diff --git a/content/Mechanics/Traits/Aberration.md b/content/Mechanics/Traits/Aberration.md old mode 100755 new mode 100644 index 129de3a8c..6ad8251b7 --- a/content/Mechanics/Traits/Aberration.md +++ b/content/Mechanics/Traits/Aberration.md @@ -1,9 +1,5 @@ ---- -title: Aberration -tags: pf2e/trait -draft: true ---- # Aberration +#pf2e/trait *Source* Core Rulebook pg. 628 3.0 Aberrations are creatures from beyond the planes or corruptions of the natural order. diff --git a/content/Mechanics/Traits/Aberration.md:Zone.Identifier b/content/Mechanics/Traits/Aberration.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Aberration.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Aberration.md:com.amazon.drive.sync b/content/Mechanics/Traits/Aberration.md:com.amazon.drive.sync new file mode 100644 index 000000000..453a3ab34 --- /dev/null +++ b/content/Mechanics/Traits/Aberration.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947748","Uuid":"aeb1d0d883f34eaf899ca38d59ca2bfb","LastWritten":"2023-02-02T20:39:58.9875618+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Abjuration.md b/content/Mechanics/Traits/Abjuration.md old mode 100755 new mode 100644 index 8e4dc5694..bea1a8e65 --- a/content/Mechanics/Traits/Abjuration.md +++ b/content/Mechanics/Traits/Abjuration.md @@ -1,9 +1,5 @@ ---- -title: Abjuration -tags: pf2e/trait -draft: true ---- # Abjuration +#pf2e/trait *Source* Core Rulebook pg. 628 3.0 Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards. diff --git a/content/Mechanics/Traits/Acid.md b/content/Mechanics/Traits/Acid.md old mode 100755 new mode 100644 diff --git a/content/Mechanics/Traits/Agile.md b/content/Mechanics/Traits/Agile.md old mode 100755 new mode 100644 diff --git a/content/Mechanics/Traits/Agile.md:Zone.Identifier b/content/Mechanics/Traits/Agile.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Agile.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Agile.md:com.amazon.drive.sync b/content/Mechanics/Traits/Agile.md:com.amazon.drive.sync new file mode 100644 index 000000000..4bef89d6e --- /dev/null +++ b/content/Mechanics/Traits/Agile.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947749","Uuid":"9fa540e6c4b74b288b51c5a43a0d9956","LastWritten":"2023-02-02T20:35:50.34117+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Air.md b/content/Mechanics/Traits/Air.md old mode 100755 new mode 100644 index 1f720ce16..19f277b50 --- a/content/Mechanics/Traits/Air.md +++ b/content/Mechanics/Traits/Air.md @@ -1,9 +1,5 @@ ---- -title: Air -tags: pf2e/trait -draft: true ---- # Air +#pf2e/trait *Source* Core Rulebook pg. 628 3.0 Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. diff --git a/content/Mechanics/Traits/Air.md:Zone.Identifier b/content/Mechanics/Traits/Air.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Air.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Air.md:com.amazon.drive.sync b/content/Mechanics/Traits/Air.md:com.amazon.drive.sync new file mode 100644 index 000000000..f558f1d4f --- /dev/null +++ b/content/Mechanics/Traits/Air.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947752","Uuid":"379a56591d734e3d89d9e03795f06f29","LastWritten":"2023-02-02T20:35:50.3461624+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Amphibious.md b/content/Mechanics/Traits/Amphibious.md old mode 100755 new mode 100644 index d15f4e060..002d6c1d1 --- a/content/Mechanics/Traits/Amphibious.md +++ b/content/Mechanics/Traits/Amphibious.md @@ -1,9 +1,5 @@ ---- -title: Amphibious -tags: pf2e/trait -draft: true ---- # Amphibious +#pf2e/trait *Source* Bestiary pg. 345 An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. diff --git a/content/Mechanics/Traits/Amphibious.md:Zone.Identifier b/content/Mechanics/Traits/Amphibious.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Amphibious.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Amphibious.md:com.amazon.drive.sync b/content/Mechanics/Traits/Amphibious.md:com.amazon.drive.sync new file mode 100644 index 000000000..d9858b124 --- /dev/null +++ b/content/Mechanics/Traits/Amphibious.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947753","Uuid":"97fc8944c1574f07abe49a163adcda17","LastWritten":"2023-02-02T20:35:50.3921624+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Angel.md b/content/Mechanics/Traits/Angel.md old mode 100755 new mode 100644 index 51ae80ba9..ac13cb2d8 --- a/content/Mechanics/Traits/Angel.md +++ b/content/Mechanics/Traits/Angel.md @@ -1,9 +1,5 @@ ---- -title: Angel -tags: pf2e/trait -draft: true ---- # Angel +#pf2e/trait *Source* Core Rulebook pg. 628 3.0 This family of celestials is native to the plane of Nirvana. Most angels are neutral good, have darkvision, and have a weakness to evil damage. diff --git a/content/Mechanics/Traits/Angel.md:Zone.Identifier b/content/Mechanics/Traits/Angel.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Angel.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Angel.md:com.amazon.drive.sync b/content/Mechanics/Traits/Angel.md:com.amazon.drive.sync new file mode 100644 index 000000000..b610db250 --- /dev/null +++ b/content/Mechanics/Traits/Angel.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947768","Uuid":"3c6778bc08a44fa7a2f536b26208888a","LastWritten":"2023-02-02T20:35:50.4421618+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Animal.md b/content/Mechanics/Traits/Animal.md old mode 100755 new mode 100644 index 5f4d0246c..84f6eb39e --- a/content/Mechanics/Traits/Animal.md +++ b/content/Mechanics/Traits/Animal.md @@ -1,9 +1,5 @@ ---- -title: Animal -tags: pf2e/trait -draft: true ---- # Animal +#pf2e/trait *Source* Core Rulebook pg. 628 3.0 An animal is a creature with a relatively low intelligence. It typically doesn’t have an Intelligence ability modifier over –4, can’t speak languages, and can’t be trained in Intelligence-based skills. diff --git a/content/Mechanics/Traits/Animal.md:Zone.Identifier b/content/Mechanics/Traits/Animal.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Animal.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Animal.md:com.amazon.drive.sync b/content/Mechanics/Traits/Animal.md:com.amazon.drive.sync new file mode 100644 index 000000000..fed234682 --- /dev/null +++ b/content/Mechanics/Traits/Animal.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947755","Uuid":"0892a08a8bb5469c98a5e11976514d3b","LastWritten":"2023-02-02T20:35:50.4511616+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Arcane.md b/content/Mechanics/Traits/Arcane.md old mode 100755 new mode 100644 index 2380afcf4..0de499e18 --- a/content/Mechanics/Traits/Arcane.md +++ b/content/Mechanics/Traits/Arcane.md @@ -1,9 +1,5 @@ ---- -title: Arcane -tags: pf2e/trait -draft: true ---- # Arcane +#pf2e/trait *Source* Core Rulebook pg. 628 This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is [Magical](Magical.md). diff --git a/content/Mechanics/Traits/Arcane.md:Zone.Identifier b/content/Mechanics/Traits/Arcane.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Arcane.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Arcane.md:com.amazon.drive.sync b/content/Mechanics/Traits/Arcane.md:com.amazon.drive.sync new file mode 100644 index 000000000..9c0f8618d --- /dev/null +++ b/content/Mechanics/Traits/Arcane.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947756","Uuid":"ac955683d7ff4133b4d794c55699cd2c","LastWritten":"2023-02-02T20:35:50.486691+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Artifact.md b/content/Mechanics/Traits/Artifact.md old mode 100755 new mode 100644 index c61600de0..9c903aeab --- a/content/Mechanics/Traits/Artifact.md +++ b/content/Mechanics/Traits/Artifact.md @@ -1,9 +1,5 @@ ---- -title: Artifact -tags: pf2e/trait -draft: true ---- # Artifact +#pf2e/trait *Source* Gamemastery Guide pg. 250 Items with this trait are artifacts. These magic items can’t be crafted by normal means, and they can’t be damaged by normal means. Artifacts are always rare or unique. diff --git a/content/Mechanics/Traits/Artifact.md:Zone.Identifier b/content/Mechanics/Traits/Artifact.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Artifact.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Artifact.md:com.amazon.drive.sync b/content/Mechanics/Traits/Artifact.md:com.amazon.drive.sync new file mode 100644 index 000000000..0f50a0fa2 --- /dev/null +++ b/content/Mechanics/Traits/Artifact.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947754","Uuid":"eb072b243e7b4c33bc61a025f5f1f0e9","LastWritten":"2023-02-02T20:35:50.5546904+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Astral.md b/content/Mechanics/Traits/Astral.md old mode 100755 new mode 100644 index b0a6fa73b..bc66d0b8d --- a/content/Mechanics/Traits/Astral.md +++ b/content/Mechanics/Traits/Astral.md @@ -1,9 +1,5 @@ ---- -title: Astral -tags: pf2e/trait -draft: true ---- # Astral +#pf2e/trait *Source* Core Rulebook pg. 628 3.0 Astral creatures are native of the Astral Plane. They can survive the basic environmental effects of the Astral Plane. diff --git a/content/Mechanics/Traits/Astral.md:Zone.Identifier b/content/Mechanics/Traits/Astral.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Astral.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Astral.md:com.amazon.drive.sync b/content/Mechanics/Traits/Astral.md:com.amazon.drive.sync new file mode 100644 index 000000000..0f455f1b9 --- /dev/null +++ b/content/Mechanics/Traits/Astral.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947750","Uuid":"7ec33eb7cfbd48d0bad82d4169a1b265","LastWritten":"2023-02-02T20:35:50.5796911+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Attack.md b/content/Mechanics/Traits/Attack.md old mode 100755 new mode 100644 index bdf7de42e..a36cdb22e --- a/content/Mechanics/Traits/Attack.md +++ b/content/Mechanics/Traits/Attack.md @@ -1,9 +1,5 @@ ---- -title: Attack -tags: pf2e/trait -draft: true ---- # Attack +#pf2e/trait *Source* Core Rulebook pg. 629 --- diff --git a/content/Mechanics/Traits/Auditory.md b/content/Mechanics/Traits/Auditory.md old mode 100755 new mode 100644 index 3a53f2970..20edb84fd --- a/content/Mechanics/Traits/Auditory.md +++ b/content/Mechanics/Traits/Auditory.md @@ -1,9 +1,5 @@ ---- -title: Auditory -tags: pf2e/trait -draft: true ---- # Auditory +#pf2e/trait *Source* Core Rulebook pg. 629 Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. diff --git a/content/Mechanics/Traits/Auditory.md:Zone.Identifier b/content/Mechanics/Traits/Auditory.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Auditory.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Auditory.md:com.amazon.drive.sync b/content/Mechanics/Traits/Auditory.md:com.amazon.drive.sync new file mode 100644 index 000000000..c57c54626 --- /dev/null +++ b/content/Mechanics/Traits/Auditory.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947758","Uuid":"5868070679204f419bfe8a67eb43a0c1","LastWritten":"2023-02-02T20:35:50.6106898+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Aura.md b/content/Mechanics/Traits/Aura.md old mode 100755 new mode 100644 index 49c92c4b5..70d474f50 --- a/content/Mechanics/Traits/Aura.md +++ b/content/Mechanics/Traits/Aura.md @@ -1,9 +1,5 @@ ---- -title: Aura -tags: pf2e/trait -draft: true ---- # Aura +#pf2e/trait *Source* Core Rulebook pg. 629 3.0 An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item or a creature with a strong alignment. diff --git a/content/Mechanics/Traits/Aura.md:Zone.Identifier b/content/Mechanics/Traits/Aura.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Aura.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Aura.md:com.amazon.drive.sync b/content/Mechanics/Traits/Aura.md:com.amazon.drive.sync new file mode 100644 index 000000000..fb426bc0b --- /dev/null +++ b/content/Mechanics/Traits/Aura.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947764","Uuid":"87795fb1746a474cb8d84eac5714564c","LastWritten":"2023-02-02T20:35:50.7056908+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Backswing.md b/content/Mechanics/Traits/Backswing.md old mode 100755 new mode 100644 index cba57106f..8fdc24ffc --- a/content/Mechanics/Traits/Backswing.md +++ b/content/Mechanics/Traits/Backswing.md @@ -1,9 +1,5 @@ ---- -title: Backswing -tags: pf2e/trait -draft: true ---- # Backswing +#pf2e/trait *Source* Core Rulebook pg. 282 3.0 You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn. diff --git a/content/Mechanics/Traits/Backswing.md:Zone.Identifier b/content/Mechanics/Traits/Backswing.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Backswing.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Backswing.md:com.amazon.drive.sync b/content/Mechanics/Traits/Backswing.md:com.amazon.drive.sync new file mode 100644 index 000000000..0c3f408ce --- /dev/null +++ b/content/Mechanics/Traits/Backswing.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947759","Uuid":"0038a35afab74dadab2e466f6917492b","LastWritten":"2023-02-02T20:35:50.6926905+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Bard.md b/content/Mechanics/Traits/Bard.md old mode 100755 new mode 100644 index 35f8dcba5..e6d35b730 --- a/content/Mechanics/Traits/Bard.md +++ b/content/Mechanics/Traits/Bard.md @@ -1,9 +1,5 @@ ---- -title: Bard -tags: pf2e/trait -draft: true ---- # Bard +#pf2e/trait *Source* Core Rulebook pg. 629 3.0 This indicates abilities from the bard class. diff --git a/content/Mechanics/Traits/Bard.md:Zone.Identifier b/content/Mechanics/Traits/Bard.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Bard.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Bard.md:com.amazon.drive.sync b/content/Mechanics/Traits/Bard.md:com.amazon.drive.sync new file mode 100644 index 000000000..e704c7eee --- /dev/null +++ b/content/Mechanics/Traits/Bard.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947760","Uuid":"f077163bfef24da09c3f7b1dd2ac9cd5","LastWritten":"2023-02-02T20:35:50.6986913+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Beast.md b/content/Mechanics/Traits/Beast.md old mode 100755 new mode 100644 index 5b94bd63f..04f09e0e5 --- a/content/Mechanics/Traits/Beast.md +++ b/content/Mechanics/Traits/Beast.md @@ -1,9 +1,5 @@ ---- -title: Beast -tags: pf2e/trait -draft: true ---- # Beast +#pf2e/trait *Source* Core Rulebook pg. 629 3.0 A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason. diff --git a/content/Mechanics/Traits/Beast.md:Zone.Identifier b/content/Mechanics/Traits/Beast.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Beast.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Beast.md:com.amazon.drive.sync b/content/Mechanics/Traits/Beast.md:com.amazon.drive.sync new file mode 100644 index 000000000..c8ecfb1eb --- /dev/null +++ b/content/Mechanics/Traits/Beast.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947762","Uuid":"3878e856f812444882b1f5b1a531db25","LastWritten":"2023-02-02T20:35:50.7256903+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Cantrip.md b/content/Mechanics/Traits/Cantrip.md old mode 100755 new mode 100644 index 6d9048900..c27142d6b --- a/content/Mechanics/Traits/Cantrip.md +++ b/content/Mechanics/Traits/Cantrip.md @@ -1,6 +1,7 @@ --- aliases: Cantrip tags: pf2e/trait +draft: true --- # Cantrip diff --git a/content/Mechanics/Traits/Cantrip.md:Zone.Identifier b/content/Mechanics/Traits/Cantrip.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Cantrip.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Cantrip.md:com.amazon.drive.sync b/content/Mechanics/Traits/Cantrip.md:com.amazon.drive.sync new file mode 100644 index 000000000..65d689108 --- /dev/null +++ b/content/Mechanics/Traits/Cantrip.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947763","Uuid":"3d7b9456d15d4f52ad9cde5ec330c381","LastWritten":"2023-02-02T20:35:50.8386906+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Celestial.md b/content/Mechanics/Traits/Celestial.md old mode 100755 new mode 100644 index 368528146..422d7c0fd --- a/content/Mechanics/Traits/Celestial.md +++ b/content/Mechanics/Traits/Celestial.md @@ -1,9 +1,5 @@ ---- -title: Celestial -tags: pf2e/trait -draft: true ---- # Celestial +#pf2e/trait *Source* Core Rulebook pg. 629 3.0 Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere. diff --git a/content/Mechanics/Traits/Celestial.md:Zone.Identifier b/content/Mechanics/Traits/Celestial.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Celestial.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Celestial.md:com.amazon.drive.sync b/content/Mechanics/Traits/Celestial.md:com.amazon.drive.sync new file mode 100644 index 000000000..8e3c3d390 --- /dev/null +++ b/content/Mechanics/Traits/Celestial.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947765","Uuid":"872bb5ca3fbc4e19ace6b5e40ebeda13","LastWritten":"2023-02-02T20:35:50.8516902+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Champion.md b/content/Mechanics/Traits/Champion.md old mode 100755 new mode 100644 index c3f2e93c1..1f3c8c428 --- a/content/Mechanics/Traits/Champion.md +++ b/content/Mechanics/Traits/Champion.md @@ -1,9 +1,5 @@ ---- -title: Champion -tags: pf2e/trait -draft: true ---- # Champion +#pf2e/trait *Source* Core Rulebook pg. 629 3.0 This indicates abilities from the champion class. diff --git a/content/Mechanics/Traits/Champion.md:Zone.Identifier b/content/Mechanics/Traits/Champion.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Champion.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Champion.md:com.amazon.drive.sync b/content/Mechanics/Traits/Champion.md:com.amazon.drive.sync new file mode 100644 index 000000000..406fa8726 --- /dev/null +++ b/content/Mechanics/Traits/Champion.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947766","Uuid":"ab299de6b4fa4a8aa38d038f9e00bd75","LastWritten":"2023-02-02T20:35:50.8626911+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Cleric.md b/content/Mechanics/Traits/Cleric.md old mode 100755 new mode 100644 index a1ff42e42..40fb03879 --- a/content/Mechanics/Traits/Cleric.md +++ b/content/Mechanics/Traits/Cleric.md @@ -1,9 +1,5 @@ ---- -title: Cleric -tags: pf2e/trait -draft: true ---- # Cleric +#pf2e/trait *Source* Core Rulebook pg. 629 3.0 This indicates abilities from the cleric class. diff --git a/content/Mechanics/Traits/Cleric.md:Zone.Identifier b/content/Mechanics/Traits/Cleric.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Cleric.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Cleric.md:com.amazon.drive.sync b/content/Mechanics/Traits/Cleric.md:com.amazon.drive.sync new file mode 100644 index 000000000..afa502220 --- /dev/null +++ b/content/Mechanics/Traits/Cleric.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947767","Uuid":"94b01f393c7f49f98b6f2cde7fcea3bd","LastWritten":"2023-02-02T20:35:50.8776987+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Cold.md b/content/Mechanics/Traits/Cold.md old mode 100755 new mode 100644 diff --git a/content/Mechanics/Traits/Cold.md:Zone.Identifier b/content/Mechanics/Traits/Cold.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Cold.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Cold.md:com.amazon.drive.sync b/content/Mechanics/Traits/Cold.md:com.amazon.drive.sync new file mode 100644 index 000000000..402a97f01 --- /dev/null +++ b/content/Mechanics/Traits/Cold.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947769","Uuid":"4cbacfb0ad2542f8b97ebad9c1248cbd","LastWritten":"2023-02-02T20:35:50.8876912+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Composition.md b/content/Mechanics/Traits/Composition.md old mode 100755 new mode 100644 index ef4dbcd0d..dea4c2bc5 --- a/content/Mechanics/Traits/Composition.md +++ b/content/Mechanics/Traits/Composition.md @@ -1,9 +1,5 @@ ---- -title: Composition -tags: pf2e/trait -draft: true ---- # Composition +#pf2e/trait *Source* Core Rulebook pg. 629 3.0 To cast a composition cantrip or focus spell, you usually use a type of Performance. If the spell includes a verbal component, you must use an [Auditory](Auditory.md) performance, and if it includes a somatic component, you must use a visual one. The spell gains all the traits of the performance you used. diff --git a/content/Mechanics/Traits/Concentrate.md b/content/Mechanics/Traits/Concentrate.md old mode 100755 new mode 100644 index 28668be90..0ec37f10a --- a/content/Mechanics/Traits/Concentrate.md +++ b/content/Mechanics/Traits/Concentrate.md @@ -1,9 +1,5 @@ ---- -title: Concentrate -tags: pf2e/trait -draft: true ---- # Concentrate +#pf2e/trait *Source* Core Rulebook pg. 630 An action with this trait requires a degree of mental concentration and discipline. diff --git a/content/Mechanics/Traits/Concentrate.md:Zone.Identifier b/content/Mechanics/Traits/Concentrate.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Concentrate.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Concentrate.md:com.amazon.drive.sync b/content/Mechanics/Traits/Concentrate.md:com.amazon.drive.sync new file mode 100644 index 000000000..1f2da0442 --- /dev/null +++ b/content/Mechanics/Traits/Concentrate.