and identity to a far greater degree than other husk zombies. + +It's not easy being a corpse. Your body continues to rot and putrefy, and the stench is ever present. Your old self keeps slipping away, more and more as the weeks pass by. Your reflexes have slowed, you're beginning to lose your sense of touch, and your emotions are dulling. As your body continues to decay, so too, does your mind. Your memory's not perfect, and although you haven't noticed any huge gaps or flaws yet, you have a feeling they're there somewhere. + +Unlike your other senses, your hunger has intensified. You ceaselessly crave the raw flesh and brains of the living—the smarter the better—and satisfying this hunger is the only thing that makes you feel alive. When you eat, you're reinvigorated; feeling returns and the constant mental torpor you live under vanishes. You feel like yourself again... for a time. + +One day you might be nothing more than a walking corpse, but for now, you retain your personality and your free will. Feeding your hunger might allow you to remain that way. + +**Additional Feats** 4th [[Bashing Charge]], [[Combat Grab]], [[Crushing Grab]]; 14th [[Corpse Stench]] + +## [[Zombie Dedication]] Feat 2 + +**Prerequisites** You died and were animated as a husk zombie + +* * * + +Despite your death and subsequent reanimation as a rotting corpse, you retain most of your mind and identity. Yet, it's always there: the hunger for the flesh and organs of the living. You gain the undead and zombie traits, and the basic undead benefits. Unlike a typical zombie, you're not mindless. Reduce all your Speeds by 5 feet. Your fist loses the nonlethal trait. + +Because of its progressing state of decay, your body requires continual maintenance to remain at its best. Each day after your rest period, your body is deteriorated due to natural decay. Additionally, some zombie abilities allow you to push for a greater effect in exchange for a chance of deteriorating your body. + +While your body is deteriorated, you're [[Slowed]]. You can spend 10 minutes checking and repairing your joints and other weak parts of your body to recover from deterioration. You can perform these repairs as part of your daily preparations. Because it's a natural result of your body's functions, you can't remove the slowed condition from deterioration through any other means. + +You crave the flesh of the living. You gain a jaws unarmed attack that deals 1d8 piercing damage. Your jaws are in the brawling group and have the unarmed trait. You can use your jaws Strike only against a creature that's [[Grabbed]] or [[Restrained]] by you. + +* * * + +**Special** You can't select another dedication feat until you have gained two other feats from the zombie archetype. + +## [[Ankle Biter]] Feat 4 + +**Prerequisites** Zombie Dedication + +* * * + +You fight just as well on the ground as you do standing up. While you are [[Prone]], you are always [[Take Cover|Taking Cover]] against ranged attacks, you ignore the status penalty on your attack rolls from being prone, and you gain a +1 circumstance bonus to Athletics checks to [[Trip]]. + +You can choose to move up to half your Speed when you [[Crawl]]. You can instead move up to your full Speed when you Crawl, but if you do, you must succeed at a @Check\[type:flat|dc:6\] or your body deteriorates. + +## [[Feast]] Feat 4 + +**Prerequisites** Zombie Dedication + +**Requirements** You are adjacent to a [[Restrained]] or [[Unconscious]] creature, or a deceased creature that died in the past hour. + +* * * + +You feast upon an adjacent restrained or unconscious creature, or a deceased creature that died in the past hour. If the creature is alive, you deal damage equal to your jaws damage. Whether it's alive or not, you gain a number of temporary Hit Points equal to half your level that last for 1 minute. + +You can instead choose to gain temporary Hit Points equal to double your level, but if you do, you must succeed at a @Check\[type:flat|dc:6\] or your body deteriorates. + +## [[Ravenous Charge]] Feat 4 + +**Prerequisites** Zombie Dedication + +* * * + +Hungry for the flesh of the living, you hurl yourself into the fray, teeth gnashing. You Stride. If you end your movement within melee reach of a living creature, you can make an Athletics check to [[Grapple]] that creature. If you succeed, you then make a jaws Strike against that creature. + +## [[Brains!]] Feat 6 + +**Prerequisites** Feast + +**Trigger** You Feast upon a humanoid's brain. The humanoid can't be mindless (or, if you're Feasting on a corpse, can't have been mindless while alive). + +* * * + +You consume the brains of your foe, causing synapses long rotten to fire and enabling you to shake off your mental torpor. You gain a +1 status bonus on skill checks to Recall Knowledge for 1 hour. If the humanoid had a higher modifier to the skill check you're using to Recall Knowledge than you do, the status bonus increases to +2. + +## [[Numb]] Feat 6 + +**Prerequisites** Zombie Dedication + +* * * + +As your body continues to rot and putrefy, your senses deaden and your undead powers grow. You gain the [[Advanced Undead Benefits]] as well as a +1 circumstance bonus on saving throws against emotion and pain effects. While your body is deteriorated, your numbness amplifies in two ways: the circumstance bonus from this feat increases to +2, and if you roll a success on a saving throw against an emotion or pain effect, you get a critical success instead. + +## [[Out of Hand]] Feat 8 + +**Prerequisites** Zombie Dedication + +* * * + +Even when your limbs are severed, they remain a part of you. When an arm is severed from your body, it gains the minion trait. While severed, your limb has the statistics of a familiar without any familiar or master abilities, except its Speed is 5 feet, it can't move further than 100 feet from you, it can Interact with things, and it can still make any unarmed Strikes it could have made while attached to you (usually a fist Strike). Any Strikes it makes share your multiple attack penalty and use your attack bonus and damage. If your arm is reduced to 0 HP or is ever more than 100 feet from you, it becomes inert until reattached. The GM might allow you to detach other limbs that have unarmed attacks using the below action (for example, if you're a tiefling with Form of the Fiend, giving you a tail unarmed attack). + +You gain the [[Lay Down Arms]] action. + +## [[Shamble]] Feat 8 + +**Prerequisites** Zombie Dedication + +* * * + +You may be slower than you were in life, but your pace is unfaltering. Stride twice, or three times if you spent 3 actions to Shamble. During this movement, you ignore difficult terrain and greater difficult terrain. + +You can choose to ignore all circumstance and status penalties to your Speed when you Shamble. If you do, you must succeed at a @Check\[type:flat|dc:6\] when you finish Shambling or your body deteriorates. + +## [[Unkillable]] Feat 8 + +**Prerequisites** Zombie Dedication + +**Frequency** once per hour + +**Trigger** You would be reduced to 0 HP. + +* * * + +You're relentless and nigh unkillable, shrugging off blows that should destroy you, though they might make your body start to fall apart. You are reduced to 1 HP instead of 0 HP. You must succeed at a @Check\[type:flat|dc:6\] or your body deteriorates. + +## [[Festering Wounds]] Feat 12 + +**Prerequisites** Zombie Dedication + +* * * + +Wounds you inflict with your unarmed attacks fester and rot, becoming infected and difficult to heal. The DC to Treat these Wounds using Medicine increases by 5, and magically or alchemically healing these wounds requires a counteract check against your class DC or spell DC, whichever is higher. Succeeding at any of these removes the disease. The effect also ends if the creature is healed to full Hit Points by any means. + +## [[Seize]] Feat 14 + +**Prerequisites** Zombie Dedication + +**Requirements** Your last action was a successful fist Strike against a creature no more than one size larger than you. + +* * * + +You seize your foe and pull it close. The foe you hit is [[Grabbed]] as if you succeeded at an Athletics check to [[Grapple]] the foe. \ No newline at end of file diff --git a/content/mechanics/srd/Archetypes/desktop.ini b/content/mechanics/srd/Archetypes/desktop.ini new file mode 100755 index 0000000000000000000000000000000000000000..e7b6d9235e2d2d4a5de2f1155327f7bd6fe641c3 GIT binary patch literal 246 zcmY+8!3x4a3`E~q@E`gCQi@O!p(mx%lcGo0Ln*5ksw=LFpYJpWi!50t$(tbuQubW% zbb3owP1LKnaUyVJ%t-TKeanL@C9OEmhC2nB5fzOwJI$liOJpNm$h*L?RUbI(ua%Je yGNN{CZTelG=~#(rc}oveq8p!@dviPH