Removing Effects
This commit is contained in:
parent
a63a593200
commit
45a6581e9e
4738 changed files with 0 additions and 4738 deletions
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Accept Echo
|
||||
![[Mechanics/Character Building/Actions/zz_asset-files/systems-pf2e-icons-spells-mirror-image.webp|150]]
|
||||
|
||||
**Frequency** once per day
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Affix a Talisman
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
**Requirements** You must use a [[Repair Toolkit]]
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Anadi Venom
|
||||
![[Mechanics/Character Building/Actions/zz_asset-files/icons-skills-melee-blade-tip-energy-green.webp|150]]
|
||||
|
||||
**Frequency** a number of times per day equal to your level
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Arcane Cascade
|
||||
![[Mechanics/Character Building/Actions/zz_asset-files/icons-magic-control-silhouette-hold-change-blue.webp|150]]
|
||||
|
||||
**Requirements** You used your most recent action this turn to [[Cast a Spell]] or make a [[Spellstrike]]. You need to meet this requirement only to enter the stance, not to remain in it.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Assume a Role
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
**Requirements** You've spent at least 1 hour studying a creature whose role you intend to copy and have done so within the last 3 days. This could include meeting and learning from someone in that role, tailing and spying on someone, using magic to observe them at work, or some other method, as long as you have a visual source of information
|
||||
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Avoid Notice
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You attempt a Stealth check to avoid notice while traveling at half speed. If you have the [[Swift Sneak]] feat, you can move at full Speed rather than half, but you still can't use another exploration activity while you do so. If you have the [[Legendary Sneak]] feat, you can move at full Speed and use a second exploration activity. If you're Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results).
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Blizzard Evasion
|
||||
![[Mechanics/Character Building/Actions/zz_asset-files/systems-pf2e-icons-spells-flowing-strike.webp|150]]
|
||||
|
||||
**Frequency** once per day
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Borrow an Arcane Spell
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
If you're an arcane spellcaster who prepares from a spellbook, you can attempt to prepare a spell from someone else's spellbook. The GM sets the DC for the check based on the spell's level and rarity; it's typically a bit easier than [[Learn a Spell|Learning the Spell]].
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Bribe Contact
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
**Cost** A bribe worth at least one-tenth of the Currency per Additional PC listed on Core Rulebook 509 (see table below). Doubling this amount grants a +2 circumstance bonus to the check.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Bullet Dancer Stance
|
||||
![[systems-pf2e-icons-equipment-consumables-ammunition-awakened-adamantine-shot.webp|150]]
|
||||
|
||||
**Requirements** You're unarmored and wielding a simple firearm, bayonet, or reinforced stock
|
||||
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Call Companion
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions.
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Cast a Spell
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
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.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Channel Elements
|
||||
![[Mechanics/Character Building/Actions/zz_asset-files/icons-magic-water-vortex-water-whirlpool.webp|150]]
|
||||
|
||||
**Requirements** Your kinetic gate isn't active.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Cleanse Soul Path
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You meditate, pray, or otherwise try to reinforce your soul's connection to your soulforged armament. This takes 10 minutes. Attempt a counteract check against your _soulforged corruption_. The counteract level is half your level rounded up, and the counteract check modifier is your Religion modifier. If successful, reduce the stage of your _soulforged corruption_ by 1 (to a minimum of Stage 1).
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Coerce
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. At the end of the conversation, attempt an Intimidation check against the target's Will DC, modified by any circumstances the GM determines.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Compose Missive
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You spend 10 minutes drawing, writing, or inscribing, covering the missive's surface with text, images, or embossing.
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Cover Tracks
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You cover your tracks, moving up to half your travel speed. You don't need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to [[Track]].
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Craft Disharmonic Instrument
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
**Requirements** Legendary in Crafting
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Craft
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You can make an item from raw materials. You need the [[Alchemical Crafting]] skill feat to create alchemical items, the [[Magical Crafting]] feat to create magic items, and the [[Snare Crafting]] feat to create snares.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Cram
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
**Requirements** You are an initiate, attendant, or conversant, and your branch level for either your primary or secondary branch is 2 or more levels below the limit.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Create Forgery
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You create a forged document, usually over the course of a day or a week. You must have the proper writing material to create a forgery. When you Create a Forgery, the GM rolls a secret Society check. If you succeed, the forgery is of good enough quality that passive observers can't notice the fake. Only those who carefully examine the document and attempt a Perception or Society check against your Society DC can do so.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Daydream Trance
|
||||
![[Mechanics/Character Building/Actions/zz_asset-files/systems-pf2e-icons-spells-entrancing-eyes.webp|150]]
|
||||
|
||||
You fall into a half-sleeping trance. This lasts for 1 minute or until you fall [[Unconscious]], whichever comes first. You can voluntarily end your trance by taking a single action, which has a concentrate trait, and succeeding at a DC resolve will save against your own class DC or spell DC, whichever is higher. Once your trance ends, you can't enter a Daydream Trance again for 1 minute. While you're in your trance, you gain the following effects:
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Decipher Writing
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Deconstruct
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You deconstruct an item to provide the starting point to convert it into a new item. You need the Alchemical Crafting skill feat to deconstruct alchemical items and the Magical Crafting skill feat to deconstruct magic items.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Defend
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You move at half your travel speed with your shield raised. If combat breaks out, you gain the benefits of [[Raise a Shield|Raising a Shield]] before your first turn begins.