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947773","Uuid":"00c19d3b7c004e8fb6ecbb7fdb4ca9f0","LastWritten":"2023-02-02T20:35:50.9266901+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Conjuration.md b/content/Mechanics/Traits/Conjuration.md old mode 100755 new mode 100644 index 6d92b5e52..45c9c4296 --- a/content/Mechanics/Traits/Conjuration.md +++ b/content/Mechanics/Traits/Conjuration.md @@ -14,7 +14,7 @@ Effects and magic items with this trait are associated with the conjuration scho [Swarming Words](Swarming%20Words), [Thief's Retribution](Thief's%20Retribution) ### Equipment -[Antler Arrow](Antler%20Arrow), [Axe of the Dwarven Lords](Axe%20of%20the%20Dwarven%20Lords), [Bag of Cats](Bag%20of%20Cats), [Bag of Devouring](Bag%20of%20Devouring), [Bag of Holding](Bag%20of%20Holding), [Bag of Weasels](Bag%20of%20Weasels), [Barricade Stone](Barricade%20Stone), [Bonmuan Swapping Stone](Bonmuan%20Swapping%20Stone), [Bottled Air](Bottled%20Air), [Bottomless Stein](Bottomless%20Stein), [Bountiful Cauldron](Bountiful%20Cauldron), [Busine of Divine Reinforcement](Busine%20of%20Divine%20Reinforcement), [Called (Accessory Rune)](Called%20(Accessory%20Rune)), [Called (Weapon Rune)](Called%20(Weapon%20Rune)), [Campaign Stable](Campaign%20Stable), [Candle of Invocation](Candle%20of%20Invocation), [Cane of the Maelstrom](Cane%20of%20the%20Maelstrom), [Cape of the Mountebank](Cape%20of%20the%20Mountebank), [Climbing Bolt](Climbing%20Bolt), [Collar of the Eternal Bond](Collar%20of%20the%20Eternal%20Bond), [Compass of Transpositional Awareness](Compass%20of%20Transpositional%20Awareness), [Cordelia's Construct Key](Cordelia's%20Construct%20Key), [Corrosive](../Items/Runes/Weapon%20Property%20Runes/Corrosive.md), [Decanter of Endless Water](Decanter%20of%20Endless%20Water), [Drum of Upheaval](Drum%20of%20Upheaval), [Duchy Defender](Duchy%20Defender), [Elemental Gem](Elemental%20Gem), [Emergency Disguise](Emergency%20Disguise), [Encompassing Lockpick](Encompassing%20Lockpick), [Enfilading Arrow](Enfilading%20Arrow), [Ethereal](Ethereal.md), [Everyneed Pack](Everyneed%20Pack), [Explorer's Yurt](Explorer's%20Yurt), [Fairy Bullet](Fairy%20Bullet), [Feather Token](Feather%20Token), [Fiendish Teleportation](Fiendish%20Teleportation), [Fire-Jump Ring](Fire-Jump%20Ring), [Flaming](../Items/Runes/Weapon%20Property%20Runes/Flaming.md), [Flask of Fellowship](Flask%20of%20Fellowship), [Frost](../Items/Runes/Weapon%20Property%20Runes/Frost.md), [Gamepiece Chariot](Gamepiece%20Chariot), [Gingerbread House](Gingerbread%20House), [Gloaming Shard](Gloaming%20Shard), [Golden Spur](Golden%20Spur), [Gourd Home](Gourd%20Home), [Grail of Twisted Desires](Grail%20of%20Twisted%20Desires), [Guiding Chisel](Guiding%20Chisel), [Gunner's Bandolier](Gunner's%20Bandolier), [Harpoon Bolt](Harpoon%20Bolt), [Hat of Many Minds](Hat%20of%20Many%20Minds), [Hat of the Magi](Hat%20of%20the%20Magi), [Headbands of Translocation](Headbands%20of%20Translocation), [Herd Mask](Herd%20Mask), [Horn of Fog](Horn%20of%20Fog), [Immaculate Holsters](Immaculate%20Holsters), [Insistent Door Knocker](Insistent%20Door%20Knocker), [Instant Fortress](Instant%20Fortress), [Jahan Waystone](Jahan%20Waystone), [Jar of Shifting Sands](Jar%20of%20Shifting%20Sands), [Juxtaposition Ammunition](Juxtaposition%20Ammunition), [Keymaking Tools](Keymaking%20Tools), [Knapsack of Halflingkind](Knapsack%20of%20Halflingkind), [Kraken's Guard](Kraken's%20Guard), [Lady's Chalice](Lady's%20Chalice), [Lady's Knife](Lady's%20Knife), [Lion's Shield](Lion's%20Shield), [Lucky Draw Bandolier](Lucky%20Draw%20Bandolier), [Mad Mammoth's Juke](Mad%20Mammoth's%20Juke), [Marvelous Calliope](Marvelous%20Calliope), [Memory Palace](Memory%20Palace), [Mountain to the Sky](Mountain%20to%20the%20Sky), [Mountebank's Passage](Mountebank's%20Passage), [Necklace of Knives](Necklace%20of%20Knives), [Oily Button](Oily%20Button), [Paired](Paired), [Persistent Lodestone](Persistent%20Lodestone), [Phoenix Fighting Fan](Phoenix%20Fighting%20Fan), [Planar Ribbon](Planar%20Ribbon), [Pocket Gala](Pocket%20Gala), [Pocket Stage](Pocket%20Stage), [Poisoner's Staff](Poisoner's%20Staff), [Portable Gaming Hall](Portable%20Gaming%20Hall), [Private Workshop](Private%20Workshop), [Putrescent Glob](Putrescent%20Glob), [Pyrite Rat](Pyrite%20Rat), [Quill of Passage](Quill%20of%20Passage), [Radiant Spark](Radiant%20Spark), [Rampart Shield](Rampart%20Shield), [Rat-Catcher Trident](Rat-Catcher%20Trident), [Ration Tonic](Ration%20Tonic), [Retrieval Prism](Retrieval%20Prism), [Rhino Shot](Rhino%20Shot), [Ring of Stoneshifting](Ring%20of%20Stoneshifting), [Ring of Sustenance](Ring%20of%20Sustenance), [Ruby String](Ruby%20String), [Sarkorian God-Caller Garb](Sarkorian%20God-Caller%20Garb), [Shadowed Scale](Shadowed%20Scale), [the Jungle Secret](the%20Jungle%20Secret), [Silkspinner's Shield](Silkspinner's%20Shield), [Silver Tripod](Silver%20Tripod), [Sleeves of Storage](Sleeves%20of%20Storage), [Smogger](Smogger), [Spiritsight Crossbow](Spiritsight%20Crossbow), [Staff of Conjuration](Staff%20of%20Conjuration), [Starshot Arrow](Starshot%20Arrow), [Stone Circle](Stone%20Circle), [Stone of Weight](Stone%20of%20Weight), [Stoneraiser Javelin](Stoneraiser%20Javelin), [Summoning Handscroll](Summoning%20Handscroll), [Thunder Helm](Thunder%20Helm), [Transposition Ammunition](Transposition%20Ammunition), [Unending Youth](Unending%20Youth), [Vine Arrow](Vine%20Arrow), [Viper Arrow](Viper%20Arrow), [Void Mirror](Void%20Mirror), [Voyager's Pack](Voyager's%20Pack), [Wand of Caustic Effluence](Wand%20of%20Caustic%20Effluence), [Wand of the Spider](Wand%20of%20the%20Spider), [Wayfinder](Wayfinder), [Whistle of Calling](Whistle%20of%20Calling), [Wig of Holding](Wig%20of%20Holding), [Wizard's Tower](Wizard's%20Tower), [Wondrous Figurine](Wondrous%20Figurine), [Wyrm Drinker](Wyrm%20Drinker) +[Antler Arrow](Antler%20Arrow), [Axe of the Dwarven Lords](Axe%20of%20the%20Dwarven%20Lords), [Bag of Cats](Bag%20of%20Cats), [Bag of Devouring](Bag%20of%20Devouring), [Spacious Pouch (Type I)](Spacious%20Pouch%20(Type%20I).md), [Bag of Weasels](Bag%20of%20Weasels), [Barricade Stone](Barricade%20Stone), [Bonmuan Swapping Stone](Bonmuan%20Swapping%20Stone), [Bottled Air](Bottled%20Air), [Bottomless Stein](Bottomless%20Stein), [Bountiful Cauldron](Bountiful%20Cauldron), [Busine of Divine Reinforcement](Busine%20of%20Divine%20Reinforcement), [Called (Accessory Rune)](Called%20(Accessory%20Rune)), [Called (Weapon Rune)](Called%20(Weapon%20Rune)), [Campaign Stable](Campaign%20Stable), [Candle of Invocation](Candle%20of%20Invocation), [Cane of the Maelstrom](Cane%20of%20the%20Maelstrom), [Cape of the Mountebank](Cape%20of%20the%20Mountebank), [Climbing Bolt](Climbing%20Bolt), [Collar of the Eternal Bond](Collar%20of%20the%20Eternal%20Bond), [Compass of Transpositional Awareness](Compass%20of%20Transpositional%20Awareness), [Cordelia's Construct Key](Cordelia's%20Construct%20Key), [Corrosive](../Items/Runes/Weapon%20Property%20Runes/Corrosive.md), [Decanter of Endless Water](Decanter%20of%20Endless%20Water), [Drum of Upheaval](Drum%20of%20Upheaval), [Duchy Defender](Duchy%20Defender), [Elemental Gem](Elemental%20Gem), [Emergency Disguise](Emergency%20Disguise), [Encompassing Lockpick](Encompassing%20Lockpick), [Enfilading Arrow](Enfilading%20Arrow), [Ethereal](Ethereal.md), [Everyneed Pack](Everyneed%20Pack), [Explorer's Yurt](Explorer's%20Yurt), [Fairy Bullet](Fairy%20Bullet), [Feather Token](Feather%20Token), [Fiendish Teleportation](Fiendish%20Teleportation), [Fire-Jump Ring](Fire-Jump%20Ring), [Flaming](../Items/Runes/Weapon%20Property%20Runes/Flaming.md), [Flask of Fellowship](Flask%20of%20Fellowship), [Frost](../Items/Runes/Weapon%20Property%20Runes/Frost.md), [Gamepiece Chariot](Gamepiece%20Chariot), [Gingerbread House](Gingerbread%20House), [Gloaming Shard](Gloaming%20Shard), [Golden Spur](Golden%20Spur), [Gourd Home](Gourd%20Home), [Grail of Twisted Desires](Grail%20of%20Twisted%20Desires), [Guiding Chisel](Guiding%20Chisel), [Gunner's Bandolier](Gunner's%20Bandolier), [Harpoon Bolt](Harpoon%20Bolt), [Hat of Many Minds](Hat%20of%20Many%20Minds), [Hat of the Magi](Hat%20of%20the%20Magi), [Headbands of Translocation](Headbands%20of%20Translocation), [Herd Mask](Herd%20Mask), [Horn of Fog](Horn%20of%20Fog), [Immaculate Holsters](Immaculate%20Holsters), [Insistent Door Knocker](Insistent%20Door%20Knocker), [Instant Fortress](Instant%20Fortress), [Jahan Waystone](Jahan%20Waystone), [Jar of Shifting Sands](Jar%20of%20Shifting%20Sands), [Juxtaposition Ammunition](Juxtaposition%20Ammunition), [Keymaking Tools](Keymaking%20Tools), [Knapsack of Halflingkind](Knapsack%20of%20Halflingkind), [Kraken's Guard](Kraken's%20Guard), [Lady's Chalice](Lady's%20Chalice), [Lady's Knife](Lady's%20Knife), [Lion's Shield](Lion's%20Shield), [Lucky Draw Bandolier](Lucky%20Draw%20Bandolier), [Mad Mammoth's Juke](Mad%20Mammoth's%20Juke), [Marvelous Calliope](Marvelous%20Calliope), [Memory Palace](Memory%20Palace), [Mountain to the Sky](Mountain%20to%20the%20Sky), [Mountebank's Passage](Mountebank's%20Passage), [Necklace of Knives](Necklace%20of%20Knives), [Oily Button](Oily%20Button), [Paired](Paired), [Persistent Lodestone](Persistent%20Lodestone), [Phoenix Fighting Fan](Phoenix%20Fighting%20Fan), [Planar Ribbon](Planar%20Ribbon), [Pocket Gala](Pocket%20Gala), [Pocket Stage](Pocket%20Stage), [Poisoner's Staff](Poisoner's%20Staff), [Portable Gaming Hall](Portable%20Gaming%20Hall), [Private Workshop](Private%20Workshop), [Putrescent Glob](Putrescent%20Glob), [Pyrite Rat](Pyrite%20Rat), [Quill of Passage](Quill%20of%20Passage), [Radiant Spark](Radiant%20Spark), [Rampart Shield](Rampart%20Shield), [Rat-Catcher Trident](Rat-Catcher%20Trident), [Ration Tonic](Ration%20Tonic), [Retrieval Prism](Retrieval%20Prism), [Rhino Shot](Rhino%20Shot), [Ring of Stoneshifting](Ring%20of%20Stoneshifting), [Ring of Sustenance](Ring%20of%20Sustenance), [Ruby String](Ruby%20String), [Sarkorian God-Caller Garb](Sarkorian%20God-Caller%20Garb), [Shadowed Scale](Shadowed%20Scale), [the Jungle Secret](the%20Jungle%20Secret), [Silkspinner's Shield](Silkspinner's%20Shield), [Silver Tripod](Silver%20Tripod), [Sleeves of Storage](Sleeves%20of%20Storage), [Smogger](Smogger), [Spiritsight Crossbow](Spiritsight%20Crossbow), [Staff of Conjuration](Staff%20of%20Conjuration), [Starshot Arrow](Starshot%20Arrow), [Stone Circle](Stone%20Circle), [Stone of Weight](Stone%20of%20Weight), [Stoneraiser Javelin](Stoneraiser%20Javelin), [Summoning Handscroll](Summoning%20Handscroll), [Thunder Helm](Thunder%20Helm), [Transposition Ammunition](Transposition%20Ammunition), [Unending Youth](Unending%20Youth), [Vine Arrow](Vine%20Arrow), [Viper Arrow](Viper%20Arrow), [Void Mirror](Void%20Mirror), [Voyager's Pack](Voyager's%20Pack), [Wand of Caustic Effluence](Wand%20of%20Caustic%20Effluence), [Wand of the Spider](Wand%20of%20the%20Spider), [Wayfinder](Wayfinder), [Whistle of Calling](Whistle%20of%20Calling), [Wig of Holding](Wig%20of%20Holding), [Wizard's Tower](Wizard's%20Tower), [Wondrous Figurine](Wondrous%20Figurine), [Wyrm Drinker](Wyrm%20Drinker) ### Feats [Beastmaster's Call](Beastmaster's%20Call), [Black Powder Embodiment](Black%20Powder%20Embodiment), [Call Bonded Item](Call%20Bonded%20Item), [Call Gun](Call%20Gun), [Call Implement](Call%20Implement), [Curse of the Saumen Kar](Curse%20of%20the%20Saumen%20Kar), [Eerie Flicker](Eerie%20Flicker), [Familiar Conduit](Familiar%20Conduit), [Hefting Shadow](Hefting%20Shadow), [Mirror Refuge](Mirror%20Refuge), [Phase Arrow](Phase%20Arrow), [Phase Bullet](Phase%20Bullet), [Sculpt Shadows](Sculpt%20Shadows), [Sever Space](Sever%20Space), [Sheltering Cave](Sheltering%20Cave), [Spirit Sheath](Spirit%20Sheath), [Storm Shroud](Storm%20Shroud), [Summoner's Call](Summoner's%20Call), [Swap Reflections](Swap%20Reflections), [Transpose](Transpose), [Trespass Teleportation](Trespass%20Teleportation), [Unlimited Demesne](Unlimited%20Demesne) diff --git a/content/Mechanics/Traits/Construct.md b/content/Mechanics/Traits/Construct.md old mode 100755 new mode 100644 index dbe059015..f0bf47460 --- a/content/Mechanics/Traits/Construct.md +++ b/content/Mechanics/Traits/Construct.md @@ -1,9 +1,5 @@ ---- -title: Construct -tags: pf2e/trait -draft: true ---- # Construct +#pf2e/trait *Source* Bestiary 2 pg. 346 2.0 A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the [Doomed](../Conditions/Doomed.md), [Drained](../Conditions/Drained.md), [Fatigued](../Conditions/Fatigued.md), [Paralyzed](../Conditions/Paralyzed.md), [Sickened](../Conditions/Sickened.md), and [Unconscious](../Conditions/Unconscious.md) conditions; and they may have Hardness based on the materials used to construct their bodies. diff --git a/content/Mechanics/Traits/Construct.md:Zone.Identifier b/content/Mechanics/Traits/Construct.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Construct.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Construct.md:com.amazon.drive.sync b/content/Mechanics/Traits/Construct.md:com.amazon.drive.sync new file mode 100644 index 000000000..1a8e00353 --- /dev/null +++ b/content/Mechanics/Traits/Construct.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947782","Uuid":"d42cae5125af4987b573e89777fd1eac","LastWritten":"2023-02-02T20:35:51.0106912+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Contingency.md b/content/Mechanics/Traits/Contingency.md old mode 100755 new mode 100644 index 5c8e77adc..dbbf60c82 --- a/content/Mechanics/Traits/Contingency.md +++ b/content/Mechanics/Traits/Contingency.md @@ -1,9 +1,5 @@ ---- -title: Contingency -tags: pf2e/trait -draft: true ---- # Contingency +#pf2e/trait *Source* Secrets of Magic pg. 252 1.1 Spells with this trait grant you an action during the spell's effects, typically a reaction with a special trigger. They typically have a long duration, such as 24 hours. You can have only one spell with the contingency trait, or one contingency spell, active at a time. If you cast another spell with the contingency trait or contingency, the newer casting supersedes the older. diff --git a/content/Mechanics/Traits/Contingency.md:Zone.Identifier b/content/Mechanics/Traits/Contingency.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Contingency.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Contingency.md:com.amazon.drive.sync b/content/Mechanics/Traits/Contingency.md:com.amazon.drive.sync new file mode 100644 index 000000000..f40635a64 --- /dev/null +++ b/content/Mechanics/Traits/Contingency.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947771","Uuid":"34b71df4c8b54725875aff878e3d1c1d","LastWritten":"2023-02-02T20:35:51.0176903+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Curse.md b/content/Mechanics/Traits/Curse.md old mode 100755 new mode 100644 index 9efdf7fc1..3ce3cc1ff --- a/content/Mechanics/Traits/Curse.md +++ b/content/Mechanics/Traits/Curse.md @@ -1,9 +1,5 @@ ---- -title: Curse -tags: pf2e/trait -draft: true ---- # Curse +#pf2e/trait *Source* Core Rulebook pg. 630 An item with this trait is cursed to cause trouble for its owner. A curse isn’t detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can’t be discarded once they’ve been triggered or invested the first time. The item can be removed only if the curse is removed. diff --git a/content/Mechanics/Traits/Curse.md:Zone.Identifier b/content/Mechanics/Traits/Curse.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Curse.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Curse.md:com.amazon.drive.sync b/content/Mechanics/Traits/Curse.md:com.amazon.drive.sync new file mode 100644 index 000000000..2b34134d1 --- /dev/null +++ b/content/Mechanics/Traits/Curse.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947775","Uuid":"fd4d92346bd746e1b30aa773802ce614","LastWritten":"2023-02-02T20:35:51.8306905+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Cursebound.md b/content/Mechanics/Traits/Cursebound.md old mode 100755 new mode 100644 index 11736c6f6..bf8fdcfed --- a/content/Mechanics/Traits/Cursebound.md +++ b/content/Mechanics/Traits/Cursebound.md @@ -1,9 +1,5 @@ ---- -title: Cursebound -tags: pf2e/trait -draft: true ---- # Cursebound +#pf2e/trait *Source* Advanced Player's Guide pg. 267 2.0 Spells with this trait increase the severity of your oracular curse when cast. Usually only revelation spells have this trait. You can't cast a cursebound spell if you don't have an oracular curse. diff --git a/content/Mechanics/Traits/Cursebound.md:Zone.Identifier b/content/Mechanics/Traits/Cursebound.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Cursebound.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Cursebound.md:com.amazon.drive.sync b/content/Mechanics/Traits/Cursebound.md:com.amazon.drive.sync new file mode 100644 index 000000000..0cebe285f --- /dev/null +++ b/content/Mechanics/Traits/Cursebound.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947776","Uuid":"d0c01af439eb43358e8c4f59247c7898","LastWritten":"2023-02-02T20:35:51.8396908+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Daemon.md b/content/Mechanics/Traits/Daemon.md old mode 100755 new mode 100644 index 13da22f4d..9309778f9 --- a/content/Mechanics/Traits/Daemon.md +++ b/content/Mechanics/Traits/Daemon.md @@ -1,9 +1,5 @@ ---- -title: Daemon -tags: pf2e/trait -draft: true ---- # Daemon +#pf2e/trait *Source* Bestiary pg. 346 A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage. diff --git a/content/Mechanics/Traits/Daemon.md:Zone.Identifier b/content/Mechanics/Traits/Daemon.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Daemon.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Daemon.md:com.amazon.drive.sync b/content/Mechanics/Traits/Daemon.md:com.amazon.drive.sync new file mode 100644 index 000000000..7461c96f7 --- /dev/null +++ b/content/Mechanics/Traits/Daemon.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947772","Uuid":"6751cf1735c348c398b7f0dc06634690","LastWritten":"2023-02-02T20:35:51.8416905+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Darkness.md b/content/Mechanics/Traits/Darkness.md old mode 100755 new mode 100644 index 4e17f3218..3e007b16b --- a/content/Mechanics/Traits/Darkness.md +++ b/content/Mechanics/Traits/Darkness.md @@ -1,12 +1,8 @@ --- aliases: ["Darkness"] --- ---- -title: Darkness -tags: pf2e/trait -draft: true ---- # Darkness +#pf2e/trait *Source* Core Rulebook pg. 630 Darkness effects extinguish non-magical light in the area, and can counteract less powerful magical light. You must usually target light magic with your darkness magic directly to counteract the light, but some darkness spells automatically attempt to counteract light. diff --git a/content/Mechanics/Traits/Darkness.md:Zone.Identifier b/content/Mechanics/Traits/Darkness.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Darkness.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Darkness.md:com.amazon.drive.sync b/content/Mechanics/Traits/Darkness.md:com.amazon.drive.sync new file mode 100644 index 000000000..9cd851b54 --- /dev/null +++ b/content/Mechanics/Traits/Darkness.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947774","Uuid":"5cd5e143ff914a3dbf588ba47f4105fb","LastWritten":"2023-02-02T20:35:51.8356959+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Deadly.md b/content/Mechanics/Traits/Deadly.md old mode 100755 new mode 100644 index dc614314b..2350611ed --- a/content/Mechanics/Traits/Deadly.md +++ b/content/Mechanics/Traits/Deadly.md @@ -1,9 +1,5 @@ ---- -title: Deadly -tags: pf2e/trait -draft: true ---- # Deadly +#pf2e/trait *Source* Core Rulebook pg. 282 3.0 On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. diff --git a/content/Mechanics/Traits/Deadly.md:Zone.Identifier b/content/Mechanics/Traits/Deadly.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Deadly.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Deadly.md:com.amazon.drive.sync b/content/Mechanics/Traits/Deadly.md:com.amazon.drive.sync new file mode 100644 index 000000000..1fccb80e5 --- /dev/null +++ b/content/Mechanics/Traits/Deadly.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947779","Uuid":"f94be74812ba4431aa912bedc4d212ae","LastWritten":"2023-02-02T20:35:52.04869+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Death.md b/content/Mechanics/Traits/Death.md old mode 100755 new mode 100644 index 75bb3dd9c..353273f6b --- a/content/Mechanics/Traits/Death.md +++ b/content/Mechanics/Traits/Death.md @@ -1,9 +1,5 @@ ---- -title: Death -tags: pf2e/trait -draft: true ---- # Death +#pf2e/trait *Source* Core Rulebook pg. 630 3.0 An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP. diff --git a/content/Mechanics/Traits/Demon.md b/content/Mechanics/Traits/Demon.md old mode 100755 new mode 100644 index c47456b71..082708911 --- a/content/Mechanics/Traits/Demon.md +++ b/content/Mechanics/Traits/Demon.md @@ -1,9 +1,5 @@ ---- -title: Demon -tags: pf2e/trait -draft: true ---- # Demon +#pf2e/trait *Source* Core Rulebook pg. 630 3.0 A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision. diff --git a/content/Mechanics/Traits/Demon.md:Zone.Identifier b/content/Mechanics/Traits/Demon.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Demon.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Demon.md:com.amazon.drive.sync b/content/Mechanics/Traits/Demon.md:com.amazon.drive.sync new file mode 100644 index 000000000..b82eda9eb --- /dev/null +++ b/content/Mechanics/Traits/Demon.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947777","Uuid":"a83d24b452d84ac78116ecb28bf947ba","LastWritten":"2023-02-02T20:35:52.057691+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Detection.md b/content/Mechanics/Traits/Detection.md old mode 100755 new mode 100644 index 1c190f491..17345fd8f --- a/content/Mechanics/Traits/Detection.md +++ b/content/Mechanics/Traits/Detection.md @@ -1,10 +1,6 @@ ---- -title: Detection -tags: pf2e/trait -draft: true ---- # Detection +#pf2e/trait *Source* Core Rulebook pg. 630 Effects with this trait attempt to determine the presence or location of a person, object, or aura. diff --git a/content/Mechanics/Traits/Detection.md:Zone.Identifier b/content/Mechanics/Traits/Detection.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Detection.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Detection.md:com.amazon.drive.sync b/content/Mechanics/Traits/Detection.md:com.amazon.drive.sync new file mode 100644 index 000000000..6e9996ae4 --- /dev/null +++ b/content/Mechanics/Traits/Detection.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947778","Uuid":"74b1910d8cfd497ba04f525f65d991b1","LastWritten":"2023-02-02T20:35:52.0566917+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Dinosaur.md b/content/Mechanics/Traits/Dinosaur.md old mode 100755 new mode 100644 index cff3ba99e..47dbd70ff --- a/content/Mechanics/Traits/Dinosaur.md +++ b/content/Mechanics/Traits/Dinosaur.md @@ -1,9 +1,5 @@ ---- -title: Dinosaur -tags: pf2e/trait -draft: true ---- # Dinosaur +#pf2e/trait *Source* Core Rulebook pg. 630 3.0 These reptiles have survived from prehistoric times. diff --git a/content/Mechanics/Traits/Dinosaur.md:Zone.Identifier b/content/Mechanics/Traits/Dinosaur.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Dinosaur.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Dinosaur.md:com.amazon.drive.sync b/content/Mechanics/Traits/Dinosaur.md:com.amazon.drive.sync new file mode 100644 index 000000000..244826bae --- /dev/null +++ b/content/Mechanics/Traits/Dinosaur.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947783","Uuid":"803c2254ef6543a496dc366696921ae1","LastWritten":"2023-02-02T20:35:52.2306915+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Disease.md b/content/Mechanics/Traits/Disease.md old mode 100755 new mode 100644 index 283fc2acb..8fdedf757 --- a/content/Mechanics/Traits/Disease.md +++ b/content/Mechanics/Traits/Disease.md @@ -1,9 +1,5 @@ ---- -title: Disease -tags: pf2e/trait -draft: true ---- # Disease +#pf2e/trait *Source* Core Rulebook pg. 631 3.0 An effect with this trait applies one or more diseases. A disease is typically an affliction. diff --git a/content/Mechanics/Traits/Disease.md:Zone.Identifier b/content/Mechanics/Traits/Disease.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Disease.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Disease.md:com.amazon.drive.sync b/content/Mechanics/Traits/Disease.md:com.amazon.drive.sync new file mode 100644 index 000000000..8ffeee7f7 --- /dev/null +++ b/content/Mechanics/Traits/Disease.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947784","Uuid":"131aba25e3434da38cc5dbfe45f814c1","LastWritten":"2023-02-02T20:35:52.2306915+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Divination.md b/content/Mechanics/Traits/Divination.md old mode 100755 new mode 100644 index 46f5abba5..0648d49f2 --- a/content/Mechanics/Traits/Divination.md +++ b/content/Mechanics/Traits/Divination.md @@ -1,6 +1,7 @@ --- alias: Divination tags: pf2e/trait +draft: true --- # Divination diff --git a/content/Mechanics/Traits/Divination.md:Zone.Identifier b/content/Mechanics/Traits/Divination.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Divination.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Divination.md:com.amazon.drive.sync b/content/Mechanics/Traits/Divination.md:com.amazon.drive.sync new file mode 100644 index 000000000..50c7fe510 --- /dev/null +++ b/content/Mechanics/Traits/Divination.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947789","Uuid":"55320b56c3ad429b9c777897f6552286","LastWritten":"2023-02-02T20:35:52.2326895+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Divine.md b/content/Mechanics/Traits/Divine.md old mode 100755 new mode 100644 index 0a2de0d6d..5bd683bc0 --- a/content/Mechanics/Traits/Divine.md +++ b/content/Mechanics/Traits/Divine.md @@ -1,10 +1,6 @@ ---- -title: Divine -tags: pf2e/trait -draft: true ---- # Divine +#pf2e/trait *Source* Core Rulebook pg. 631 This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is [Magical](Magical.md). diff --git a/content/Mechanics/Traits/Divine.md:Zone.Identifier b/content/Mechanics/Traits/Divine.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Divine.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Divine.md:com.amazon.drive.sync b/content/Mechanics/Traits/Divine.md:com.amazon.drive.sync new file mode 100644 index 000000000..63cb2177e --- /dev/null +++ b/content/Mechanics/Traits/Divine.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947781","Uuid":"8fe7569af8ff465f954241b8f3ef5648","LastWritten":"2023-02-02T20:35:52.2316899+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Downtime.md b/content/Mechanics/Traits/Downtime.md old mode 100755 new mode 100644 index aaf2b688c..b5bdb6b1a --- a/content/Mechanics/Traits/Downtime.md +++ b/content/Mechanics/Traits/Downtime.md @@ -1,9 +1,5 @@ ---- -title: Downtime -tags: pf2e/trait -draft: true ---- # Downtime +#pf2e/trait *Source* Core Rulebook pg. 631 3.0 An activity with this trait takes a day or more, and can be used only during downtime. diff --git a/content/Mechanics/Traits/Downtime.md:Zone.Identifier b/content/Mechanics/Traits/Downtime.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Downtime.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Downtime.md:com.amazon.drive.sync b/content/Mechanics/Traits/Downtime.md:com.amazon.drive.sync new file mode 100644 index 000000000..d7d7cafd5 --- /dev/null +++ b/content/Mechanics/Traits/Downtime.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947786","Uuid":"4472a2023b304317ac30b28de828be85","LastWritten":"2023-02-02T20:35:52.3356907+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Dragon.md b/content/Mechanics/Traits/Dragon.md old mode 100755 new mode 100644 index b88dba9a8..bdcdc6461 --- a/content/Mechanics/Traits/Dragon.md +++ b/content/Mechanics/Traits/Dragon.md @@ -1,9 +1,5 @@ ---- -title: Dragon -tags: pf2e/trait -draft: true ---- # Dragon +#pf2e/trait *Source* Core Rulebook pg. 631 3.0 Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to [sleep](1%20TTRPG/PF2e%20Wiki/Traits/Sleep) and [paralysis](../Conditions/Paralyzed.md). diff --git a/content/Mechanics/Traits/Dragon.md:Zone.Identifier b/content/Mechanics/Traits/Dragon.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Dragon.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Dragon.md:com.amazon.drive.sync b/content/Mechanics/Traits/Dragon.md:com.amazon.drive.sync new file mode 100644 index 000000000..17192744f --- /dev/null +++ b/content/Mechanics/Traits/Dragon.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947788","Uuid":"c8f99917e76b44f4b07993f52e036b0e","LastWritten":"2023-02-02T20:35:52.3516911+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Druid.md b/content/Mechanics/Traits/Druid.md old mode 100755 new mode 100644 index 064b92dc9..5c2b6c095 --- a/content/Mechanics/Traits/Druid.md +++ b/content/Mechanics/Traits/Druid.md @@ -1,9 +1,5 @@ ---- -title: Druid -tags: pf2e/trait -draft: true ---- # Druid +#pf2e/trait *Source* Core Rulebook pg. 631 3.0 This indicates abilities from the druid class. diff --git a/content/Mechanics/Traits/Druid.md:Zone.Identifier b/content/Mechanics/Traits/Druid.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Druid.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Druid.md:com.amazon.drive.sync b/content/Mechanics/Traits/Druid.md:com.amazon.drive.sync new file mode 100644 index 000000000..304beff3d --- /dev/null +++ b/content/Mechanics/Traits/Druid.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947787","Uuid":"44d56915f0f74585a637026f471805cd","LastWritten":"2023-02-02T20:35:52.3856903+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Earth.md b/content/Mechanics/Traits/Earth.md old mode 100755 new mode 100644 diff --git a/content/Mechanics/Traits/Earth.md:Zone.Identifier b/content/Mechanics/Traits/Earth.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Earth.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Earth.md:com.amazon.drive.sync b/content/Mechanics/Traits/Earth.md:com.amazon.drive.sync new file mode 100644 index 000000000..abe051155 --- /dev/null +++ b/content/Mechanics/Traits/Earth.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947795","Uuid":"2e5a3d94b3e0473ca07fd67c44825a9f","LastWritten":"2023-02-02T20:35:52.390698+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Eidolon.md b/content/Mechanics/Traits/Eidolon.md old mode 100755 new mode 100644 index 40e65d904..f86a7de99 --- a/content/Mechanics/Traits/Eidolon.md +++ b/content/Mechanics/Traits/Eidolon.md @@ -1,9 +1,5 @@ ---- -title: Eidolon -tags: pf2e/trait -draft: true ---- # Eidolon +#pf2e/trait *Source* Secrets of Magic pg. 253 1.1 A creature with this trait is a summoner's eidolon. An action or spell with this trait can be performed by an eidolon only. An item with this trait can be used or worn by an eidolon only, and an eidolon can't use items that don't have this trait. (An eidolon can have up to two items invested.) diff --git a/content/Mechanics/Traits/Eidolon.md:Zone.Identifier b/content/Mechanics/Traits/Eidolon.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Eidolon.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Eidolon.md:com.amazon.drive.sync b/content/Mechanics/Traits/Eidolon.md:com.amazon.drive.sync new file mode 100644 index 000000000..3d7a0b3f5 --- /dev/null +++ b/content/Mechanics/Traits/Eidolon.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947793","Uuid":"6e78954741a64e13b9f1899a6beaf59d","LastWritten":"2023-02-02T20:35:52.3986896+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Electricity.md b/content/Mechanics/Traits/Electricity.md old mode 100755 new mode 100644 diff --git a/content/Mechanics/Traits/Electricity.md:Zone.Identifier b/content/Mechanics/Traits/Electricity.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Electricity.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Electricity.md:com.amazon.drive.sync b/content/Mechanics/Traits/Electricity.md:com.amazon.drive.sync new file mode 100644 index 000000000..50ceaed9f --- /dev/null +++ b/content/Mechanics/Traits/Electricity.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947790","Uuid":"dd277063e8054abb921bace0a864e836","LastWritten":"2023-02-02T20:35:52.4076921+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Elemental.md b/content/Mechanics/Traits/Elemental.md old mode 100755 new mode 100644 index a215d9b09..0abbe1805 --- a/content/Mechanics/Traits/Elemental.md +++ b/content/Mechanics/Traits/Elemental.md @@ -1,9 +1,5 @@ ---- -title: Elemental -tags: pf2e/trait -draft: true ---- # Elemental +#pf2e/trait *Source* Core Rulebook pg. 631 3.0 Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don’t need to breathe. diff --git a/content/Mechanics/Traits/Elemental.md:Zone.Identifier b/content/Mechanics/Traits/Elemental.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Elemental.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Elemental.md:com.amazon.drive.sync b/content/Mechanics/Traits/Elemental.md:com.amazon.drive.sync new file mode 100644 index 000000000..19a8d4a22 --- /dev/null +++ b/content/Mechanics/Traits/Elemental.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947792","Uuid":"814e5d22f14342b890cdfd82aef3d901","LastWritten":"2023-02-02T20:35:52.4096902+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Emotion.md b/content/Mechanics/Traits/Emotion.md old mode 100755 new mode 100644 index dcd82227e..9c8e854ff --- a/content/Mechanics/Traits/Emotion.md +++ b/content/Mechanics/Traits/Emotion.md @@ -1,9 +1,5 @@ ---- -title: Emotion -tags: pf2e/trait -draft: true ---- # Emotion +#pf2e/trait *Source* Core Rulebook pg. 631 This effect alters a creature's emotions. Effects with this trait always have the [Mental](Mental.md) trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects. diff --git a/content/Mechanics/Traits/Emotion.md:Zone.Identifier b/content/Mechanics/Traits/Emotion.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Emotion.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Emotion.md:com.amazon.drive.sync b/content/Mechanics/Traits/Emotion.md:com.amazon.drive.sync new file mode 100644 index 000000000..641110b78 --- /dev/null +++ b/content/Mechanics/Traits/Emotion.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947791","Uuid":"3e6b2a4de8bc42a7b04d7d530afcb36a","LastWritten":"2023-02-02T20:35:52.47669+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Enchantment.md b/content/Mechanics/Traits/Enchantment.md old mode 100755 new mode 100644 diff --git a/content/Mechanics/Traits/Enchantment.md:Zone.Identifier b/content/Mechanics/Traits/Enchantment.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Enchantment.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Enchantment.md:com.amazon.drive.sync b/content/Mechanics/Traits/Enchantment.md:com.amazon.drive.sync new file mode 100644 index 000000000..0724099df --- /dev/null +++ b/content/Mechanics/Traits/Enchantment.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947803","Uuid":"67eae0da0c7d4c17bbb64906b7d19865","LastWritten":"2023-02-02T20:35:52.5216897+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Ethereal.md b/content/Mechanics/Traits/Ethereal.md old mode 100755 new mode 100644 index d8b1e0050..42e318826 --- a/content/Mechanics/Traits/Ethereal.md +++ b/content/Mechanics/Traits/Ethereal.md @@ -1,9 +1,5 @@ ---- -title: Ethereal -tags: pf2e/trait -draft: true ---- # Ethereal +#pf2e/trait *Source* Core Rulebook pg. 631 3.0 Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane. diff --git a/content/Mechanics/Traits/Ethereal.md:Zone.Identifier b/content/Mechanics/Traits/Ethereal.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Ethereal.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Ethereal.md:com.amazon.drive.sync b/content/Mechanics/Traits/Ethereal.md:com.amazon.drive.sync new file mode 100644 index 000000000..558c717a7 --- /dev/null +++ b/content/Mechanics/Traits/Ethereal.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947794","Uuid":"d9bf82d18ac44dbcba05beb9c3781ce1","LastWritten":"2023-02-02T20:35:52.55169+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Evil.md b/content/Mechanics/Traits/Evil.md old mode 100755 new mode 100644 index 084937837..1476145cb --- a/content/Mechanics/Traits/Evil.md +++ b/content/Mechanics/Traits/Evil.md @@ -1,9 +1,5 @@ ---- -title: Evil -tags: pf2e/trait -draft: true ---- # Evil +#pf2e/trait *Source* Core Rulebook pg. 631 3.0 Evil effects often manipulate energy from evil-aligned Outer Planes and are antithetical to good divine servants or divine servants of good deities. A creature with this trait is evil in alignment. diff --git a/content/Mechanics/Traits/Evil.md:Zone.Identifier b/content/Mechanics/Traits/Evil.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Evil.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Evil.md:com.amazon.drive.sync b/content/Mechanics/Traits/Evil.md:com.amazon.drive.sync new file mode 100644 index 000000000..45cf6ba9f --- /dev/null +++ b/content/Mechanics/Traits/Evil.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947796","Uuid":"f0e8eafe78664eab8abf731d9e7feab6","LastWritten":"2023-02-02T20:35:52.545691+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Evocation.md b/content/Mechanics/Traits/Evocation.md old mode 100755 new mode 100644 index 046e808c6..c60a7e8ac --- a/content/Mechanics/Traits/Evocation.md +++ b/content/Mechanics/Traits/Evocation.md @@ -1,9 +1,5 @@ ---- -title: Evocation -tags: pf2e/trait -draft: true ---- # Evocation +#pf2e/trait *Source* Core Rulebook pg. 631 3.0 Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces. diff --git a/content/Mechanics/Traits/Evocation.md:Zone.Identifier b/content/Mechanics/Traits/Evocation.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Evocation.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Evocation.md:com.amazon.drive.sync b/content/Mechanics/Traits/Evocation.md:com.amazon.drive.sync new file mode 100644 index 000000000..a73b00c44 --- /dev/null +++ b/content/Mechanics/Traits/Evocation.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947797","Uuid":"bbd50592cb92494a896a246ea1aba41e","LastWritten":"2023-02-02T20:35:52.6066921+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Evolution.md b/content/Mechanics/Traits/Evolution.md old mode 100755 new mode 100644 index 2d11b4d8f..768e6c2bc --- a/content/Mechanics/Traits/Evolution.md +++ b/content/Mechanics/Traits/Evolution.md @@ -1,9 +1,5 @@ ---- -title: Evolution -tags: pf2e/trait -draft: true ---- # Evolution +#pf2e/trait *Source* Secrets of Magic pg. 57 1.1 Feats with this trait affect your eidolon instead of you, typically by granting it additional physical capabilities. diff --git a/content/Mechanics/Traits/Evolution.md:Zone.Identifier b/content/Mechanics/Traits/Evolution.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Evolution.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Evolution.md:com.amazon.drive.sync b/content/Mechanics/Traits/Evolution.md:com.amazon.drive.sync new file mode 100644 index 000000000..09a95818b --- /dev/null +++ b/content/Mechanics/Traits/Evolution.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947799","Uuid":"e80d067f0f2849f89e3650a38ecad6e7","LastWritten":"2023-02-02T20:35:52.6316923+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Exploration.md b/content/Mechanics/Traits/Exploration.md old mode 100755 new mode 100644 index e9f07e8d9..7817189b1 --- a/content/Mechanics/Traits/Exploration.md +++ b/content/Mechanics/Traits/Exploration.md @@ -1,9 +1,5 @@ ---- -title: Exploration -tags: pf2e/trait -draft: true ---- # Exploration +#pf2e/trait *Source* Core Rulebook pg. 631 3.0 An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode. diff --git a/content/Mechanics/Traits/Exploration.md:Zone.Identifier b/content/Mechanics/Traits/Exploration.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Exploration.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Exploration.md:com.amazon.drive.sync b/content/Mechanics/Traits/Exploration.md:com.amazon.drive.sync new file mode 100644 index 000000000..2ac963478 --- /dev/null +++ b/content/Mechanics/Traits/Exploration.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947798","Uuid":"f72516820f384b4ab46ab5ef67f7eb7f","LastWritten":"2023-02-02T20:35:52.6946907+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Extradimensional.md b/content/Mechanics/Traits/Extradimensional.md old mode 100755 new mode 100644 index d69e5f04d..cb8841e2e --- a/content/Mechanics/Traits/Extradimensional.md +++ b/content/Mechanics/Traits/Extradimensional.md @@ -1,9 +1,5 @@ ---- -title: Extradimensional -tags: pf2e/trait -draft: true ---- # Extradimensional +#pf2e/trait *Source* Core Rulebook pg. 631 3.0 This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed. @@ -11,7 +7,7 @@ This effect or item creates an extradimensional space. An extradimensional effec --- ### Equipment -[Bag of Devouring](Bag%20of%20Devouring), [Bag of Holding](Bag%20of%20Holding), [Bag of Weasels](Bag%20of%20Weasels), [Encompassing Lockpick](Encompassing%20Lockpick), [Gloves of Carelessness](Gloves%20of%20Carelessness), [Gloves of Storing](Gloves%20of%20Storing), [Gourd Home](Gourd%20Home), [Knapsack of Halflingkind](Knapsack%20of%20Halflingkind), [Pathfinder's Pouch](Pathfinder's%20Pouch), [Sleeves of Storage](Sleeves%20of%20Storage), [Staff-Storing Shield](Staff-Storing%20Shield), [Thousand-Blade Thesis](Thousand-Blade%20Thesis), [Wig of Holding](Wig%20of%20Holding) +[Bag of Devouring](Bag%20of%20Devouring), [Spacious Pouch (Type I)](Spacious%20Pouch%20(Type%20I).md), [Bag of Weasels](Bag%20of%20Weasels), [Encompassing Lockpick](Encompassing%20Lockpick), [Gloves of Carelessness](Gloves%20of%20Carelessness), [Gloves of Storing](Gloves%20of%20Storing), [Gourd Home](Gourd%20Home), [Knapsack of Halflingkind](Knapsack%20of%20Halflingkind), [Pathfinder's Pouch](Pathfinder's%20Pouch), [Sleeves of Storage](Sleeves%20of%20Storage), [Staff-Storing Shield](Staff-Storing%20Shield), [Thousand-Blade Thesis](Thousand-Blade%20Thesis), [Wig of Holding](Wig%20of%20Holding) ### Feats [Extradimensional Stash](Extradimensional%20Stash), [Mirror Refuge](Mirror%20Refuge), [Reflective Pocket](Reflective%20Pocket), [Spirit Sheath](Spirit%20Sheath), [Swap Reflections](Swap%20Reflections) diff --git a/content/Mechanics/Traits/Fey.md b/content/Mechanics/Traits/Fey.md old mode 100755 new mode 100644 index 352b0af67..82854c44b --- a/content/Mechanics/Traits/Fey.md +++ b/content/Mechanics/Traits/Fey.md @@ -1,9 +1,5 @@ ---- -title: Fey -tags: pf2e/trait -draft: true ---- # Fey +#pf2e/trait *Source* Core Rulebook pg. 631 3.0 Creatures of the First World are called the fey. diff --git a/content/Mechanics/Traits/Fey.md:Zone.Identifier b/content/Mechanics/Traits/Fey.