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Detect Magic
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You cast 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.
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Devise a Stratagem
|
||||
![[systems-pf2e-icons-features-classes-devise-a-stratagem.webp|150]]
|
||||
|
||||
**Frequency** once per round
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Discover
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You watch or study an NPC to learn more about that NPC's preferences. Attempt a Perception check or an appropriate skill check determined by the GM. The DC is found in the NPC's influence stat block.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Dream Research
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
**Trigger** You fall asleep within 5 miles of Xarwin Manor.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Earn Income
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You can use a skill-typically Crafting, Lore, or Performance-to earn money during downtime. You must be trained in the skill to do so. This takes time to set up, and your income depends on your proficiency rank and how lucrative a task you can find. Because this process requires a significant amount of time and involves tracking things outside the progress of adventures, it won't come up in every campaign.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Entity's Resurgence
|
||||
![[Mechanics/Character Building/Actions/zz_asset-files/icons-creatures-magical-spirit-undead-ghost-purple.webp|150]]
|
||||
|
||||
**Trigger** You would be reduced to 0 Hit Points but not immediately killed
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Follow the Expert
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
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 [[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).
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Forge Documents
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You prepare forgeries that might serve as convincing props. Attempt a hard or very hard Society check.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Fortify Camp
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You can spend time fortifying your camp for defense with a successful Crafting check (typically at a trained or expert DC). Anyone keeping watch or defending the camp gains a +2 circumstance bonus to initiative rolls and Perception checks to Seek creatures attempting to sneak up on the camp.
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Gain Contact
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You try to make contact with an individual who can aid you in the infiltration. Attempt a normal, hard, or very hard DC Diplomacy or Society check, or a check using a Lore skill appropriate to your prospective contact.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Gather Information
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the Diplomacy check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Gossip
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You seek out rumors about the infiltration's target. Attempt a normal, hard, or very hard Diplomacy check.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Grow
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You can grow an item from a living thing, most commonly a plant. You need the Alchemical Crafting skill feat to Grow an alchemical item, the Magical Crafting skill feat to Grow a magic item, and the Snare Crafting feat to Grow a snare. To Grow an item, you must meet the following requirements.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Host Spirit
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
**Frequency** once per day
|
||||
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Hustle
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You strain yourself to move at double your travel speed. You can Hustle only for a number of minutes equal to your Constitution modifier × 10 (minimum 10 minutes). If you are in a group that is Hustling, use the lowest Constitution modifier among everyone to determine how fast the group can Hustle together.
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Identify Alchemy
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
**Requirements** You're holding or wearing an [[Alchemist's Toolkit]].
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Identify Magic
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn't increase the DC to identify it.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Impersonate
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a [[Disguise Kit]], but a simpler, quicker disguise might do the job if you're not trying to imitate a specific individual, at the GM's discretion.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Influence
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Attempt a skill check to impress that NPC. The DC and skills which can apply can be found in the NPC's stat block.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Invest an Item
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
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.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Investigate
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
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.
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Learn Name
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You spend a week trying to discover and learn a creature's name. The exact form of your effort varies depending on the skill you use, the resources you have available, and other circumstances. Decide if you are searching for the name of a specific individual or for names in general. If you're looking for the name of an individual, you must be able to clearly identify that individual; for example, "the general leading the invasion" is enough, but "the person who killed the duchess" isn't, if you don't know who killed the duchess. If you're searching for names more generally, name one creature type.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Learn a Spell
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
**Requirements** You have a spellcasting class feature, and the spell you want to learn is on your magical tradition's spell list.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Lie
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You try to fool someone with an untruth. Doing so takes at least 1 round, or longer if the lie is elaborate. You roll a single Deception check and compare it against the Perception DC of every creature you are trying to fool. The GM might give them a circumstance bonus based on the situation and the nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big that it's impossible to get anyone to believe them.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Long-Term Rest
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level.