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Fey.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Fey.md:com.amazon.drive.sync b/content/Mechanics/Traits/Fey.md:com.amazon.drive.sync new file mode 100644 index 000000000..adf55c533 --- /dev/null +++ b/content/Mechanics/Traits/Fey.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947801","Uuid":"388a23119a5f423c833783d4a4ac58fb","LastWritten":"2023-02-02T20:35:52.6506909+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Fiend.md b/content/Mechanics/Traits/Fiend.md old mode 100755 new mode 100644 index ebf66c0e2..85c23fe01 --- a/content/Mechanics/Traits/Fiend.md +++ b/content/Mechanics/Traits/Fiend.md @@ -1,9 +1,5 @@ ---- -title: Fiend -tags: pf2e/trait -draft: true ---- # Fiend +#pf2e/trait *Source* Core Rulebook pg. 631 3.0 Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere. diff --git a/content/Mechanics/Traits/Fiend.md:Zone.Identifier b/content/Mechanics/Traits/Fiend.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Fiend.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Fiend.md:com.amazon.drive.sync b/content/Mechanics/Traits/Fiend.md:com.amazon.drive.sync new file mode 100644 index 000000000..8e104fc66 --- /dev/null +++ b/content/Mechanics/Traits/Fiend.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947804","Uuid":"3acd23cdbc4c4615a47a918080790fbc","LastWritten":"2023-02-02T20:35:52.8076905+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Fire.md b/content/Mechanics/Traits/Fire.md old mode 100755 new mode 100644 index fb597aca3..7cfd8417b --- a/content/Mechanics/Traits/Fire.md +++ b/content/Mechanics/Traits/Fire.md @@ -1,9 +1,5 @@ ---- -title: Fire -tags: pf2e/trait -draft: true ---- # Fire +#pf2e/trait *Source* Core Rulebook pg. 632 3.0 Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely [Hostile](../Conditions/Hostile.md) to non-fire creatures. diff --git a/content/Mechanics/Traits/Fire.md:Zone.Identifier b/content/Mechanics/Traits/Fire.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Fire.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Fire.md:com.amazon.drive.sync b/content/Mechanics/Traits/Fire.md:com.amazon.drive.sync new file mode 100644 index 000000000..24fa6efb5 --- /dev/null +++ b/content/Mechanics/Traits/Fire.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947802","Uuid":"f34fe286f66040bc9edd9d490971bcfa","LastWritten":"2023-02-02T20:35:52.8076905+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Flourish.md b/content/Mechanics/Traits/Flourish.md old mode 100755 new mode 100644 index e3f6bdd48..03bd9c179 --- a/content/Mechanics/Traits/Flourish.md +++ b/content/Mechanics/Traits/Flourish.md @@ -1,9 +1,5 @@ ---- -title: Flourish -tags: pf2e/trait -draft: true ---- # Flourish +#pf2e/trait *Source* Core Rulebook pg. 632 3.0 Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn. diff --git a/content/Mechanics/Traits/Flourish.md:Zone.Identifier b/content/Mechanics/Traits/Flourish.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Flourish.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Flourish.md:com.amazon.drive.sync b/content/Mechanics/Traits/Flourish.md:com.amazon.drive.sync new file mode 100644 index 000000000..2a3a26876 --- /dev/null +++ b/content/Mechanics/Traits/Flourish.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947806","Uuid":"2198cb75b9f741669287f3e97bf45a24","LastWritten":"2023-02-02T20:35:52.8496901+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Force.md b/content/Mechanics/Traits/Force.md old mode 100755 new mode 100644 index c693072eb..05d7f636e --- a/content/Mechanics/Traits/Force.md +++ b/content/Mechanics/Traits/Force.md @@ -1,9 +1,5 @@ ---- -title: Force -tags: pf2e/trait -draft: true ---- # Force +#pf2e/trait *Source* Core Rulebook pg. 632 3.0 Effects with this trait deal force damage or create objects made of pure magical force. diff --git a/content/Mechanics/Traits/Force.md:Zone.Identifier b/content/Mechanics/Traits/Force.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Force.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Force.md:com.amazon.drive.sync b/content/Mechanics/Traits/Force.md:com.amazon.drive.sync new file mode 100644 index 000000000..dd5160e05 --- /dev/null +++ b/content/Mechanics/Traits/Force.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947805","Uuid":"fd123508aac6447f9087a0a3c6476b1a","LastWritten":"2023-02-02T20:35:53.6926892+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Fortune.md b/content/Mechanics/Traits/Fortune.md old mode 100755 new mode 100644 index 0926cbd7e..71764ec59 --- a/content/Mechanics/Traits/Fortune.md +++ b/content/Mechanics/Traits/Fortune.md @@ -1,9 +1,5 @@ ---- -title: Fortune -tags: pf2e/trait -draft: true ---- # Fortune +#pf2e/trait *Source* Core Rulebook pg. 632 3.0 A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally. diff --git a/content/Mechanics/Traits/Fortune.md:Zone.Identifier b/content/Mechanics/Traits/Fortune.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Fortune.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Fortune.md:com.amazon.drive.sync b/content/Mechanics/Traits/Fortune.md:com.amazon.drive.sync new file mode 100644 index 000000000..1ea2da703 --- /dev/null +++ b/content/Mechanics/Traits/Fortune.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947808","Uuid":"2dbcf4e6411f44749bfff38c5760b865","LastWritten":"2023-02-02T20:35:52.943689+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Free-Hand.md b/content/Mechanics/Traits/Free-Hand.md old mode 100755 new mode 100644 index ddf5f04cc..fe3847d44 --- a/content/Mechanics/Traits/Free-Hand.md +++ b/content/Mechanics/Traits/Free-Hand.md @@ -1,9 +1,5 @@ ---- -title: Free-Hand -tags: pf2e/trait -draft: true ---- # Free-Hand +#pf2e/trait *Source* Core Rulebook pg. 282 3.0 This weapon doesn't take up your hand, usually because it is built into your armor. A free-hand weapon can't be [Disarmed](../Rules/Actions/Disarm.md). You can use the hand covered by your free-hand weapon to wield other items, perform [Manipulate](Manipulate.md) actions, and so on. You can't attack with a free-hand weapon if you're wielding anything in that hand or otherwise using that hand. diff --git a/content/Mechanics/Traits/Free-Hand.md:Zone.Identifier b/content/Mechanics/Traits/Free-Hand.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Free-Hand.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Free-Hand.md:com.amazon.drive.sync b/content/Mechanics/Traits/Free-Hand.md:com.amazon.drive.sync new file mode 100644 index 000000000..caad487b3 --- /dev/null +++ b/content/Mechanics/Traits/Free-Hand.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947807","Uuid":"fc125b83717e4d49ad1da6bda89cf239","LastWritten":"2023-02-02T20:35:52.9416887+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Fungus.md b/content/Mechanics/Traits/Fungus.md old mode 100755 new mode 100644 index b0912673c..91a646325 --- a/content/Mechanics/Traits/Fungus.md +++ b/content/Mechanics/Traits/Fungus.md @@ -1,9 +1,5 @@ ---- -title: Fungus -tags: pf2e/trait -draft: true ---- # Fungus +#pf2e/trait *Source* Core Rulebook pg. 632 3.0 Fungal creatures have the fungus trait. They are distinct from normal fungi. diff --git a/content/Mechanics/Traits/Fungus.md:Zone.Identifier b/content/Mechanics/Traits/Fungus.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Fungus.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Fungus.md:com.amazon.drive.sync b/content/Mechanics/Traits/Fungus.md:com.amazon.drive.sync new file mode 100644 index 000000000..7d0ef0915 --- /dev/null +++ b/content/Mechanics/Traits/Fungus.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947809","Uuid":"20e70654ab4d4a1e9228f3ff601b171c","LastWritten":"2023-02-02T20:35:53.7376903+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Good.md b/content/Mechanics/Traits/Good.md old mode 100755 new mode 100644 index 4c35a6ce2..a5784a1ff --- a/content/Mechanics/Traits/Good.md +++ b/content/Mechanics/Traits/Good.md @@ -1,9 +1,5 @@ ---- -title: Good -tags: pf2e/trait -draft: true ---- # Good +#pf2e/trait *Source* Core Rulebook pg. 632 3.0 Good effects often manipulate energy from good-aligned Outer Planes and are antithetical to evil divine servants or divine servants of evil deities. A creature with this trait is good in alignment. diff --git a/content/Mechanics/Traits/Good.md:Zone.Identifier b/content/Mechanics/Traits/Good.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Good.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Good.md:com.amazon.drive.sync b/content/Mechanics/Traits/Good.md:com.amazon.drive.sync new file mode 100644 index 000000000..da5c07b52 --- /dev/null +++ b/content/Mechanics/Traits/Good.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947811","Uuid":"81013a49b124418a99d5332e8038eae9","LastWritten":"2023-02-02T20:35:53.7146903+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Haunt.md b/content/Mechanics/Traits/Haunt.md old mode 100755 new mode 100644 index 939cba89d..897f9f88b --- a/content/Mechanics/Traits/Haunt.md +++ b/content/Mechanics/Traits/Haunt.md @@ -1,9 +1,5 @@ ---- -title: Haunt -tags: pf2e/trait -draft: true ---- # Haunt +#pf2e/trait *Source* Core Rulebook pg. 632 3.0 A hazard with this trait is a spiritual echo, often of someone with a tragic death. Putting a haunt to rest often involves resolving the haunt’s unfinished business. A haunt that hasn’t been properly put to rest always returns after a time. diff --git a/content/Mechanics/Traits/Haunt.md:Zone.Identifier b/content/Mechanics/Traits/Haunt.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Haunt.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Haunt.md:com.amazon.drive.sync b/content/Mechanics/Traits/Haunt.md:com.amazon.drive.sync new file mode 100644 index 000000000..03a01c13d --- /dev/null +++ b/content/Mechanics/Traits/Haunt.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947810","Uuid":"983dec0dac1b4a769a85a3a3396999c2","LastWritten":"2023-02-02T20:35:53.7177061+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Healing.md b/content/Mechanics/Traits/Healing.md old mode 100755 new mode 100644 index b77021a54..e5f64ffc1 --- a/content/Mechanics/Traits/Healing.md +++ b/content/Mechanics/Traits/Healing.md @@ -1,9 +1,5 @@ ---- -title: Healing -tags: pf2e/trait -draft: true ---- # Healing +#pf2e/trait *Source* Core Rulebook pg. 632 3.0 A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing [diseases](../Rules/Afflictions.md) or other debilitating effects. diff --git a/content/Mechanics/Traits/Healing.md:Zone.Identifier b/content/Mechanics/Traits/Healing.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Healing.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Healing.md:com.amazon.drive.sync b/content/Mechanics/Traits/Healing.md:com.amazon.drive.sync new file mode 100644 index 000000000..c7e998c51 --- /dev/null +++ b/content/Mechanics/Traits/Healing.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947817","Uuid":"1d23b34b38c04d2b8a59cae3c6007745","LastWritten":"2023-02-02T20:35:53.8546908+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Hex.md b/content/Mechanics/Traits/Hex.md old mode 100755 new mode 100644 index 752c6a584..db1dd66d9 --- a/content/Mechanics/Traits/Hex.md +++ b/content/Mechanics/Traits/Hex.md @@ -1,9 +1,5 @@ ---- -title: Hex -tags: pf2e/trait -draft: true ---- # Hex +#pf2e/trait *Source* Advanced Player's Guide pg. 268 2.0 A hex is a short-term effect generated on the fly from your patron's magic, requiring your familiar to draw from your patron. As such, you can cast only one spell with the hex trait each turn; attempts to cast a second hex spell on the same turn fail, and the spellcasting actions are lost. diff --git a/content/Mechanics/Traits/Hex.md:Zone.Identifier b/content/Mechanics/Traits/Hex.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Hex.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Hex.md:com.amazon.drive.sync b/content/Mechanics/Traits/Hex.md:com.amazon.drive.sync new file mode 100644 index 000000000..d25b53731 --- /dev/null +++ b/content/Mechanics/Traits/Hex.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947812","Uuid":"a3945e2d097c420f9c91dad1aaac292c","LastWritten":"2023-02-02T20:35:53.9296912+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Humanoid.md b/content/Mechanics/Traits/Humanoid.md old mode 100755 new mode 100644 index de4584918..613252059 --- a/content/Mechanics/Traits/Humanoid.md +++ b/content/Mechanics/Traits/Humanoid.md @@ -1,9 +1,5 @@ ---- -title: Humanoid -tags: pf2e/trait -draft: true ---- # Humanoid +#pf2e/trait *Source* Core Rulebook pg. 633 3.0 Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs. diff --git a/content/Mechanics/Traits/Illusion.md b/content/Mechanics/Traits/Illusion.md old mode 100755 new mode 100644 index 32abe3ccd..a9b4250c6 --- a/content/Mechanics/Traits/Illusion.md +++ b/content/Mechanics/Traits/Illusion.md @@ -1,9 +1,5 @@ ---- -title: Illusion -tags: pf2e/trait -draft: true ---- # Illusion +#pf2e/trait *Source* Core Rulebook pg. 633 3.0 Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli. diff --git a/content/Mechanics/Traits/Illusion.md:Zone.Identifier b/content/Mechanics/Traits/Illusion.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Illusion.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Illusion.md:com.amazon.drive.sync b/content/Mechanics/Traits/Illusion.md:com.amazon.drive.sync new file mode 100644 index 000000000..b4edc92af --- /dev/null +++ b/content/Mechanics/Traits/Illusion.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947816","Uuid":"6794339052764035917d97fdb97ac1ff","LastWritten":"2023-02-02T20:35:54.0056988+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Incapacitation.md b/content/Mechanics/Traits/Incapacitation.md old mode 100755 new mode 100644 index 622dedea5..d7beb34fd --- a/content/Mechanics/Traits/Incapacitation.md +++ b/content/Mechanics/Traits/Incapacitation.md @@ -1,9 +1,5 @@ ---- -title: Incapacitation -tags: pf2e/trait -draft: true ---- # Incapacitation +#pf2e/trait *Source* Core Rulebook pg. 633 3.0 An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s level treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. diff --git a/content/Mechanics/Traits/Incapacitation.md:Zone.Identifier b/content/Mechanics/Traits/Incapacitation.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Incapacitation.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Incapacitation.md:com.amazon.drive.sync b/content/Mechanics/Traits/Incapacitation.md:com.amazon.drive.sync new file mode 100644 index 000000000..f852d36dd --- /dev/null +++ b/content/Mechanics/Traits/Incapacitation.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947819","Uuid":"0d43c06e77414bc497481b5c6f684330","LastWritten":"2023-02-02T20:35:54.0166907+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Incarnate.md b/content/Mechanics/Traits/Incarnate.md old mode 100755 new mode 100644 index 1ea4d2823..5f8b078b6 --- a/content/Mechanics/Traits/Incarnate.md +++ b/content/Mechanics/Traits/Incarnate.md @@ -1,9 +1,5 @@ ---- -title: Incarnate -tags: pf2e/trait -draft: true ---- # Incarnate +#pf2e/trait *Source* Secrets of Magic pg. 132 1.1 A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish Casting the Spell. diff --git a/content/Mechanics/Traits/Incarnate.md:Zone.Identifier b/content/Mechanics/Traits/Incarnate.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Incarnate.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Incarnate.md:com.amazon.drive.sync b/content/Mechanics/Traits/Incarnate.md:com.amazon.drive.sync new file mode 100644 index 000000000..734de3ed7 --- /dev/null +++ b/content/Mechanics/Traits/Incarnate.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947818","Uuid":"7189ffb90d7441caa8f7a22863020272","LastWritten":"2023-02-02T20:35:54.0206903+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Incorporeal.md b/content/Mechanics/Traits/Incorporeal.md old mode 100755 new mode 100644 diff --git a/content/Mechanics/Traits/Incorporeal.md:Zone.Identifier b/content/Mechanics/Traits/Incorporeal.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Incorporeal.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Incorporeal.md:com.amazon.drive.sync b/content/Mechanics/Traits/Incorporeal.md:com.amazon.drive.sync new file mode 100644 index 000000000..74e77c00a --- /dev/null +++ b/content/Mechanics/Traits/Incorporeal.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947814","Uuid":"8ff676da8396453b9a7c5601dbae20df","LastWritten":"2023-02-02T20:35:54.07169+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Inhaled.md b/content/Mechanics/Traits/Inhaled.md old mode 100755 new mode 100644 index 0b85f21a6..a4b8a84ef --- a/content/Mechanics/Traits/Inhaled.md +++ b/content/Mechanics/Traits/Inhaled.md @@ -1,9 +1,5 @@ ---- -title: Inhaled -tags: pf2e/trait -draft: true ---- # Inhaled +#pf2e/trait *Source* Core Rulebook pg. 633 3.0 This poison is delivered when breathed in. diff --git a/content/Mechanics/Traits/Inhaled.md:Zone.Identifier b/content/Mechanics/Traits/Inhaled.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Inhaled.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Inhaled.md:com.amazon.drive.sync b/content/Mechanics/Traits/Inhaled.md:com.amazon.drive.sync new file mode 100644 index 000000000..14fae1b57 --- /dev/null +++ b/content/Mechanics/Traits/Inhaled.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947813","Uuid":"ad9dd4516151471da5fa854e7b83af6e","LastWritten":"2023-02-02T20:35:54.0796929+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Invested.md b/content/Mechanics/Traits/Invested.md old mode 100755 new mode 100644 index 46b140068..c0afc3296 --- a/content/Mechanics/Traits/Invested.md +++ b/content/Mechanics/Traits/Invested.md @@ -1,9 +1,5 @@ ---- -title: Invested -tags: pf2e/trait -draft: true ---- # Invested +#pf2e/trait *Source* Core Rulebook pg. 633 3.0 A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head). diff --git a/content/Mechanics/Traits/Invested.md:Zone.Identifier b/content/Mechanics/Traits/Invested.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Invested.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Invested.md:com.amazon.drive.sync b/content/Mechanics/Traits/Invested.md:com.amazon.drive.sync new file mode 100644 index 000000000..4c1b25544 --- /dev/null +++ b/content/Mechanics/Traits/Invested.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947821","Uuid":"42725d33c24c44548007fa12456f446a","LastWritten":"2023-02-02T20:35:54.0866921+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Light.md b/content/Mechanics/Traits/Light.md old mode 100755 new mode 100644 index 8751f0dd9..07279cc10 --- a/content/Mechanics/Traits/Light.md +++ b/content/Mechanics/Traits/Light.md @@ -1,10 +1,6 @@ ---- -title: Light -tags: pf2e/trait -draft: true ---- # Light +#pf2e/trait *Source* Core Rulebook pg. 633 Light effects overcome non-magical darkness in the area, and can [counteract](../Rules/Counteracting.md) magical [Darkness](1%20TTRPG/PF2e%20Wiki/Traits/Darkness). You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness. diff --git a/content/Mechanics/Traits/Light.md:Zone.Identifier b/content/Mechanics/Traits/Light.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Light.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Light.md:com.amazon.drive.sync b/content/Mechanics/Traits/Light.md:com.amazon.drive.sync new file mode 100644 index 000000000..86265f6f4 --- /dev/null +++ b/content/Mechanics/Traits/Light.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947822","Uuid":"2f30cde46e044a6bad133aeb3e8f197e","LastWritten":"2023-02-02T20:35:54.1016928+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Linguistic.md b/content/Mechanics/Traits/Linguistic.md old mode 100755 new mode 100644 index e11e99134..3fbfc68f4 --- a/content/Mechanics/Traits/Linguistic.md +++ b/content/Mechanics/Traits/Linguistic.md @@ -1,9 +1,5 @@ ---- -title: Linguistic -tags: pf2e/trait -draft: true ---- # Linguistic +#pf2e/trait *Source* Core Rulebook pg. 633 3.0 An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using. diff --git a/content/Mechanics/Traits/Linguistic.md:Zone.Identifier b/content/Mechanics/Traits/Linguistic.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Linguistic.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Linguistic.md:com.amazon.drive.sync b/content/Mechanics/Traits/Linguistic.md:com.amazon.drive.sync new file mode 100644 index 000000000..a92022f49 --- /dev/null +++ b/content/Mechanics/Traits/Linguistic.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947820","Uuid":"7f4b5708324243c38004ffe283b5eac4","LastWritten":"2023-02-02T20:35:54.1376942+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Litany.md b/content/Mechanics/Traits/Litany.md old mode 100755 new mode 100644 index 80fe09a60..f06aae2c7 --- a/content/Mechanics/Traits/Litany.md +++ b/content/Mechanics/Traits/Litany.md @@ -1,9 +1,5 @@ ---- -title: Litany -tags: pf2e/trait -draft: true ---- # Litany +#pf2e/trait *Source* Core Rulebook pg. 633 3.0 Litanies are special devotion spells, typically used by champions and requiring a single action, that usually give temporary immunity to further litanies. diff --git a/content/Mechanics/Traits/Litany.md:Zone.Identifier b/content/Mechanics/Traits/Litany.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Litany.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Litany.md:com.amazon.drive.sync b/content/Mechanics/Traits/Litany.md:com.amazon.drive.sync new file mode 100644 index 000000000..ee4bb5aa0 --- /dev/null +++ b/content/Mechanics/Traits/Litany.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947825","Uuid":"0770a9b288d243bd8467379ab3e02265","LastWritten":"2023-02-02T20:35:54.14469+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Magical.md b/content/Mechanics/Traits/Magical.md old mode 100755 new mode 100644 index ce3a1178d..3b9bdc76c --- a/content/Mechanics/Traits/Magical.md +++ b/content/Mechanics/Traits/Magical.md @@ -1,9 +1,5 @@ ---- -title: Magical -tags: pf2e/trait -draft: true ---- # Magical +#pf2e/trait *Source* Core Rulebook pg. 633 3.0 Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. @@ -19,7 +15,7 @@ Some items or effects are closely tied to a particular tradition of magic. In th [Boastful Prince's Scourge](Boastful%20Prince's%20Scourge), [Coward's Roots](Coward's%20Roots), [Curse of Nightmares](Curse%20of%20Nightmares), [Curse of Potent Poison](Curse%20of%20Potent%20Poison), [Curse of Slumber](Curse%20of%20Slumber), [Curse of the Ravenous](Curse%20of%20the%20Ravenous), [Enforced Hospitality](Enforced%20Hospitality), [Forbidding Knowledge](Forbidding%20Knowledge), [Grave Curse](Grave%20Curse), [Oath of the Flesh](Oath%20of%20the%20Flesh), [Rage of the Excommunicant](Rage%20of%20the%20Excommunicant), [Reviled of Nature](Reviled%20of%20Nature), [Reviling Earth](Reviling%20Earth), [Sellsword's Folly](Sellsword's%20Folly), [Sinful Tongue](Sinful%20Tongue), [Slayer's Haunt](Slayer's%20Haunt), [Spirit Anchor](Spirit%20Anchor), [Swarming Words](Swarming%20Words), [Theft of Thought](Theft%20of%20Thought), [Thief's Burden](Thief's%20Burden), [Thief's Retribution](Thief's%20Retribution), [Unending Thirst](Unending%20Thirst), [Unraveling Skin](Unraveling%20Skin), [Wizard's Ward](Wizard's%20Ward) ### Equipment -[Abadar's Flawless Scale](Abadar's%20Flawless%20Scale), [Acrobat's Staff](Acrobat's%20Staff), [Adaptive Cogwheel](Adaptive%20Cogwheel), [Admonishing Band](Admonishing%20Band), [Aeon Stone](Aeon%20Stone), [Alchemist Goggles](Alchemist%20Goggles), [Alchemist's Damper](Alchemist's%20Damper), [Alluring Scarf](Alluring%20Scarf), [Aluum Charm](Aluum%20Charm), [Amaranthine Pavise](Amaranthine%20Pavise), [Amphibious Chair](Amphibious%20Chair), [Anarchic](Anarchic), [Ancestral Echoing](Ancestral%20Echoing), [Anchor Spear](Anchor%20Spear), [Anchoring](Anchoring), [Animal Staff](Animal%20Staff), [Anklets of Alacrity](Anklets%20of%20Alacrity), [Ankylostar](Ankylostar), [Anointing Oil](Anointing%20Oil), [Antimagic](Antimagic), [Antimagic Oil](Antimagic%20Oil), [Antivenom Potion](Antivenom%20Potion), [Antler Arrow](Antler%20Arrow), [Apotropaic Fulu](Apotropaic%20Fulu), [Arboreal's Revenge](Arboreal's%20Revenge), [Archivist's Gaze](Archivist's%20Gaze), [Arctic Vigor](Arctic%20Vigor), [Armbands of Athleticism](Armbands%20of%20Athleticism), [Armor of the Holy Warrior](Armor%20of%20the%20Holy%20Warrior), [Armor Potency](Armor%20Potency), [Arrow-Catching Shield](Arrow-Catching%20Shield), [Auspicious Scepter](Auspicious%20Scepter), [Awakened Metal Shot](Awakened%20Metal%20Shot), [Axe of the Dwarven Lords](Axe%20of%20the%20Dwarven%20Lords), [Axiomatic](Axiomatic), [Backfire Mantle](Backfire%20Mantle), [Bag of Cats](Bag%20of%20Cats), [Bag of Devouring](Bag%20of%20Devouring), [Bag of Holding](Bag%20of%20Holding), [Bag of Weasels](Bag%20of%20Weasels), [Balisse Feather](Balisse%20Feather), [Bane](../Spells_Rituals/Arcane_Tradition/Level%201/Bane.md), [Banner of the Restful](Banner%20of%20the%20Restful), [Barbed Vest](Barbed%20Vest), [Barding Saddle](Barding%20Saddle), [Barricade Stone](Barricade%20Stone), [Basilisk Eye](Basilisk%20Eye), [Beacon Shot](Beacon%20Shot), [Beckoning Cat Amulet](Beckoning%20Cat%20Amulet), [Bellflower Toolbelt](Bellflower%20Toolbelt), [Belt of Good Health](Belt%20of%20Good%20Health), [Belt of Regeneration](Belt%20of%20Regeneration), [Belt of the Five Kings](Belt%20of%20the%20Five%20Kings), [Bestiary of Metamorphosis](Bestiary%20of%20Metamorphosis), [Big Rock Bullet](Big%20Rock%20Bullet), [Binding Coil](Binding%20Coil), [Bitter](Bitter), [Blade of Four Energies](Blade%20of%20Four%20Energies), [Blade of the Black Sovereign](Blade%20of%20the%20Black%20Sovereign), [Blade of the Rabbit Prince](Blade%20of%20the%20Rabbit%20Prince), [Blast Foot](Blast%20Foot), [Blast Lance](Blast%20Lance), [Blast Suit](Blast%20Suit), [Blazons of Shared Power](Blazons%20of%20Shared%20Power), [Blessed Ampoule](Blessed%20Ampoule), [Blessed Tattoo](Blessed%20Tattoo), [Blightburn Ward](../Items/Worn%20Items/Other%20Worn%20Items/Blightburn%20Ward.md), [Blindpepper Bolt](Blindpepper%20Bolt), [Bloodbane](Bloodbane), [Bloodletting Kukri](Bloodletting%20Kukri), [Bloodseeker Beak](Bloodseeker%20Beak), [Bloodthirsty](Bloodthirsty), [Bomber's Saddle](Bomber's%20Saddle), [Bonmuan Swapping Stone](Bonmuan%20Swapping%20Stone), [Book of Lingering Blaze](Book%20of%20Lingering%20Blaze), [Book of Lost Days](Book%20of%20Lost%20Days), [Boots of Bounding](Boots%20of%20Bounding), [Boots of Dancing](Boots%20of%20Dancing), [Boots of Elvenkind](Boots%20of%20Elvenkind), [Boots of Speed](Boots%20of%20Speed), [Bottled Air](Bottled%20Air), [Bottomless Purse](Bottomless%20Purse), [Bottomless Stein](Bottomless%20Stein), [Bountiful Cauldron](Bountiful%20Cauldron), [Bracelet of Dashing](Bracelet%20of%20Dashing), [Bracers of Armor](Bracers%20of%20Armor), [Bracers of Missile Deflection](Bracers%20of%20Missile%20Deflection), [Brain Cylinder](Brain%20Cylinder), [Breastplate of Command](Breastplate%20of%20Command), [Breath Blaster](Breath%20Blaster), [Brilliant](Brilliant), [Brilliant Rapier](Brilliant%20Rapier), [Bronze Bull Pendant](Bronze%20Bull%20Pendant), [Brooch of Inspiration](Brooch%20of%20Inspiration), 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[Gluttonous Spear](Gluttonous%20Spear), [Goblin-Eye Orb](Goblin-Eye%20Orb), [Godsbreath Bow](Godsbreath%20Bow), [Goggles of Night](Goggles%20of%20Night), [Golden Blade of Mzali](Golden%20Blade%20of%20Mzali), [Golden Branding Iron](Golden%20Branding%20Iron), [Golden Chrysalis](Golden%20Chrysalis), [Golden Goose](Golden%20Goose), [Golden Legion Epaulet](Golden%20Legion%20Epaulet), [Golden Rod Memento](Golden%20Rod%20Memento), [Golden Silencer](Golden%20Silencer), [Golden Spur](Golden%20Spur), [Golden-Cased Bullet](Golden-Cased%20Bullet), [Golem Stylus](Golem%20Stylus), [Gorget of the Primal Roar](Gorget%20of%20the%20Primal%20Roar), [Gourd Home](Gourd%20Home), [Goz Mask](Goz%20Mask), [Grail of Twisted Desires](Grail%20of%20Twisted%20Desires), [Green Wyrmling Breath Potion](Green%20Wyrmling%20Breath%20Potion), [Grievous](Grievous), [Grim Sandglass](Grim%20Sandglass), [Grim Trophy](Grim%20Trophy), [Grimoire of Unknown Necessities](Grimoire%20of%20Unknown%20Necessities), [Grinning 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Pendant](Metuak's%20Pendant), [Midday Lantern](Midday%20Lantern), [Minotaur Chair](Minotaur%20Chair), [Miogimo's Mask](Miogimo's%20Mask), [Mirror of Sleeping Vigil](Mirror%20of%20Sleeping%20Vigil), [Mirror of Sorshen](Mirror%20of%20Sorshen), [Mirror Robe](Mirror%20Robe), [Misdirecting Haversack](Misdirecting%20Haversack), [Mistranslator's Draft](Mistranslator's%20Draft), [Miter of Communion](Miter%20of%20Communion), [Monkey Pin](Monkey%20Pin), [Monkey's Paw](Monkey's%20Paw), [Moonlit Chain](Moonlit%20Chain), [Moonstone Diadem](Moonstone%20Diadem), [Mortar of Hidden Meaning](Mortar%20of%20Hidden%20Meaning), [Mountain to the Sky](Mountain%20to%20the%20Sky), [Mountebank's Passage](Mountebank's%20Passage), [Mudlily](Mudlily), [Mummified Bat](Mummified%20Bat), [Murderer's Knot](Murderer's%20Knot), [Mutagenic Renovator](Mutagenic%20Renovator), [Necklace of Fireballs](Necklace%20of%20Fireballs), [Necklace of Knives](Necklace%20of%20Knives), [Necklace of 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[Ready](../Rules/Actions/Ready.md), [Reaper's Grasp](Reaper's%20Grasp), [Reaper's Lancet](Reaper's%20Lancet), [Rebound Fulu](Rebound%20Fulu), [Rebounding Breastplate](Rebounding%20Breastplate), [Recording Rod](Recording%20Rod), [Redeemer's Pistol](Redeemer's%20Pistol), [Reducer Round](Reducer%20Round), [Reflecting Shield](Reflecting%20Shield), [Reflexive Tattoo](Reflexive%20Tattoo), [Reforging Shield](Reforging%20Shield), [Resilient](Resilient), [Resonating Ammunition](Resonating%20Ammunition), [Restful Sleep Fulu](Restful%20Sleep%20Fulu), [Restful Tent](Restful%20Tent), [Retribution Axe](Retribution%20Axe), [Retrieval Prism](Retrieval%20Prism), [Returning](../Items/Runes/Weapon%20Property%20Runes/Returning.md), [Rhino Hide](Rhino%20Hide), [Rhino Hide Brooch](Rhino%20Hide%20Brooch), [Rhino Shot](Rhino%20Shot), [Rhinoceros Mask](Rhinoceros%20Mask), [Rhythm Bone](Rhythm%20Bone), [Ridill](Ridill), [Right of Retribution](Right%20of%20Retribution), [Ring of Climbing](Ring%20of%20Climbing), 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Gun](Spider%20Gun), [Spike Launcher](Spike%20Launcher), [Spined Shield](Spined%20Shield), [Spirit-Sealing Fulu](Spirit-Sealing%20Fulu), [Spiritsight Crossbow](Spiritsight%20Crossbow), [Spiritsight Ring](Spiritsight%20Ring), [Spore Sap](Spore%20Sap), [Staff of Abjuration](Staff%20of%20Abjuration), [Staff of Conjuration](Staff%20of%20Conjuration), [Staff of Divination](Staff%20of%20Divination), [Staff of Enchantment](Staff%20of%20Enchantment), [Staff of Evocation](Staff%20of%20Evocation), [Staff of Final Rest](Staff%20of%20Final%20Rest), [Staff of Fire](Staff%20of%20Fire), [Staff of Healing](Staff%20of%20Healing), [Staff of Illumination](Staff%20of%20Illumination), [Staff of Illusion](Staff%20of%20Illusion), [Staff of Impossible Visions](Staff%20of%20Impossible%20Visions), [Staff of Nature's Cunning](Staff%20of%20Nature's%20Cunning), [Staff of Nature's Vengeance](Staff%20of%20Nature's%20Vengeance), [Staff of Necromancy](Staff%20of%20Necromancy), [Staff of Power](Staff%20of%20Power), 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the Dwarven Lords](Axe%20of%20the%20Dwarven%20Lords), [Axiomatic](Axiomatic), [Backfire Mantle](Backfire%20Mantle), [Bag of Cats](Bag%20of%20Cats), [Bag of Devouring](Bag%20of%20Devouring), [Spacious Pouch (Type I)](Spacious%20Pouch%20(Type%20I).md), [Bag of Weasels](Bag%20of%20Weasels), [Balisse Feather](Balisse%20Feather), [Bane](../Spells_Rituals/Arcane_Tradition/Level%201/Bane.md), [Banner of the Restful](Banner%20of%20the%20Restful), [Barbed Vest](Barbed%20Vest), [Barding Saddle](Barding%20Saddle), [Barricade Stone](Barricade%20Stone), [Basilisk Eye](Basilisk%20Eye), [Beacon Shot](Beacon%20Shot), [Beckoning Cat Amulet](Beckoning%20Cat%20Amulet), [Bellflower Toolbelt](Bellflower%20Toolbelt), [Belt of Good Health](Belt%20of%20Good%20Health), [Belt of Regeneration](Belt%20of%20Regeneration), [Belt of the Five Kings](Belt%20of%20the%20Five%20Kings), [Bestiary of Metamorphosis](Bestiary%20of%20Metamorphosis), [Big Rock Bullet](Big%20Rock%20Bullet), [Binding Coil](Binding%20Coil), 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[Golden Goose](Golden%20Goose), [Golden Legion Epaulet](Golden%20Legion%20Epaulet), [Golden Rod Memento](Golden%20Rod%20Memento), [Golden Silencer](Golden%20Silencer), [Golden Spur](Golden%20Spur), [Golden-Cased Bullet](Golden-Cased%20Bullet), [Golem Stylus](Golem%20Stylus), [Gorget of the Primal Roar](Gorget%20of%20the%20Primal%20Roar), [Gourd Home](Gourd%20Home), [Goz Mask](Goz%20Mask), [Grail of Twisted Desires](Grail%20of%20Twisted%20Desires), [Green Wyrmling Breath Potion](Green%20Wyrmling%20Breath%20Potion), [Grievous](Grievous), [Grim Sandglass](Grim%20Sandglass), [Grim Trophy](Grim%20Trophy), [Grimoire of Unknown Necessities](Grimoire%20of%20Unknown%20Necessities), [Grinning Pugwampi](Grinning%20Pugwampi), [Growth Gun](Growth%20Gun), [Guardian Shield](Guardian%20Shield), [Guiding Chisel](Guiding%20Chisel), [Gunner's Bandolier](Gunner's%20Bandolier), [Gyroscopic Stabilizer](Gyroscopic%20Stabilizer), [Habu's Cudgel](Habu's%20Cudgel), [Halcyon Heart](Halcyon%20Heart), [Hand of the 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Allure](Mask%20of%20Allure), [Mask of Mercy](Mask%20of%20Mercy), [Mask of the Banshee](Mask%20of%20the%20Banshee), [Mask of the Cursed Eye](Mask%20of%20the%20Cursed%20Eye), [Matchmaker Fulu](Matchmaker%20Fulu), [Mattock of the Titans](Mattock%20of%20the%20Titans), [Medusa Armor](Medusa%20Armor), [Medusa's Scream](Medusa's%20Scream), [Memory Palace](Memory%20Palace), [Mending Lattice](Mending%20Lattice), [Mentalist's Staff](Mentalist's%20Staff), [Merciful Charm](Merciful%20Charm), [Mercurial Mantle](Mercurial%20Mantle), [Mesmerizing Opal](Mesmerizing%20Opal), [Messenger's Ring](Messenger's%20Ring), [Meteor Shot](Meteor%20Shot), [Metronomic Hammer](Metronomic%20Hammer), [Metuak's Pendant](Metuak's%20Pendant), [Midday Lantern](Midday%20Lantern), [Minotaur Chair](Minotaur%20Chair), [Miogimo's Mask](Miogimo's%20Mask), [Mirror of Sleeping Vigil](Mirror%20of%20Sleeping%20Vigil), [Mirror of Sorshen](Mirror%20of%20Sorshen), [Mirror Robe](Mirror%20Robe), [Misdirecting Haversack](Misdirecting%20Haversack), [Mistranslator's Draft](Mistranslator's%20Draft), [Miter of Communion](Miter%20of%20Communion), [Monkey Pin](Monkey%20Pin), [Monkey's Paw](Monkey's%20Paw), [Moonlit Chain](Moonlit%20Chain), [Moonstone Diadem](Moonstone%20Diadem), [Mortar of Hidden Meaning](Mortar%20of%20Hidden%20Meaning), [Mountain to the Sky](Mountain%20to%20the%20Sky), [Mountebank's Passage](Mountebank's%20Passage), [Mudlily](Mudlily), [Mummified Bat](Mummified%20Bat), [Murderer's Knot](Murderer's%20Knot), [Mutagenic Renovator](Mutagenic%20Renovator), [Necklace of Fireballs](Necklace%20of%20Fireballs), [Necklace of Knives](Necklace%20of%20Knives), [Necklace of Strangulation](Necklace%20of%20Strangulation), [Nectar of Purification](Nectar%20of%20Purification), [Nethysian Bulwark](Nethysian%20Bulwark), [Nightmare Cudgel](Nightmare%20Cudgel), [North Wind's Night Verse](North%20Wind's%20Night%20Verse), [Nosoi Charm](Nosoi%20Charm), [Noxious Incense](Noxious%20Incense), [Noxious Jerkin](Noxious%20Jerkin), [Numerian Steel Breastplate](Numerian%20Steel%20Breastplate), [Oath of the Devoted](Oath%20of%20the%20Devoted), [Oathbow](Oathbow), [Obfuscation Oil](Obfuscation%20Oil), [Oil of Animation](Oil%20of%20Animation), [Oil of Keen Edges](Oil%20of%20Keen%20Edges), [Oil of Mending](Oil%20of%20Mending), [Oil of Object Animation](Oil%20of%20Object%20Animation), [Oil of Potency](Oil%20of%20Potency), [Oil of Repulsion](Oil%20of%20Repulsion), [Oil of Revelation](Oil%20of%20Revelation), [Oil of Unlife](Oil%20of%20Unlife), [Oil of Weightlessness](Oil%20of%20Weightlessness), [Oily Button](Oily%20Button), [Old Tillimaquin](Old%20Tillimaquin), [Onyx Panther](Onyx%20Panther), [Orb of Dragonkind](Orb%20of%20Dragonkind), [Orchestral Brooch](Orchestral%20Brooch), [Ouroboros Flail](Ouroboros%20Flail), [Owlbear Claw](Owlbear%20Claw), [Pacifying](Pacifying), [Pact of Blood-Taking](Pact%20of%20Blood-Taking), [Pact-Bound Pistol](Pact-Bound%20Pistol), [Pactmaster's Grace](Pactmaster's%20Grace), [Paired](Paired), [Panacea](Panacea), [Parchment of Secrets](Parchment%20of%20Secrets), [Pathfinder's Coin](Pathfinder's%20Coin), [Pathfinder's Pouch](Pathfinder's%20Pouch), [Peacemaker](Peacemaker), [Peachwood Talisman](Peachwood%20Talisman), [Penetrating Ammunition](Penetrating%20Ammunition), [Perfect Droplet](Perfect%20Droplet), [Persistent Lodestone](Persistent%20Lodestone), [Persona Mask](Persona%20Mask), [Petrification Cannon](Petrification%20Cannon), [Philosopher's Extractor](Philosopher's%20Extractor), [Phoenix Fighting Fan](Phoenix%20Fighting%20Fan), [Phoenix Flask](Phoenix%20Flask), [Phoenix Necklace](Phoenix%20Necklace), [Pillow Shield](Pillow%20Shield), [Pistol of Wonder](Pistol%20of%20Wonder), [Plate Armor of the Deep](Plate%20Armor%20of%20the%20Deep), [Pocket Gala](Pocket%20Gala), [Pocket Stage](Pocket%20Stage), [Poisoner's Staff](Poisoner's%20Staff), [Poisonous Cloak](Poisonous%20Cloak), [Poisonous Dagger](Poisonous%20Dagger), [Portable Gaming Hall](Portable%20Gaming%20Hall), [Possibility Tome](Possibility%20Tome), [Potency Crystal](Potency%20Crystal), [Potion of Annulment](Potion%20of%20Annulment), [Potion of Disguise](Potion%20of%20Disguise), [Potion of Expeditious Retreat](Potion%20of%20Expeditious%20Retreat), [Potion of Flying](Potion%20of%20Flying), [Potion of Grounding](Potion%20of%20Grounding), [Potion of Leaping](Potion%20of%20Leaping), [Potion of Minute Echoes](Potion%20of%20Minute%20Echoes), [Potion of Quickness](Potion%20of%20Quickness), [Potion of Resistance](Potion%20of%20Resistance), [Potion of Retaliation](Potion%20of%20Retaliation), [Potion of Shared Life](Potion%20of%20Shared%20Life), [Potion of Shared Memories](Potion%20of%20Shared%20Memories), [Potion of Stable Form](Potion%20of%20Stable%20Form), [Potion of Swimming](Potion%20of%20Swimming), [Potion of Tongues](Potion%20of%20Tongues), [Potion of Undetectability](Potion%20of%20Undetectability), [Potion of Water Breathing](Potion%20of%20Water%20Breathing), [Predictable Silver Piece](Predictable%20Silver%20Piece), [Presentable](Presentable), [Primordial Flame](Primordial%20Flame), [Prismatic Plate](Prismatic%20Plate), [Private Workshop](Private%20Workshop), [Psychic Brigandine](Psychic%20Brigandine), [Psychopomp Mask](Psychopomp%20Mask), [Putrescent Glob](Putrescent%20Glob), [Pyrite Rat](Pyrite%20Rat), [Queasy Lantern](Queasy%20Lantern), [Quick Runner's Shirt](Quick%20Runner's%20Shirt), [Quick Wig](Quick%20Wig), [Quill of Passage](Quill%20of%20Passage), [Rampart Shield](Rampart%20Shield), [Rat-Catcher Trident](Rat-Catcher%20Trident), [Ration Tonic](Ration%20Tonic), [Reading Ring](Reading%20Ring), [Ready](../Rules/Actions/Ready.md), [Reaper's Grasp](Reaper's%20Grasp), [Reaper's Lancet](Reaper's%20Lancet), [Rebound Fulu](Rebound%20Fulu), [Rebounding Breastplate](Rebounding%20Breastplate), [Recording Rod](Recording%20Rod), [Redeemer's Pistol](Redeemer's%20Pistol), [Reducer Round](Reducer%20Round), [Reflecting Shield](Reflecting%20Shield), [Reflexive Tattoo](Reflexive%20Tattoo), [Reforging Shield](Reforging%20Shield), [Resilient](Resilient), [Resonating Ammunition](Resonating%20Ammunition), [Restful Sleep Fulu](Restful%20Sleep%20Fulu), [Restful Tent](Restful%20Tent), [Retribution Axe](Retribution%20Axe), [Retrieval Prism](Retrieval%20Prism), [Returning](../Items/Runes/Weapon%20Property%20Runes/Returning.md), [Rhino Hide](Rhino%20Hide), [Rhino Hide Brooch](Rhino%20Hide%20Brooch), [Rhino Shot](Rhino%20Shot), [Rhinoceros Mask](Rhinoceros%20Mask), [Rhythm Bone](Rhythm%20Bone), [Ridill](Ridill), [Right of Retribution](Right%20of%20Retribution), [Ring of Climbing](Ring%20of%20Climbing), [Ring of Counterspells](Ring%20of%20Counterspells), [Ring of Discretion](Ring%20of%20Discretion), [Ring of Energy Resistance](Ring%20of%20Energy%20Resistance), [Ring of Lies](Ring%20of%20Lies), [Ring of Maniacal Devices](Ring%20of%20Maniacal%20Devices), [Ring of Recalcitrant Wishes](Ring%20of%20Recalcitrant%20Wishes), [Ring of Sneering Charity](Ring%20of%20Sneering%20Charity), [Ring of Spell Turning](Ring%20of%20Spell%20Turning), [Ring of Stoneshifting](Ring%20of%20Stoneshifting), [Ring of Sustenance](Ring%20of%20Sustenance), [Ring of Swimming](Ring%20of%20Swimming), [Ring of the Ram](Ring%20of%20the%20Ram), [Ring of Truth](Ring%20of%20Truth), [Ringmaster's Staff](Ringmaster's%20Staff), [Robe of Eyes](Robe%20of%20Eyes), [Rock-Braced](Rock-Braced), [Rod of Cancellation](../Items/Held%20Items/Rod%20of%20Cancellation.md), [Rod of Negation](Rod%20of%20Negation), [Rod of Wonder](Rod%20of%20Wonder), [Rope of Climbing](Rope%20of%20Climbing), [Rose of Loves Lost](Rose%20of%20Loves%20Lost), [Rowan Rifle](Rowan%20Rifle), [Runescribed Disk](Runescribed%20Disk), [Runestone](Runestone), [Sage's Lash](Sage's%20Lash), [Saints' Balm](Saints'%20Balm), [Salve of Antiparalysis](Salve%20of%20Antiparalysis), [Salve of Slipperiness](Salve%20of%20Slipperiness), [Sampling Ammunition](Sampling%20Ammunition), [Sandstorm Top](Sandstorm%20Top), [Sarkorian God-Caller Garb](Sarkorian%20God-Caller%20Garb), [Savior Spike](Savior%20Spike), [Scarab Cuirass](Scarab%20Cuirass), [Scope of Limning](Scope%20of%20Limning), [Scope of Truth](Scope%20of%20Truth), [Screech Shooter](Screech%20Shooter), [Scroll](Scroll), [Scroll Case of Simplicity](Scroll%20Case%20of%20Simplicity), [Scrollstaff](Scrollstaff), [Sealing Chest](Sealing%20Chest), [Secret-Keeper's Mask](Secret-Keeper's%20Mask), [Seeking Bracelets](Seeking%20Bracelets), [Self-Emptying Pocket](Self-Emptying%20Pocket), [Serrating](Serrating), [Serum of Sex Shift](Serum%20of%20Sex%20Shift), [Server's Stew](Server's%20Stew), [Shade