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Make an Impression
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. At the end of the conversation, attempt a Diplomacy check against the Will DC of one target. You can instead choose up to five targets if you take a –2 penalty. The GM might add other bonuses or penalties based on the situation. Any impression you make lasts for only the current social interaction unless the GM decides otherwise.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Map the Area
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
As long as your group has successfully Reconnoitered the hex, you can use this activity to create an accurate map of the hex with a successful Survival check (typically at a trained or expert DC). When you have an accurate map of the hex, the DC of any check to navigate that hex is reduced by 2.
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Practical Research
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
**Requirement** You are a conversant or lore-speaker.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Psychometric Assessment
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
**Requirements** Your bare hands are touching an object in which you detected psychometric resonance
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Pursue a Lead
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
**Frequency** once per 10 minutes
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Rage
|
||||
![[Mechanics/Character Building/Actions/zz_asset-files/icons-skills-wounds-injury-face-impact-orange.webp|150]]
|
||||
|
||||
**Requirements** You aren't [[Fatigued]] or raging.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Raise a Shield
|
||||
![[systems-pf2e-icons-actions-raise-a-shield.webp|150]]
|
||||
|
||||
**Requirements** You are wielding a shield.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Rally
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
**Prerequisites** trained in Diplomacy, Intimidation, or Performance
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Reconnoiter
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You spend time surveying and exploring a specific area, getting the lay of the land and looking for unusual features and specific sites. Reconnoitering a single hex takes a number of hexploration activities equal to the number of Travel activities necessary to traverse the hex-1 for open terrain, 2 for difficult terrain, and 3 for greater difficult terrain. Traveling on roads doesn't lessen the time required to Reconnoiter. Once the hex has been Reconnoitered, you can Map the Area to reduce your chance of getting lost in that hex. You automatically find any special feature that doesn't require a check to find, and you attempt the appropriate checks to find hidden special features.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Refocus
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
**Requirements** You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Repair
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
**Requirements** You are holding or wearing a [[Repair Toolkit|Repair Kit]]
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Repeat a Spell
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You repeatedly cast the same spell while moving at half speed. Typically, this spell is a cantrip that you want to have in effect in the event a combat breaks out, and it must be one you can cast in 2 actions or fewer. In order to prevent fatigue due to repeated casting, you'll likely use this activity only when something out of the ordinary occurs.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Research
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You comb through information to learn more about the topic at hand. Choose your research topic, section of the library, or other division depending on the form of research, and attempt a skill check. The skills to use and the DC for the check depend on the choice you made.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Retraining
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Scout Location
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You spend time observing the place or group you wish to infiltrate. Attempt a normal, hard, or very hard DC Perception, Society or Stealth check.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Scout
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
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.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Search
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You [[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 [[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.
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Secure Disguises
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You seek to procure or create disguises. Attempt a normal, hard, or very hard Crafting, Deception, Performance, or Society check.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Sense Direction
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild. Typically, you attempt a Survival check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you're unfamiliar with might require you to have a minimum proficiency rank to Sense Direction. Without a [[Compass]], you take a -2 item penalty to checks to Sense Direction.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Settle Emotions
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You spend 10 minutes using techniques you've developed to calm your emotions and bring them back under control. This allows you to access your [[Catharsis]] again.
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Squeeze
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You contort yourself to squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; many tight spaces are difficult terrain that you can move through more quickly and without a check.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Study
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
**Requirements** You are an initiate, attendant, or conversant.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Subsist
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You try to provide food and shelter for yourself, and possibly others as well, with a standard of living. This typically uses Society if you're in a settlement or Survival if you're in the wild. The GM determines the DC based on the nature of the place where you're trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments. Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a -5 penalty.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Tail Toxin
|
||||
![[systems-pf2e-icons-features-ancestry-venomtail-kobold.webp|150]]
|
||||
|
||||
**Frequency** once per day
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Take a Breather
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
**Cost** 1 Resolve Point
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Tenacious Stance
|
||||
![[Mechanics/Character Building/Actions/zz_asset-files/icons-magic-earth-strike-fist-stone-light.webp|150]]
|
||||
|
||||
**Requirements** You are wearing armor
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Track
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You follow tracks, moving at up to half your travel speed. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action and doesn't have the exploration trait, but you might need to roll more often because you're in a tense situation. The GM determines how often you must attempt this check.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Travel
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
You progress toward moving into an adjacent hex. In open terrain, like a plain, using 1 Travel activity allows you to move from one hex to an adjacent hex. Traversing a hex with difficult terrain (such as a typical forest or desert) requires 2 Travel activities, and hexes of greater difficult terrain (such as a steep mountain or typical swamp) require 3 Travel activities to traverse. Traveling along a road uses a terrain type one step better than the surrounding terrain. For example, if you are traveling on a road over a mountain pass, the terrain is difficult terrain instead of greater difficult terrain.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Treat Disease