Hat](Shade%20Hat), [Shadow](Shadow.md), [Shadow Signet](Shadow%20Signet), [Shadowed Scale](Shadowed%20Scale), [the Jungle Secret](the%20Jungle%20Secret), [Shapespeak Mask](Shapespeak%20Mask), [Shark Tooth Charm](Shark%20Tooth%20Charm), [Shield of the Unified Legion](Shield%20of%20the%20Unified%20Legion), [Shielding Salve](Shielding%20Salve), [Shifter Prosthesis](Shifter%20Prosthesis), [Shifting](Shifting), [Shimmering Dust](Shimmering%20Dust), [Shining Ammunition](Shining%20Ammunition), [Shining Shield](Shining%20Shield), [Shock](../Items/Runes/Weapon%20Property%20Runes/Shock.md), [Shockguard Coil](Shockguard%20Coil), [Shoony Shovel](Shoony%20Shovel), [Shortbread Spy](Shortbread%20Spy), [Shrieking Skull](Shrieking%20Skull), [Shrinking Potion](Shrinking%20Potion), [Silencing Ammunition](Silencing%20Ammunition), [Silencing Shot](Silencing%20Shot), [Silent Bell](Silent%20Bell), [Silhouette Cloak](Silhouette%20Cloak), [Silkspinner's Shield](Silkspinner's%20Shield), [Silver Tripod](Silver%20Tripod), [Singing Bowl of the Versatile Stance](Singing%20Bowl%20of%20the%20Versatile%20Stance), [Singing Muse](Singing%20Muse), [Singing Shortbow](Singing%20Shortbow), [Singularity Ammunition](Singularity%20Ammunition), [Sinister Knight](Sinister%20Knight), [Skeleton Key](Skeleton%20Key), [Skinsaw Mask](Skinsaw%20Mask), [Skittering Mask](Skittering%20Mask), [Skull Bomb](Skull%20Bomb), [Sky Hammer](Sky%20Hammer), [Sky Serpent Bolt](Sky%20Serpent%20Bolt), [Sky-Piercing Bow](Sky-Piercing%20Bow), [Skyrider Sword](Skyrider%20Sword), [Slates of Distant Letters](Slates%20of%20Distant%20Letters), [Sleep Arrow](Sleep%20Arrow), [Sleeves of Storage](Sleeves%20of%20Storage), [Slick](Slick), [Slime Whip](Slime%20Whip), [Slippers of Spider Climbing](Slippers%20of%20Spider%20Climbing), [Slippery Ribbon](Slippery%20Ribbon), [Smogger](Smogger), [Smoking Sword](Smoking%20Sword), [Snagging](Snagging), [Snapleaf](Snapleaf), [Sneaky Key](Sneaky%20Key), [Sniper's Bead](Sniper's%20Bead), [Snowshoes of the Long Trek](Snowshoes%20of%20the%20Long%20Trek), [Soaring](Soaring), [Society Portrait](Society%20Portrait), [Soft-Landing](Soft-Landing), [Sonic Tuning Mace](Sonic%20Tuning%20Mace), [Soothing Scents](Soothing%20Scents), [South Wind's Scorch Song](South%20Wind's%20Scorch%20Song), [Spangled Rider's Suit](Spangled%20Rider's%20Suit), [Sparkblade](Sparkblade), [Spear of the Destroyer's Flame](Spear%20of%20the%20Destroyer's%20Flame), [Specialist's Ring](Specialist's%20Ring), [Spectacles of Understanding](Spectacles%20of%20Understanding), [Speed](Speed), [Spell-Bastion](Spell-Bastion), [Spellbook of Redundant Enchantment](Spellbook%20of%20Redundant%20Enchantment), [Spellcutter](Spellcutter), [Spellender](Spellender), [Spellguard Blade](Spellguard%20Blade), [Spellguard Shield](Spellguard%20Shield), [Spell-Storing](Spell-Storing), [Spellstrike Ammunition](Spellstrike%20Ammunition), [Sphere of Annihilation](../Items/Artifacts/Sphere%20of%20Annihilation.md), [Spider Chair](Spider%20Chair), [Spider Gun](Spider%20Gun), [Spike Launcher](Spike%20Launcher), [Spined Shield](Spined%20Shield), [Spirit-Sealing Fulu](Spirit-Sealing%20Fulu), [Spiritsight Crossbow](Spiritsight%20Crossbow), [Spiritsight Ring](Spiritsight%20Ring), [Spore Sap](Spore%20Sap), [Staff of Abjuration](Staff%20of%20Abjuration), [Staff of Conjuration](Staff%20of%20Conjuration), [Staff of Divination](Staff%20of%20Divination), [Staff of Enchantment](Staff%20of%20Enchantment), [Staff of Evocation](Staff%20of%20Evocation), [Staff of Final Rest](Staff%20of%20Final%20Rest), [Staff of Fire](Staff%20of%20Fire), [Staff of Healing](Staff%20of%20Healing), [Staff of Illumination](Staff%20of%20Illumination), [Staff of Illusion](Staff%20of%20Illusion), [Staff of Impossible Visions](Staff%20of%20Impossible%20Visions), [Staff of Nature's Cunning](Staff%20of%20Nature's%20Cunning), [Staff of Nature's Vengeance](Staff%20of%20Nature's%20Vengeance), [Staff of Necromancy](Staff%20of%20Necromancy), [Staff of Power](Staff%20of%20Power), [Staff of Providence](Staff%20of%20Providence), [Staff of Sieges](Staff%20of%20Sieges), [Staff of the Black Desert](Staff%20of%20the%20Black%20Desert), [Staff of the Desert Winds](Staff%20of%20the%20Desert%20Winds), [Staff of the Dreamlands](Staff%20of%20the%20Dreamlands), [Staff of the Magi](Staff%20of%20the%20Magi), [Staff of Transmutation](Staff%20of%20Transmutation), [Staff-Storing Shield](Staff-Storing%20Shield), [Stampede Medallion](Stampede%20Medallion), [Stanching](Stanching), [Star Chart Tattoo](Star%20Chart%20Tattoo), [Starless Scope](Starless%20Scope), [Starshot Arrow](Starshot%20Arrow), [Stepping Stone Shot](Stepping%20Stone%20Shot), [Stole of Civility](Stole%20of%20Civility), [Stone Bullet](Stone%20Bullet), [Stone Circle](Stone%20Circle), [Stone of Unrivaled Skill](Stone%20of%20Unrivaled%20Skill), [Stone of Weight](Stone%20of%20Weight), [Stoneraiser Javelin](Stoneraiser%20Javelin), [Stonethroat Ammunition](Stonethroat%20Ammunition), [Storm Arrow](Storm%20Arrow), [Storm Chair](Storm%20Chair), [Storm Flash](Storm%20Flash), [Storm Hammer](Storm%20Hammer), [Stormbreaker Fulu](Stormbreaker%20Fulu), [Stormfeather](Stormfeather), [Storyteller's Opus](Storyteller's%20Opus), [Striking](../Items/Runes/Fundamental%20Weapon%20Runes/Striking.md), [Sturdy Shield](Sturdy%20Shield), [Summoning Handscroll](Summoning%20Handscroll), [Sun Wheel](Sun%20Wheel), [Sure-Step Crampons](Sure-Step%20Crampons), [Swarmeater's Clasp](Swarmeater's%20Clasp), [Swift Block Cabochon](Swift%20Block%20Cabochon), [Swiftmount Saddle](Swiftmount%20Saddle), [Swirling Sand](Swirling%20Sand), [Tablet of Chained Souls](Tablet%20of%20Chained%20Souls), [Taleteller's Ring](Taleteller's%20Ring), [Talisman Cord](Talisman%20Cord), [Talisman of the Sphere](Talisman%20of%20the%20Sphere), [Tentacle Cannon](Tentacle%20Cannon), [Terrifying Ammunition](Terrifying%20Ammunition), [Third Eye](Third%20Eye), [Thousand-Blade Thesis](Thousand-Blade%20Thesis), [Thrice-Fried Mudwings](Thrice-Fried%20Mudwings), [Thunder Helm](Thunder%20Helm), [Thunderbird Tuft](Thunderbird%20Tuft), [Thundering](../Items/Runes/Weapon%20Property%20Runes/Thundering.md), [Tidal Fishhook](Tidal%20Fishhook), [Tiger Menuki](Tiger%20Menuki), [Time Shield Potion](Time%20Shield%20Potion), [Titan's Grasp](Titan's%20Grasp), [Tlil Mask](Tlil%20Mask), [Topology Protoplasm](Topology%20Protoplasm), [Torag's Silver Anvil](Torag's%20Silver%20Anvil), [Tracker's Goggles](Tracker's%20Goggles), [Tracking Fulu](Tracking%20Fulu), [Transposition Ammunition](Transposition%20Ammunition), [Traveler's Any-Tool](Traveler's%20Any-Tool), [Trinity Geode](Trinity%20Geode), [Triton's Conch](Triton's%20Conch), [True Name Amulet](True%20Name%20Amulet), [Truesight Potion](Truesight%20Potion), [Trustworthy Round](Trustworthy%20Round), [Truth Potion](Truth%20Potion), [Tusk and Fang Chain](Tusk%20and%20Fang%20Chain), [Twilight Lantern](Twilight%20Lantern), [Twining Staff](Twining%20Staff), [Undead Compendium](Undead%20Compendium), [Undead Scourge](Undead%20Scourge), [Underwater Firing Mechanism](Underwater%20Firing%20Mechanism), [Unending Youth](Unending%20Youth), [Unholy](../Items/Runes/Weapon%20Property%20Runes/Unholy.md), [Unmemorable Mantle](Unmemorable%20Mantle), [Urn of Ashes](Urn%20of%20Ashes), [Vampiric Scythe](Vampiric%20Scythe), [Vanishing Coin](Vanishing%20Coin), [Vapor Sphere](Vapor%20Sphere), [Vaultbreaker's Harness](Vaultbreaker's%20Harness), [Venomous Cure Fulu](Venomous%20Cure%20Fulu), [Ventriloquist's Ring](Ventriloquist's%20Ring), [Verdant Staff](Verdant%20Staff), [Vial of the Immortal Wellspring](Vial%20of%20the%20Immortal%20Wellspring), [Victory Plate](Victory%20Plate), [Vine Arrow](Vine%20Arrow), [Vine of Roses](Vine%20of%20Roses), [Viper Arrow](Viper%20Arrow), [Viper's Fang](Viper's%20Fang), [Void Mirror](Void%20Mirror), [Vorpal](Vorpal), [Voyager's Pack](Voyager's%20Pack), [Walking Cauldron](Walking%20Cauldron), [Wand of Caustic Effluence](Wand%20of%20Caustic%20Effluence), [Wand of Continuation](Wand%20of%20Continuation), [Wand of Crackling Lightning](Wand%20of%20Crackling%20Lightning), [Wand of Fey Flames](Wand%20of%20Fey%20Flames), [Wand of Hopeless Night](Wand%20of%20Hopeless%20Night), [Wand of Manifold Missiles](Wand%20of%20Manifold%20Missiles), [Wand of Noisome Acid](Wand%20of%20Noisome%20Acid), [Wand of Overflowing Life](Wand%20of%20Overflowing%20Life), [Wand of Slaying](Wand%20of%20Slaying), [Wand of Smoldering Fireballs](Wand%20of%20Smoldering%20Fireballs), [Wand of Spiritual Warfare](Wand%20of%20Spiritual%20Warfare), [Wand of Teeming Ghosts](Wand%20of%20Teeming%20Ghosts), [Wand of the Snowfields](Wand%20of%20the%20Snowfields), [Wand of the Spider](Wand%20of%20the%20Spider), [Wand of Thundering Echoes](Wand%20of%20Thundering%20Echoes), [Wand of Widening](Wand%20of%20Widening), [Warcaller's Chime](Warcaller's%20Chime), [Warding Tablets](Warding%20Tablets), [Warding Tattoo](Warding%20Tattoo), [Wardrobe Stone](Wardrobe%20Stone), [Waterproofing Wax](Waterproofing%20Wax), [Wayfinder](Wayfinder), [Weapon Potency](Weapon%20Potency), [Whip of Compliance](Whip%20of%20Compliance), [Whisper Briolette](Whisper%20Briolette), [Whisper of the First Lie](Whisper%20of%20the%20First%20Lie), [Whistle of Calling](Whistle%20of%20Calling), [Wig of Holding](Wig%20of%20Holding), [Wind-Catcher](Wind-Catcher), [Winder's Ring](Winder's%20Ring), [Wine of the Blood](Wine%20of%20the%20Blood), [Winged](Winged), [Winged Boots](Winged%20Boots), [Wizard's Tower](Wizard's%20Tower), [Wolf Fang](Wolf%20Fang), [Wondrous Figurine](Wondrous%20Figurine), [Wordreaper](Wordreaper), [Wounding](Wounding), [Wovenwood Shield](Wovenwood%20Shield), [Wyrm Drinker](Wyrm%20Drinker) ### Feats [Arrow of Death](Arrow%20of%20Death), [Beast Gunner Dedication](Beast%20Gunner%20Dedication), [Blasting Beams](Blasting%20Beams), [Bone Spikes](Bone%20Spikes), [Call Gun](Call%20Gun), [Consume Energy](Consume%20Energy), [Controlled Bullet](Controlled%20Bullet), [Crimson Shroud](Crimson%20Shroud), [Distant Wandering](Distant%20Wandering), [Drain Vitality](Drain%20Vitality), [Eerie Flicker](Eerie%20Flicker), [Eldritch Archer Dedication](Eldritch%20Archer%20Dedication), [Enchanting Arrow](Enchanting%20Arrow), [Enervating Wail](Enervating%20Wail), [Fulminating Shot](Fulminating%20Shot), [Ghostly Grasp](Ghostly%20Grasp), [Gift of the Hoard](Gift%20of%20the%20Hoard), [High-Speed Regeneration](High-Speed%20Regeneration), [Implausible Infiltration](Implausible%20Infiltration), [Implement's Assault](Implement's%20Assault), [Jelly Body](Jelly%20Body), [Magic Arrow](Magic%20Arrow), [Mind Shards](Mind%20Shards), [Miraculous Flight](Miraculous%20Flight), [Narrative Conduit](Narrative%20Conduit), [Phase Arrow](Phase%20Arrow), [Phase Bullet](Phase%20Bullet), [Precious Arrow](Precious%20Arrow), [Propulsive Leap](Propulsive%20Leap), [Rule of Three](Rule%20of%20Three), [Seeker Arrow](Seeker%20Arrow), [Siphon Life](Siphon%20Life), [Steal Spell](Steal%20Spell), [Storming Breath](Storming%20Breath), [Tectonic Stomp](Tectonic%20Stomp), [Titan Swing](Titan%20Swing), [Walk on the Wind](Walk%20on%20the%20Wind) diff --git a/content/Mechanics/Traits/Magus.md b/content/Mechanics/Traits/Magus.md old mode 100755 new mode 100644 index 87146912c..78bcd0d21 --- a/content/Mechanics/Traits/Magus.md +++ b/content/Mechanics/Traits/Magus.md @@ -1,9 +1,5 @@ ---- -title: Magus -tags: pf2e/trait -draft: true ---- # Magus +#pf2e/trait *Source* Secrets of Magic pg. 253 1.1 This indicates abilities from the magus class. diff --git a/content/Mechanics/Traits/Magus.md:Zone.Identifier b/content/Mechanics/Traits/Magus.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Magus.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Magus.md:com.amazon.drive.sync b/content/Mechanics/Traits/Magus.md:com.amazon.drive.sync new file mode 100644 index 000000000..cfa969a2b --- /dev/null +++ b/content/Mechanics/Traits/Magus.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947823","Uuid":"a75e2803816c424784147f021dbefc13","LastWritten":"2023-02-02T20:35:54.1846901+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Manipulate.md b/content/Mechanics/Traits/Manipulate.md old mode 100755 new mode 100644 index 8aa347a8a..55003aa4e --- a/content/Mechanics/Traits/Manipulate.md +++ b/content/Mechanics/Traits/Manipulate.md @@ -1,9 +1,5 @@ ---- -title: Manipulate -tags: pf2e/trait -draft: true ---- # Manipulate +#pf2e/trait *Source* Core Rulebook pg. 633 3.0 You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions. diff --git a/content/Mechanics/Traits/Manipulate.md:Zone.Identifier b/content/Mechanics/Traits/Manipulate.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Manipulate.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Manipulate.md:com.amazon.drive.sync b/content/Mechanics/Traits/Manipulate.md:com.amazon.drive.sync new file mode 100644 index 000000000..e2df56edb --- /dev/null +++ b/content/Mechanics/Traits/Manipulate.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947824","Uuid":"8881abadeb344c4d8935e68f3a64e4bf","LastWritten":"2023-02-02T20:35:54.2896903+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Mental.md b/content/Mechanics/Traits/Mental.md old mode 100755 new mode 100644 index 0bfa420e6..366299d71 --- a/content/Mechanics/Traits/Mental.md +++ b/content/Mechanics/Traits/Mental.md @@ -1,9 +1,5 @@ ---- -title: Mental -tags: pf2e/trait -draft: true ---- # Mental +#pf2e/trait *Source* Core Rulebook pg. 634 3.0 A mental effect can alter the target's mind. It has no effect on an object or a mindless creature. diff --git a/content/Mechanics/Traits/Mental.md:Zone.Identifier b/content/Mechanics/Traits/Mental.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Mental.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Mental.md:com.amazon.drive.sync b/content/Mechanics/Traits/Mental.md:com.amazon.drive.sync new file mode 100644 index 000000000..8da85535d --- /dev/null +++ b/content/Mechanics/Traits/Mental.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947826","Uuid":"f6cbb3143eb34ed997b1b5f43479d346","LastWritten":"2023-02-02T20:35:54.3556906+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Metamagic.md b/content/Mechanics/Traits/Metamagic.md old mode 100755 new mode 100644 index 47e3c3794..60925fc3a --- a/content/Mechanics/Traits/Metamagic.md +++ b/content/Mechanics/Traits/Metamagic.md @@ -1,9 +1,5 @@ ---- -title: Metamagic -tags: pf2e/trait -draft: true ---- # Metamagic +#pf2e/trait *Source* Core Rulebook pg. 634 3.0 Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell’s effect, not of the metamagic action itself. diff --git a/content/Mechanics/Traits/Metamagic.md:Zone.Identifier b/content/Mechanics/Traits/Metamagic.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Metamagic.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Metamagic.md:com.amazon.drive.sync b/content/Mechanics/Traits/Metamagic.md:com.amazon.drive.sync new file mode 100644 index 000000000..74ec5ac44 --- /dev/null +++ b/content/Mechanics/Traits/Metamagic.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947827","Uuid":"351b0ffb6ae243d9abc0bfc067cd48bf","LastWritten":"2023-02-02T20:35:54.2956889+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Mindless.md b/content/Mechanics/Traits/Mindless.md old mode 100755 new mode 100644 index 67863000d..dea0856b6 --- a/content/Mechanics/Traits/Mindless.md +++ b/content/Mechanics/Traits/Mindless.md @@ -1,9 +1,5 @@ ---- -title: Mindless -tags: pf2e/trait -draft: true ---- # Mindless +#pf2e/trait *Source* Core Rulebook pg. 634 3.0 A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are –5. They are immune to all mental effects. diff --git a/content/Mechanics/Traits/Mindless.md:Zone.Identifier b/content/Mechanics/Traits/Mindless.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Mindless.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Mindless.md:com.amazon.drive.sync b/content/Mechanics/Traits/Mindless.md:com.amazon.drive.sync new file mode 100644 index 000000000..e7b417ef0 --- /dev/null +++ b/content/Mechanics/Traits/Mindless.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947828","Uuid":"a4702432a32a413d9104568b63d786ba","LastWritten":"2023-02-02T20:35:54.3026911+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Minion.md b/content/Mechanics/Traits/Minion.md old mode 100755 new mode 100644 index d5b3ee59e..6fd117a1e --- a/content/Mechanics/Traits/Minion.md +++ b/content/Mechanics/Traits/Minion.md @@ -1,9 +1,5 @@ ---- -title: Minion -tags: pf2e/trait -draft: true ---- # Minion +#pf2e/trait *Source* Core Rulebook pg. 634 3.0 Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn't have reactions, and can't act when it's not your turn. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. diff --git a/content/Mechanics/Traits/Minion.md:Zone.Identifier b/content/Mechanics/Traits/Minion.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Minion.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Minion.md:com.amazon.drive.sync b/content/Mechanics/Traits/Minion.md:com.amazon.drive.sync new file mode 100644 index 000000000..cfe1857fd --- /dev/null +++ b/content/Mechanics/Traits/Minion.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947830","Uuid":"5ee0af78311f40f6b12b3a68ce8891ce","LastWritten":"2023-02-02T20:35:54.3886916+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Misfortune.md b/content/Mechanics/Traits/Misfortune.md old mode 100755 new mode 100644 index bb98e13ef..415bdb06c --- a/content/Mechanics/Traits/Misfortune.md +++ b/content/Mechanics/Traits/Misfortune.md @@ -1,9 +1,5 @@ ---- -title: Misfortune -tags: pf2e/trait -draft: true ---- # Misfortune +#pf2e/trait *Source* Core Rulebook pg. 634 3.0 A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally. diff --git a/content/Mechanics/Traits/Misfortune.md:Zone.Identifier b/content/Mechanics/Traits/Misfortune.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Misfortune.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Misfortune.md:com.amazon.drive.sync b/content/Mechanics/Traits/Misfortune.md:com.amazon.drive.sync new file mode 100644 index 000000000..33121a5f4 --- /dev/null +++ b/content/Mechanics/Traits/Misfortune.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947833","Uuid":"49832bd9eba14ce996ead0ac5e6010f8","LastWritten":"2023-02-02T20:35:54.4316904+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Monitor.md b/content/Mechanics/Traits/Monitor.md old mode 100755 new mode 100644 index c5c853c3c..f522e7b5a --- a/content/Mechanics/Traits/Monitor.md +++ b/content/Mechanics/Traits/Monitor.md @@ -1,9 +1,5 @@ ---- -title: Monitor -tags: pf2e/trait -draft: true ---- # Monitor +#pf2e/trait *Source* Core Rulebook pg. 634 3.0 Creatures that hail from or have a strong connection to the neutrally aligned planes are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere. diff --git a/content/Mechanics/Traits/Monitor.md:Zone.Identifier b/content/Mechanics/Traits/Monitor.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Monitor.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Monitor.md:com.amazon.drive.sync b/content/Mechanics/Traits/Monitor.md:com.amazon.drive.sync new file mode 100644 index 000000000..5a900701e --- /dev/null +++ b/content/Mechanics/Traits/Monitor.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947831","Uuid":"034bd67884244d73b625fd859611c10c","LastWritten":"2023-02-02T20:35:54.4456912+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Monk.md b/content/Mechanics/Traits/Monk.md old mode 100755 new mode 100644 index db43de1d0..420d618d4 --- a/content/Mechanics/Traits/Monk.md +++ b/content/Mechanics/Traits/Monk.md @@ -1,9 +1,5 @@ ---- -title: Monk -tags: pf2e/trait -draft: true ---- # Monk +#pf2e/trait *Source* Core Rulebook pg. 634 3.0 Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks. diff --git a/content/Mechanics/Traits/Monk.md:Zone.Identifier b/content/Mechanics/Traits/Monk.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Monk.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Monk.md:com.amazon.drive.sync b/content/Mechanics/Traits/Monk.md:com.amazon.drive.sync new file mode 100644 index 000000000..c3fc6bd87 --- /dev/null +++ b/content/Mechanics/Traits/Monk.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947832","Uuid":"de85e4707c4840f59e3ca1213fbd944a","LastWritten":"2023-02-02T20:35:54.4606899+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Morph.md b/content/Mechanics/Traits/Morph.md old mode 100755 new mode 100644 index bc6e17814..2bea9b75d --- a/content/Mechanics/Traits/Morph.md +++ b/content/Mechanics/Traits/Morph.md @@ -1,10 +1,6 @@ ---- -title: Morph -tags: pf2e/trait -draft: true ---- # Morph +#pf2e/trait *Source* Core Rulebook pg. 634 Effects that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to [counteract](../Rules/Counteracting.md) the first (in the same manner as two [Polymorph](Polymorph.md) effects, described in that trait). diff --git a/content/Mechanics/Traits/Morph.md:Zone.Identifier b/content/Mechanics/Traits/Morph.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Morph.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Morph.md:com.amazon.drive.sync b/content/Mechanics/Traits/Morph.md:com.amazon.drive.sync new file mode 100644 index 000000000..9e6f809cd --- /dev/null +++ b/content/Mechanics/Traits/Morph.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947837","Uuid":"ead94b9983f840e5a4b67c29bbd42103","LastWritten":"2023-02-02T20:35:54.5426909+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Move.md b/content/Mechanics/Traits/Move.md old mode 100755 new mode 100644 index 5a84984c8..50a8a1a41 --- a/content/Mechanics/Traits/Move.md +++ b/content/Mechanics/Traits/Move.md @@ -1,9 +1,5 @@ ---- -title: Move -tags: pf2e/trait -draft: true ---- # Move +#pf2e/trait *Source* Core Rulebook pg. 634 3.0 An action with this trait involves moving from one space to another. diff --git a/content/Mechanics/Traits/Necromancy.md b/content/Mechanics/Traits/Necromancy.md old mode 100755 new mode 100644 index 740f01b33..f020aab4a --- a/content/Mechanics/Traits/Necromancy.md +++ b/content/Mechanics/Traits/Necromancy.md @@ -1,9 +1,5 @@ ---- -title: Necromancy -tags: pf2e/trait -draft: true ---- # Necromancy +#pf2e/trait *Source* Core Rulebook pg. 634 3.0 Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death. diff --git a/content/Mechanics/Traits/Necromancy.md:Zone.Identifier b/content/Mechanics/Traits/Necromancy.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Necromancy.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Necromancy.md:com.amazon.drive.sync b/content/Mechanics/Traits/Necromancy.md:com.amazon.drive.sync new file mode 100644 index 000000000..049e88e2c --- /dev/null +++ b/content/Mechanics/Traits/Necromancy.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947835","Uuid":"b86cc842c7d54982a26654320f72bd12","LastWritten":"2023-02-02T20:35:54.6146927+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Negative.md b/content/Mechanics/Traits/Negative.md old mode 100755 new mode 100644 index be2ca2370..a59068ffd --- a/content/Mechanics/Traits/Negative.md +++ b/content/Mechanics/Traits/Negative.md @@ -1,9 +1,5 @@ ---- -title: Negative -tags: pf2e/trait -draft: true ---- # Negative +#pf2e/trait *Source* Core Rulebook pg. 634 3.0 Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy. Planes with this trait are vast, empty reaches that suck the life from the living. Creatures with this trait are natives of the Negative Energy Plane. They can survive the basic environmental effects of the Negative Energy Plane. diff --git a/content/Mechanics/Traits/Negative.md:Zone.Identifier b/content/Mechanics/Traits/Negative.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Negative.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Negative.md:com.amazon.drive.sync b/content/Mechanics/Traits/Negative.md:com.amazon.drive.sync new file mode 100644 index 000000000..13c0aba57 --- /dev/null +++ b/content/Mechanics/Traits/Negative.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947836","Uuid":"37bd28aed3e041ed821ac71f152ea56b","LastWritten":"2023-02-02T20:35:55.4666911+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Nonlethal.md b/content/Mechanics/Traits/Nonlethal.md old mode 100755 new mode 100644 index 95a770fe6..059107f07 --- a/content/Mechanics/Traits/Nonlethal.md +++ b/content/Mechanics/Traits/Nonlethal.md @@ -1,9 +1,5 @@ ---- -title: Nonlethal -tags: pf2e/trait -draft: true ---- # Nonlethal +#pf2e/trait *Source* Core Rulebook pg. 283 3.0 An effect with this trait is not inherently deadly. Damage from a nonlethal effect knocks a creature out rather than killing it. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty. diff --git a/content/Mechanics/Traits/Nonlethal.md:Zone.Identifier b/content/Mechanics/Traits/Nonlethal.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Nonlethal.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Nonlethal.md:com.amazon.drive.sync b/content/Mechanics/Traits/Nonlethal.md:com.amazon.drive.sync new file mode 100644 index 000000000..0115b9e08 --- /dev/null +++ b/content/Mechanics/Traits/Nonlethal.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947838","Uuid":"9e8df1e1c52040dbb48a0fb931aa3d43","LastWritten":"2023-02-02T20:35:55.4676934+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Occult.md b/content/Mechanics/Traits/Occult.md old mode 100755 new mode 100644 index 777532466..d17c09cc0 --- a/content/Mechanics/Traits/Occult.md +++ b/content/Mechanics/Traits/Occult.md @@ -1,9 +1,5 @@ ---- -title: Occult -tags: pf2e/trait -draft: true ---- # Occult +#pf2e/trait *Source* Core Rulebook pg. 634 3.0 This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. diff --git a/content/Mechanics/Traits/Occult.md:Zone.Identifier b/content/Mechanics/Traits/Occult.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Occult.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Occult.md:com.amazon.drive.sync b/content/Mechanics/Traits/Occult.md:com.amazon.drive.sync new file mode 100644 index 000000000..544ae9f54 --- /dev/null +++ b/content/Mechanics/Traits/Occult.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947843","Uuid":"e6d81db658a34a0eb11c6e95b5dcd1c7","LastWritten":"2023-02-02T20:35:55.4686929+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Olfactory.md b/content/Mechanics/Traits/Olfactory.md old mode 100755 new mode 100644 index c1f521b80..d0d1c4110 --- a/content/Mechanics/Traits/Olfactory.md +++ b/content/Mechanics/Traits/Olfactory.md @@ -1,9 +1,5 @@ ---- -title: Olfactory -tags: pf2e/trait -draft: true ---- # Olfactory +#pf2e/trait *Source* Bestiary pg. 168 An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM. diff --git a/content/Mechanics/Traits/Olfactory.md:Zone.Identifier b/content/Mechanics/Traits/Olfactory.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Olfactory.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Olfactory.md:com.amazon.drive.sync b/content/Mechanics/Traits/Olfactory.md:com.amazon.drive.sync new file mode 100644 index 000000000..3ba770eb4 --- /dev/null +++ b/content/Mechanics/Traits/Olfactory.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947840","Uuid":"18bdad26f2ac40aba9d91d9862cb4098","LastWritten":"2023-02-02T20:35:55.4696912+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Ooze.md b/content/Mechanics/Traits/Ooze.md old mode 100755 new mode 100644 index ecbcbbf84..9f99549e2 --- a/content/Mechanics/Traits/Ooze.md +++ b/content/Mechanics/Traits/Ooze.md @@ -1,9 +1,5 @@ ---- -title: Ooze -tags: pf2e/trait -draft: true ---- # Ooze +#pf2e/trait *Source* Core Rulebook pg. 634 3.0 Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage. diff --git a/content/Mechanics/Traits/Ooze.md:Zone.Identifier b/content/Mechanics/Traits/Ooze.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Ooze.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Ooze.md:com.amazon.drive.sync b/content/Mechanics/Traits/Ooze.md:com.amazon.drive.sync new file mode 100644 index 000000000..e21054dd1 --- /dev/null +++ b/content/Mechanics/Traits/Ooze.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947846","Uuid":"d50829cec70846cbbf2fc67fce766238","LastWritten":"2023-02-02T20:35:55.6746924+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Oracle.md b/content/Mechanics/Traits/Oracle.md old mode 100755 new mode 100644 index d538d1283..8e1158bce --- a/content/Mechanics/Traits/Oracle.md +++ b/content/Mechanics/Traits/Oracle.md @@ -1,9 +1,5 @@ ---- -title: Oracle -tags: pf2e/trait -draft: true ---- # Oracle +#pf2e/trait *Source* Advanced Player's Guide pg. 269 2.0 This trait indicates abilities from the oracle class. diff --git a/content/Mechanics/Traits/Phantom.md b/content/Mechanics/Traits/Phantom.md old mode 100755 new mode 100644 index 2b17b12b8..cd944d9fc --- a/content/Mechanics/Traits/Phantom.md +++ b/content/Mechanics/Traits/Phantom.md @@ -1,9 +1,5 @@ ---- -title: Phantom -tags: pf2e/trait -draft: true ---- # Phantom +#pf2e/trait *Source* Bestiary 3 pg. 309 A phantom is soul that has diverged from the River of Souls on the Ethereal Plane before being judged. They typically retain memories of their life before death, but are not undead. diff --git a/content/Mechanics/Traits/Phantom.md:Zone.Identifier b/content/Mechanics/Traits/Phantom.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Phantom.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Phantom.md:com.amazon.drive.sync b/content/Mechanics/Traits/Phantom.md:com.amazon.drive.sync new file mode 100644 index 000000000..d138eb53b --- /dev/null +++ b/content/Mechanics/Traits/Phantom.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947844","Uuid":"32ac44f95e8347fab67dbcf21ff2b541","LastWritten":"2023-02-02T20:35:55.5926905+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Plant.md b/content/Mechanics/Traits/Plant.md old mode 100755 new mode 100644 index 088cb3609..a8c5c066a --- a/content/Mechanics/Traits/Plant.md +++ b/content/Mechanics/Traits/Plant.md @@ -1,9 +1,5 @@ ---- -title: Plant -tags: pf2e/trait -draft: true ---- # Plant +#pf2e/trait *Source* Core Rulebook pg. 635 3.0 Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants. diff --git a/content/Mechanics/Traits/Plant.md:Zone.Identifier b/content/Mechanics/Traits/Plant.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Plant.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Plant.md:com.amazon.drive.sync b/content/Mechanics/Traits/Plant.md:com.amazon.drive.sync new file mode 100644 index 000000000..08b6ac164 --- /dev/null +++ b/content/Mechanics/Traits/Plant.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947847","Uuid":"706b09894fd24c958385426a2f783e55","LastWritten":"2023-02-02T20:35:55.682691+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Poison.md b/content/Mechanics/Traits/Poison.md old mode 100755 new mode 100644 index 1a18da3d3..c6e7ee7ac --- a/content/Mechanics/Traits/Poison.md +++ b/content/Mechanics/Traits/Poison.md @@ -1,9 +1,5 @@ ---- -title: Poison -tags: pf2e/trait -draft: true ---- # Poison +#pf2e/trait *Source* Core Rulebook pg. 635 3.0 An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction. diff --git a/content/Mechanics/Traits/Poison.md:Zone.Identifier b/content/Mechanics/Traits/Poison.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Poison.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Poison.md:com.amazon.drive.sync b/content/Mechanics/Traits/Poison.md:com.amazon.drive.sync new file mode 100644 index 000000000..1adceece9 --- /dev/null +++ b/content/Mechanics/Traits/Poison.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947850","Uuid":"bc2ebf93855f4422bf0989a57883e9dc","LastWritten":"2023-02-02T20:35:55.7966919+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Polymorph.md b/content/Mechanics/Traits/Polymorph.md old mode 100755 new mode 100644 index 4d5f37db6..cc9a44895 --- a/content/Mechanics/Traits/Polymorph.md +++ b/content/Mechanics/Traits/Polymorph.md @@ -1,10 +1,6 @@ ---- -title: Polymorph -tags: pf2e/trait -draft: true ---- # Polymorph +#pf2e/trait *Source* Core Rulebook pg. 635 These effects transform the target into a new form. diff --git a/content/Mechanics/Traits/Polymorph.md:Zone.Identifier b/content/Mechanics/Traits/Polymorph.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Polymorph.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Polymorph.md:com.amazon.drive.sync b/content/Mechanics/Traits/Polymorph.md:com.amazon.drive.sync new file mode 100644 index 000000000..d55140fa2 --- /dev/null +++ b/content/Mechanics/Traits/Polymorph.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947845","Uuid":"9e4b31d3510a44bfb74eb22e2964079f","LastWritten":"2023-02-02T20:35:55.8046932+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Positive.md b/content/Mechanics/Traits/Positive.md old mode 100755 new mode 100644 index 34552c032..f341df0c5 --- a/content/Mechanics/Traits/Positive.md +++ b/content/Mechanics/Traits/Positive.md @@ -1,12 +1,8 @@ --- alias: vitality --- ---- -title: Positive -tags: pf2e/trait -draft: true ---- # Positive +#pf2e/trait *Source* Core Rulebook pg. 635 3.0 Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy. Planes with this trait are awash with life energy of such intensity that it can harm living creatures. Creatures with this trait are natives of the Positive Energy Plane. They can survive the basic environmental effects of the Positive Energy Plane. diff --git a/content/Mechanics/Traits/Possession.md b/content/Mechanics/Traits/Possession.md old mode 100755 new mode 100644 index 7f73223e6..2016371c7 --- a/content/Mechanics/Traits/Possession.md +++ b/content/Mechanics/Traits/Possession.md @@ -1,9 +1,5 @@ ---- -title: Possession -tags: pf2e/trait -draft: true ---- # Possession +#pf2e/trait *Source* Core Rulebook pg. 635 3.0 Effects with this trait allow a creature to project its mind and spirit into a target. A creature immune to mental effects can't use a possession effect. While possessing a target, a possessor's true body is [Unconscious](../Conditions/Unconscious.md) (and can't wake up normally), unless the possession effect allows the creature to physically enter the target. Whenever the target takes damage, the possessor takes half that amount of damage as mental damage. diff --git a/content/Mechanics/Traits/Possession.md:Zone.Identifier b/content/Mechanics/Traits/Possession.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Possession.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Possession.md:com.amazon.drive.sync b/content/Mechanics/Traits/Possession.md:com.amazon.drive.sync new file mode 100644 index 000000000..fe05b7c8d --- /dev/null +++ b/content/Mechanics/Traits/Possession.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947842","Uuid":"8a86d970bdd84153934fe1144b6a034b","LastWritten":"2023-02-02T20:35:55.8066896+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Precious.md b/content/Mechanics/Traits/Precious.md old mode 100755 new mode 100644 index ff2ff4696..b17657725 --- a/content/Mechanics/Traits/Precious.md +++ b/content/Mechanics/Traits/Precious.md @@ -1,9 +1,5 @@ ---- -title: Precious -tags: pf2e/trait -draft: true ---- # Precious +#pf2e/trait *Source* Core Rulebook pg. 635 3.0 Valuable materials with special properties have the precious trait. They can be substituted for base materials when you [Craft](../Activities/Craft.md) items. diff --git a/content/Mechanics/Traits/Precious.md:Zone.Identifier b/content/Mechanics/Traits/Precious.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Precious.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Precious.md:com.amazon.drive.sync b/content/Mechanics/Traits/Precious.md:com.amazon.drive.sync new file mode 100644 index 000000000..54a99a480 --- /dev/null +++ b/content/Mechanics/Traits/Precious.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947849","Uuid":"c0852aecb61d4c7d8a7a0ffe6716aa8d","LastWritten":"2023-02-02T20:35:56.0896911+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Prediction.md b/content/Mechanics/Traits/Prediction.md old mode 100755 new mode 100644 index d2d312411..9202d645c --- a/content/Mechanics/Traits/Prediction.md +++ b/content/Mechanics/Traits/Prediction.md @@ -1,9 +1,5 @@ ---- -title: Prediction -tags: pf2e/trait -draft: true ---- # Prediction +#pf2e/trait *Source* Core Rulebook pg. 635 3.0 Effects with this trait determine what is likely to happen in the near future. Most predictions are divinations. diff --git a/content/Mechanics/Traits/Prediction.md:Zone.Identifier b/content/Mechanics/Traits/Prediction.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Prediction.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Prediction.md:com.amazon.drive.sync b/content/Mechanics/Traits/Prediction.md:com.amazon.drive.sync new file mode 100644 index 000000000..4c0a3b0c1 --- /dev/null +++ b/content/Mechanics/Traits/Prediction.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947848","Uuid":"a867972390684d44b39b9e11a6ee8994","LastWritten":"2023-02-02T20:35:56.0926944+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Primal.md b/content/Mechanics/Traits/Primal.md old mode 100755 new mode 100644 index b98a46037..aaec985a6 --- a/content/Mechanics/Traits/Primal.md +++ b/content/Mechanics/Traits/Primal.md @@ -1,9 +1,5 @@ ---- -title: Primal -tags: pf2e/trait -draft: true ---- # Primal +#pf2e/trait *Source* Core Rulebook pg. 635 3.0 This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. diff --git a/content/Mechanics/Traits/Primal.md:Zone.Identifier b/content/Mechanics/Traits/Primal.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Primal.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Primal.md:com.amazon.drive.sync b/content/Mechanics/Traits/Primal.md:com.amazon.drive.sync new file mode 100644 index 000000000..b679b2b4c --- /dev/null +++ b/content/Mechanics/Traits/Primal.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947852","Uuid":"76e5eb3dd44f47bc97aea47a188daaf7","LastWritten":"2023-02-02T20:35:56.0856897+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Propulsive.md b/content/Mechanics/Traits/Propulsive.md old mode 100755 new mode 100644 index 85ab064aa..9cb024905 --- a/content/Mechanics/Traits/Propulsive.md +++ b/content/Mechanics/Traits/Propulsive.md @@ -1,9 +1,5 @@ ---- -title: Propulsive -tags: pf2e/trait -draft: true ---- # Propulsive +#pf2e/trait *Source* Core Rulebook pg. 283 3.0 You add half your Strength modifier (if positive) to damage rolls with a propulsive ranged weapon. If you have a negative Strength modifier, you add your full Strength modifier instead. diff --git a/content/Mechanics/Traits/Propulsive.md:Zone.Identifier b/content/Mechanics/Traits/Propulsive.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Propulsive.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Propulsive.md:com.amazon.drive.sync b/content/Mechanics/Traits/Propulsive.md:com.amazon.drive.sync new file mode 100644 index 000000000..08444e4c3 --- /dev/null +++ b/content/Mechanics/Traits/Propulsive.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947851","Uuid":"89bec555bde9412e83cd75b1d19d6a21","LastWritten":"2023-02-02T20:35:56.0956908+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Psychic.md b/content/Mechanics/Traits/Psychic.md old mode 100755 new mode 100644 index c08d1cd96..eb0a9c2e6 --- a/content/Mechanics/Traits/Psychic.md +++ b/content/Mechanics/Traits/Psychic.md @@ -1,9 +1,5 @@ ---- -title: Psychic -tags: pf2e/trait -draft: true ---- # Psychic +#pf2e/trait *Source* Dark Archive pg. 221 This indicates abilities from the psychic class. diff --git a/content/Mechanics/Traits/Psychic.md:Zone.Identifier b/content/Mechanics/Traits/Psychic.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Psychic.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Psychic.md:com.amazon.drive.sync b/content/Mechanics/Traits/Psychic.md:com.amazon.drive.sync new file mode 100644 index 000000000..5744bff3e --- /dev/null +++ b/content/Mechanics/Traits/Psychic.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947853","Uuid":"10d9bc3f147a41da9a7b0c933f92303d","LastWritten":"2023-02-02T20:35:56.2036906+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Psychopomp.md b/content/Mechanics/Traits/Psychopomp.md old mode 100755 new mode 100644 index 6bf687077..0243579f5 --- a/content/Mechanics/Traits/Psychopomp.md +++ b/content/Mechanics/Traits/Psychopomp.md @@ -1,9 +1,5 @@ ---- -title: Psychopomp -tags: pf2e/trait -draft: true ---- # Psychopomp +#pf2e/trait *Source* Bestiary pg. 347 A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects. diff --git a/content/Mechanics/Traits/Psychopomp.md:Zone.Identifier b/content/Mechanics/Traits/Psychopomp.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Psychopomp.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Psychopomp.md:com.amazon.drive.sync b/content/Mechanics/Traits/Psychopomp.md:com.amazon.drive.sync new file mode 100644 index 000000000..19cf787ea --- /dev/null +++ b/content/Mechanics/Traits/Psychopomp.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947854","Uuid":"a25dbeff35884163bf938476c315c818","LastWritten":"2023-02-02T20:35:56.2246909+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Ranger.md b/content/Mechanics/Traits/Ranger.md old mode 100755 new mode 100644 diff --git a/content/Mechanics/Traits/Ranger.md:Zone.Identifier b/content/Mechanics/Traits/Ranger.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Ranger.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Ranger.md:com.amazon.drive.sync b/content/Mechanics/Traits/Ranger.md:com.amazon.drive.sync new file mode 100644 index 000000000..5f56c50ec --- /dev/null +++ b/content/Mechanics/Traits/Ranger.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947855","Uuid":"a8d2dd362444448c9a9d7c9bb762726d","LastWritten":"2023-02-02T20:35:56.2366914+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Rare.md b/content/Mechanics/Traits/Rare.md old mode 100755 new mode 100644 index e8014253e..b5ace7483 --- a/content/Mechanics/Traits/Rare.md +++ b/content/Mechanics/Traits/Rare.md @@ -1,9 +1,5 @@ ---- -title: Rare -tags: pf2e/trait -draft: true ---- # Rare +#pf2e/trait *Source* Core Rulebook pg. 635 3.0 This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of [Recall Knowledge](../Rules/Actions/Recall%20Knowledge.md) checks related to these creatures is increased by 5. diff --git a/content/Mechanics/Traits/Rare.md:Zone.Identifier b/content/Mechanics/Traits/Rare.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Rare.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Rare.md:com.amazon.drive.sync b/content/Mechanics/Traits/Rare.md:com.amazon.drive.sync new file mode 100644 index 000000000..7335d1c95 --- /dev/null +++ b/content/Mechanics/Traits/Rare.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947858","Uuid":"429d60fafea5454eb6fd4b14def2c02a","LastWritten":"2023-02-02T20:35:56.2876905+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Reach.md b/content/Mechanics/Traits/Reach.md old mode 100755 new mode 100644 index 74e9472d2..998f4529c --- a/content/Mechanics/Traits/Reach.md +++ b/content/Mechanics/Traits/Reach.md @@ -1,9 +1,5 @@ ---- -title: Reach -tags: pf2e/trait -draft: true ---- # Reach +#pf2e/trait *Source* Core Rulebook pg. 283 3.0 Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet. diff --git a/content/Mechanics/Traits/Reach.md:Zone.Identifier b/content/Mechanics/Traits/Reach.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Reach.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Reach.md:com.amazon.drive.sync b/content/Mechanics/Traits/Reach.md:com.amazon.drive.sync new file mode 100644 index 000000000..f2119f673 --- /dev/null +++ b/content/Mechanics/Traits/Reach.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947856","Uuid":"7566c9dc7e034668915aeb28bffa1818","LastWritten":"2023-02-02T20:35:56.3496917+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Revelation.md b/content/Mechanics/Traits/Revelation.md old mode 100755 new mode 100644 index 4d09bec8d..64e043416 --- a/content/Mechanics/Traits/Revelation.md +++ b/content/Mechanics/Traits/Revelation.md @@ -1,9 +1,5 @@ ---- -title: Revelation -tags: pf2e/trait -draft: true ---- # Revelation +#pf2e/trait *Source* Core Rulebook pg. 635 3.0 Effects with this trait see things as they truly are. diff --git a/content/Mechanics/Traits/Revelation.md:Zone.Identifier b/content/Mechanics/Traits/Revelation.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Revelation.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Revelation.md:com.amazon.drive.sync b/content/Mechanics/Traits/Revelation.md:com.amazon.drive.sync new file mode 100644 index 000000000..f326bcf15 --- /dev/null +++ b/content/Mechanics/Traits/Revelation.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947857","Uuid":"f4f0d074a7e8489c9ad25c52e236b504","LastWritten":"2023-02-02T20:35:56.3516906+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Scrying.md b/content/Mechanics/Traits/Scrying.md old mode 100755 new mode 100644 index a18f15c21..1356a7155 --- a/content/Mechanics/Traits/Scrying.md +++ b/content/Mechanics/Traits/Scrying.md @@ -1,9 +1,5 @@ ---- -title: Scrying -tags: pf2e/trait -draft: true ---- # Scrying +#pf2e/trait *Source* Core Rulebook pg. 636 3.0 A scrying effect lets you see, hear, or otherwise get sensory information from a distance using a sensor or apparatus, rather than your own eyes and ears. diff --git a/content/Mechanics/Traits/Scrying.md:Zone.Identifier b/content/Mechanics/Traits/Scrying.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Scrying.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Scrying.md:com.amazon.drive.sync b/content/Mechanics/Traits/Scrying.md:com.amazon.drive.sync new file mode 100644 index 000000000..4aced36fa --- /dev/null +++ b/content/Mechanics/Traits/Scrying.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947860","Uuid":"0af667d331ba43d4b60f08ae050b67d6","LastWritten":"2023-02-02T20:35:56.393691+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Secret.md b/content/Mechanics/Traits/Secret.md old mode 100755 new mode 100644 index ae7935bb1..f0ea69021 --- a/content/Mechanics/Traits/Secret.md +++ b/content/Mechanics/Traits/Secret.md @@ -1,10 +1,6 @@ ---- -title: Secret -tags: pf2e/trait -draft: true ---- # Secret +#pf2e/trait *Source* Core Rulebook pg. 636 The GM rolls the check for this ability in secret. diff --git a/content/Mechanics/Traits/Secret.md:Zone.Identifier b/content/Mechanics/Traits/Secret.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Secret.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Secret.md:com.amazon.drive.sync b/content/Mechanics/Traits/Secret.md:com.amazon.drive.sync new file mode 100644 index 000000000..1b89c4b8f --- /dev/null +++ b/content/Mechanics/Traits/Secret.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947869","Uuid":"ad42d27c06024d1ab7fa493baff98578","LastWritten":"2023-02-02T20:35:56.4846901+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Shadow.md b/content/Mechanics/Traits/Shadow.md old mode 100755 new mode 100644 index c71ba166c..0f450c135 --- a/content/Mechanics/Traits/Shadow.md +++ b/content/Mechanics/Traits/Shadow.md @@ -1,9 +1,5 @@ ---- -title: Shadow -tags: pf2e/trait -draft: true ---- # Shadow +#pf2e/trait *Source* Core Rulebook pg. 636 3.0 Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane. diff --git a/content/Mechanics/Traits/Shadow.md:Zone.Identifier b/content/Mechanics/Traits/Shadow.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Shadow.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Shadow.md:com.amazon.drive.sync b/content/Mechanics/Traits/Shadow.md:com.amazon.drive.sync new file mode 100644 index 000000000..ca4f3502e --- /dev/null +++ b/content/Mechanics/Traits/Shadow.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947861","Uuid":"bf2f22a26aad4359ade8448a609327a5","LastWritten":"2023-02-02T20:35:56.4716898+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Shove.md b/content/Mechanics/Traits/Shove.md old mode 100755 new mode 100644 diff --git a/content/Mechanics/Traits/Shove.md:Zone.Identifier b/content/Mechanics/Traits/Shove.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Shove.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Shove.md:com.amazon.drive.sync b/content/Mechanics/Traits/Shove.md:com.amazon.drive.sync new file mode 100644 index 000000000..48716406c --- /dev/null +++ b/content/Mechanics/Traits/Shove.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947859","Uuid":"875b6b488bd043c590a8ed640cc58f19","LastWritten":"2023-02-02T20:35:56.47469+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Sleep.md b/content/Mechanics/Traits/Sleep.md old mode 100755 new mode 100644 diff --git a/content/Mechanics/Traits/Sleep.md:Zone.Identifier b/content/Mechanics/Traits/Sleep.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Sleep.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Sleep.md:com.amazon.drive.sync b/content/Mechanics/Traits/Sleep.md:com.amazon.drive.sync new file mode 100644 index 000000000..ed6caf3b4 --- /dev/null +++ b/content/Mechanics/Traits/Sleep.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947862","Uuid":"f730465039a047ef98badd964b72b6fe","LastWritten":"2023-02-02T20:35:56.4816922+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Sonic.md b/content/Mechanics/Traits/Sonic.md old mode 100755 new mode 100644 index 924a72f09..78f137328 --- a/content/Mechanics/Traits/Sonic.md +++ b/content/Mechanics/Traits/Sonic.md @@ -1,9 +1,5 @@ ---- -title: Sonic -tags: pf2e/trait -draft: true ---- # Sonic +#pf2e/trait *Source* Core Rulebook pg. 636 An effect with the sonic trait functions only if it makes sound, meaning it has no effect in an area of silence or in a vacuum. diff --git a/content/Mechanics/Traits/Sonic.md:Zone.Identifier b/content/Mechanics/Traits/Sonic.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Sonic.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Sonic.md:com.amazon.drive.sync b/content/Mechanics/Traits/Sonic.md:com.amazon.drive.sync new file mode 100644 index 000000000..804c09d8a --- /dev/null +++ b/content/Mechanics/Traits/Sonic.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947865","Uuid":"787fe2cbdc954d459e9eb5b635255433","LastWritten":"2023-02-02T20:35:56.49569+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Sorcerer.md b/content/Mechanics/Traits/Sorcerer.md old mode 100755 new mode 100644 diff --git a/content/Mechanics/Traits/Sorcerer.md:Zone.Identifier b/content/Mechanics/Traits/Sorcerer.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Sorcerer.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Sorcerer.md:com.amazon.drive.sync b/content/Mechanics/Traits/Sorcerer.md:com.amazon.drive.sync new file mode 100644 index 000000000..2ac140102 --- /dev/null +++ b/content/Mechanics/Traits/Sorcerer.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947867","Uuid":"b55438bf11ca4dd89b2e85e609e8fed6","LastWritten":"2023-02-02T20:35:56.5076943+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Spirit.md b/content/Mechanics/Traits/Spirit.md old mode 100755 new mode 100644 index 22a6ffdf8..8f43a7d69 --- a/content/Mechanics/Traits/Spirit.md +++ b/content/Mechanics/Traits/Spirit.md @@ -1,9 +1,5 @@ ---- -title: Spirit -tags: pf2e/trait -draft: true ---- # Spirit +#pf2e/trait *Source* Core Rulebook pg. 636 3.0 Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form. diff --git a/content/Mechanics/Traits/Spirit.md:Zone.Identifier b/content/Mechanics/Traits/Spirit.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Spirit.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Spirit.md:com.amazon.drive.sync b/content/Mechanics/Traits/Spirit.md:com.amazon.drive.sync new file mode 100644 index 000000000..7b756f2b8 --- /dev/null +++ b/content/Mechanics/Traits/Spirit.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947866","Uuid":"b3e1e4e544134d7e86dba3756eb68211","LastWritten":"2023-02-02T20:35:56.5596892+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Stance.md b/content/Mechanics/Traits/Stance.md old mode 100755 new mode 100644 index f6f6c9d3a..544a2e7c3 --- a/content/Mechanics/Traits/Stance.md +++ b/content/Mechanics/Traits/Stance.md @@ -1,9 +1,5 @@ ---- -title: Stance -tags: pf2e/trait -draft: true ---- # Stance +#pf2e/trait *Source* Core Rulebook pg. 637 3.0 A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can’t use another one for 1 round. You can enter or be in a stance only in encounter mode. diff --git a/content/Mechanics/Traits/Stance.md:Zone.Identifier b/content/Mechanics/Traits/Stance.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Stance.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Stance.md:com.amazon.drive.sync b/content/Mechanics/Traits/Stance.md:com.amazon.drive.sync new file mode 100644 index 000000000..d7ca890fa --- /dev/null +++ b/content/Mechanics/Traits/Stance.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947864","Uuid":"8a5e8e01d112494fbe57faa0b5287099","LastWritten":"2023-02-02T20:35:56.5626908+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Summoned.md b/content/Mechanics/Traits/Summoned.md old mode 100755 new mode 100644 diff --git a/content/Mechanics/Traits/Summoned.md:Zone.Identifier b/content/Mechanics/Traits/Summoned.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Summoned.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Summoned.md:com.amazon.drive.sync b/content/Mechanics/Traits/Summoned.md:com.amazon.drive.sync new file mode 100644 index 000000000..362917658 --- /dev/null +++ b/content/Mechanics/Traits/Summoned.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947863","Uuid":"ed44d37ec94744429e0741eba2c0edf9","LastWritten":"2023-02-02T20:35:56.5796905+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Summoner.md b/content/Mechanics/Traits/Summoner.md old mode 100755 new mode 100644 index 25e70cf6c..ddc35976d --- a/content/Mechanics/Traits/Summoner.md +++ b/content/Mechanics/Traits/Summoner.md @@ -1,9 +1,5 @@ ---- -title: Summoner -tags: pf2e/trait -draft: true ---- # Summoner +#pf2e/trait *Source* Secrets of Magic pg. 254 1.1 This indicates abilities from the summoner class. diff --git a/content/Mechanics/Traits/Summoner.md:Zone.Identifier b/content/Mechanics/Traits/Summoner.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Summoner.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Summoner.md:com.amazon.drive.sync b/content/Mechanics/Traits/Summoner.md:com.amazon.drive.sync new file mode 100644 index 000000000..e83b6bcf2 --- /dev/null +++ b/content/Mechanics/Traits/Summoner.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947868","Uuid":"a5ffa683a6bd459785b31639800cafaf","LastWritten":"2023-02-02T20:35:56.5886919+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Teleportation.md b/content/Mechanics/Traits/Teleportation.md old mode 100755 new mode 100644 index c017c29d2..5143ababa --- a/content/Mechanics/Traits/Teleportation.md +++ b/content/Mechanics/Traits/Teleportation.md @@ -1,9 +1,5 @@ ---- -title: Teleportation -tags: pf2e/trait -draft: true ---- # Teleportation +#pf2e/trait *Source* Core Rulebook pg. 637 Teleportation effects allow you to instantaneously move from one point in space to another. Teleportation does not usually trigger reactions based on movement. diff --git a/content/Mechanics/Traits/Teleportation.md:Zone.Identifier b/content/Mechanics/Traits/Teleportation.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Teleportation.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Teleportation.md:com.amazon.drive.sync b/content/Mechanics/Traits/Teleportation.md:com.amazon.drive.sync new file mode 100644 index 000000000..7c9393191 --- /dev/null +++ b/content/Mechanics/Traits/Teleportation.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947870","Uuid":"a54f5eceefee443a9987dcd863cec20e","LastWritten":"2023-02-02T20:35:56.607691+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Thrown.md b/content/Mechanics/Traits/Thrown.md old mode 100755 new mode 100644 diff --git a/content/Mechanics/Traits/Thrown.md:Zone.Identifier b/content/Mechanics/Traits/Thrown.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Thrown.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Thrown.md:com.amazon.drive.sync b/content/Mechanics/Traits/Thrown.md:com.amazon.drive.sync new file mode 100644 index 000000000..d5fef5c8c --- /dev/null +++ b/content/Mechanics/Traits/Thrown.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947871","Uuid":"ae1c53aaba56445d8e0572e1269ccd5b","LastWritten":"2023-02-02T20:35:56.721691+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Transmutation.md b/content/Mechanics/Traits/Transmutation.md old mode 100755 new mode 100644 diff --git a/content/Mechanics/Traits/Transmutation.md:Zone.Identifier b/content/Mechanics/Traits/Transmutation.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Transmutation.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Transmutation.md:com.amazon.drive.sync b/content/Mechanics/Traits/Transmutation.md:com.amazon.drive.sync new file mode 100644 index 000000000..193f0d3b8 --- /dev/null +++ b/content/Mechanics/Traits/Transmutation.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947877","Uuid":"84dd235f9d4041b0aaac94046c3883db","LastWritten":"2023-02-02T20:35:56.7256923+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Trap.md b/content/Mechanics/Traits/Trap.md old mode 100755 new mode 100644 diff --git a/content/Mechanics/Traits/Trap.md:Zone.Identifier b/content/Mechanics/Traits/Trap.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Trap.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Trap.md:com.amazon.drive.sync b/content/Mechanics/Traits/Trap.md:com.amazon.drive.sync new file mode 100644 index 000000000..017d07c16 --- /dev/null +++ b/content/Mechanics/Traits/Trap.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947872","Uuid":"5eddce7b0ad14a3c844bbaf6e82f8827","LastWritten":"2023-02-02T20:35:56.952692+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Trip.md b/content/Mechanics/Traits/Trip.md old mode 100755 new mode 100644 diff --git a/content/Mechanics/Traits/Trip.md:Zone.Identifier b/content/Mechanics/Traits/Trip.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Trip.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Trip.md:com.amazon.drive.sync b/content/Mechanics/Traits/Trip.md:com.amazon.drive.sync new file mode 100644 index 000000000..e7052597b --- /dev/null +++ b/content/Mechanics/Traits/Trip.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947884","Uuid":"ac189871f3644350972177479edd396e","LastWritten":"2023-02-02T20:35:57.1256899+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/True Name.md b/content/Mechanics/Traits/True Name.md old mode 100755 new mode 100644 index 38dcf860e..864504020 --- a/content/Mechanics/Traits/True Name.md +++ b/content/Mechanics/Traits/True Name.md @@ -1,9 +1,5 @@ ---- -title: True Name -tags: pf2e/trait -draft: true ---- # True Name +#pf2e/trait *Source* Secrets of Magic pg. 245 Certain spells, feats, and items have the true name trait. This trait means they require you to know a creature's true name to use them. diff --git a/content/Mechanics/Traits/True Name.md:Zone.Identifier b/content/Mechanics/Traits/True Name.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/True Name.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/True Name.md:com.amazon.drive.sync b/content/Mechanics/Traits/True Name.md:com.amazon.drive.sync new file mode 100644 index 000000000..6730bb19e --- /dev/null +++ b/content/Mechanics/Traits/True Name.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947873","Uuid":"728a5a2b6b034ecc9960f6bd19847461","LastWritten":"2023-02-02T20:35:57.2106896+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Unarmed.md b/content/Mechanics/Traits/Unarmed.md old mode 100755 new mode 100644 index 1131841c0..483251b67 --- a/content/Mechanics/Traits/Unarmed.md +++ b/content/Mechanics/Traits/Unarmed.md @@ -1,9 +1,5 @@ ---- -title: Unarmed -tags: pf2e/trait -draft: true ---- # Unarmed +#pf2e/trait *Source* Core Rulebook pg. 283 3.0 An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn't a weapon, though it's categorized with weapons for weapon groups, and it might have weapon traits. Since it's part of your body, an unarmed attack can't be [Disarmed](../Rules/Actions/Disarm.md). It also doesn't take up a hand, though a fist or other grasping appendage generally works like a [Free-Hand](Free-Hand.md) weapon. diff --git a/content/Mechanics/Traits/Unarmed.md:Zone.Identifier b/content/Mechanics/Traits/Unarmed.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Unarmed.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Unarmed.md:com.amazon.drive.sync b/content/Mechanics/Traits/Unarmed.md:com.amazon.drive.sync new file mode 100644 index 000000000..eb874118b --- /dev/null +++ b/content/Mechanics/Traits/Unarmed.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947874","Uuid":"77aa2f025de749d0bd569ad9a85a074c","LastWritten":"2023-02-02T20:35:57.2096906+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Uncommon.md b/content/Mechanics/Traits/Uncommon.md old mode 100755 new mode 100644 index 1fea67c25..26b23db0a --- a/content/Mechanics/Traits/Uncommon.md +++ b/content/Mechanics/Traits/Uncommon.md @@ -1,9 +1,5 @@ ---- -title: Uncommon -tags: pf2e/trait -draft: true ---- # Uncommon +#pf2e/trait *Source* Core Rulebook pg. 637 Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. diff --git a/content/Mechanics/Traits/Uncommon.md:com.amazon.drive.sync b/content/Mechanics/Traits/Uncommon.md:com.amazon.drive.sync new file mode 100644 index 000000000..a1dc5a668 --- /dev/null +++ b/content/Mechanics/Traits/Uncommon.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947885","Uuid":"c4d75f5648044bf0a13902f00ad4b5a2","LastWritten":"2023-02-02T20:35:57.2486906+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Undead.md b/content/Mechanics/Traits/Undead.md old mode 100755 new mode 100644 index bc1104e1b..7d6db7f31 --- a/content/Mechanics/Traits/Undead.md +++ b/content/Mechanics/Traits/Undead.md @@ -1,9 +1,5 @@ ---- -title: Undead -tags: pf2e/trait -draft: true ---- # Undead +#pf2e/trait *Source* Core Rulebook pg. 637 Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. diff --git a/content/Mechanics/Traits/Undead.md:Zone.Identifier b/content/Mechanics/Traits/Undead.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Undead.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Undead.md:com.amazon.drive.sync b/content/Mechanics/Traits/Undead.md:com.amazon.drive.sync new file mode 100644 index 000000000..e182a0601 --- /dev/null +++ b/content/Mechanics/Traits/Undead.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947876","Uuid":"f85479c9277845f989c8a206d69f2f84","LastWritten":"2023-02-02T20:35:57.2567441+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Visual.md b/content/Mechanics/Traits/Visual.md old mode 100755 new mode 100644 index 5f7e5a73b..05e452d57 --- a/content/Mechanics/Traits/Visual.md +++ b/content/Mechanics/Traits/Visual.md @@ -1,9 +1,5 @@ ---- -title: Visual -tags: pf2e/trait -draft: true ---- # Visual +#pf2e/trait *Source* Core Rulebook pg. 638 3.0 A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM. diff --git a/content/Mechanics/Traits/Visual.md:Zone.Identifier b/content/Mechanics/Traits/Visual.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Visual.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Visual.md:com.amazon.drive.sync b/content/Mechanics/Traits/Visual.md:com.amazon.drive.sync new file mode 100644 index 000000000..15b4dbd8c --- /dev