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
**Requirements** You're wearing or holding a [[Healer's Toolkit]].
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Treat Wounds
|
||||
![[systems-pf2e-icons-actions-Passive.webp|150]]
|
||||
|
||||
**Requirements** You're wearing or holding a [[Healer's Toolkit]].
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Unleash Psyche
|
||||
![[systems-pf2e-icons-features-classes-unleash-psyche.webp|150]]
|
||||
|
||||
**Trigger** Your turn begins.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Advanced Undead Benefits
|
||||
![[icons-magic-death-skull-humanoid-white-red.webp|150]]
|
||||
|
||||
**Darkvision:** You gain darkvision if you don't already have it.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Aquatic Adaptation
|
||||
![[systems-pf2e-icons-features-ancestry--aquatic-adaptation.webp|150]]
|
||||
|
||||
Your reptilian biology allows you to hold your breath for a long time. You gain the [[Breath Control]] general feat as a bonus feat.
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Automaton Core
|
||||
![[Mechanics/Character Building/Ancestry Features/zz_asset-files/icons-commodities-tech-cog-brass.webp|150]]
|
||||
|
||||
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.
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Basic Undead Benefits
|
||||
![[Mechanics/Character Building/Ancestry Features/zz_asset-files/icons-magic-death-skull-humanoid-white-blue.webp|150]]
|
||||
|
||||
**Necril:** You know the Necril language.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Bite
|
||||
![[Mechanics/Character Building/Ancestry Features/zz_asset-files/icons-creatures-abilities-mouth-teeth-long-red.webp|150]]
|
||||
|
||||
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.
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Blunt Snout
|
||||
![[systems-pf2e-icons-features-ancestry-fishseeker-shoony.webp|150]]
|
||||
|
||||
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.
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Change Shape (Anadi)
|
||||
![[Mechanics/Character Building/Ancestry Features/zz_asset-files/icons-creatures-invertebrates-tick-cross-glowing-purple.webp|150]]
|
||||
|
||||
As a anadi, you gain the [[Change Shape (Anadi)]] ability.
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Change Shape (Kitsune)
|
||||
![[Mechanics/Character Building/Ancestry Features/zz_asset-files/systems-pf2e-icons-spells-fey-disapperance.webp|150]]
|
||||
|
||||
As a kitsune, you gain the [[Change Shape (Kitsune)]] ability.
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Clan Dagger
|
||||
![[systems-pf2e-icons-equipment-weapons-clan-dagger.webp|150]]
|
||||
|
||||
You get one [[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.
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Claws
|
||||
![[systems-pf2e-icons-features-ancestry-claws.webp|150]]
|
||||
|
||||
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.
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Constructed (Poppet)
|
||||
![[Mechanics/Character Building/Ancestry Features/zz_asset-files/icons-magic-control-voodoo-doll-pain-damage-yellow.webp|150]]
|
||||
|
||||
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.
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Constructed Body
|
||||
![[systems-pf2e-icons-features-classes-expert-overdrive.webp|150]]
|
||||
|
||||
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.
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Constructed
|
||||
![[systems-pf2e-icons-features-feats-effect-repair-module.webp|150]]
|
||||
|
||||
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.
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Darkvision
|
||||
![[systems-pf2e-icons-features-ancestry-darkvision.webp|150]]
|
||||
|
||||
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.
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ tags:
|
|||
---
|
||||
|
||||
# Draconic Exemplar
|
||||
![[systems-pf2e-icons-features-ancestry-draconic-exemplar.webp|150]]
|
||||
|
||||
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.
|
||||
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Emotionally Unaware
|
||||
![[Mechanics/Character Building/Ancestry Features/zz_asset-files/icons-magic-control-fear-fright-white.webp|150]]
|
||||
|
||||
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.
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Empathic Sense
|
||||
![[Mechanics/Character Building/Ancestry Features/zz_asset-files/systems-pf2e-icons-spells-enthrall.webp|150]]
|
||||
|
||||
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 [[Sense Motive]] against non-mindless creatures within the area of your empathic sense.
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Eyes in Back
|
||||
![[Mechanics/Character Building/Ancestry Features/zz_asset-files/systems-pf2e-icons-spells-prying-eye.webp|150]]
|
||||
|
||||
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.
|
||||
|
|
|
|||
|
|
@ -9,6 +9,5 @@ tags:
|
|||
---
|
||||
|
||||
# Fangs (Nagaji)
|
||||
![[systems-pf2e-icons-unarmed-attacks-fangs.webp|150]]
|
||||
|
||||
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.
|
||||
|
|
|
|||
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue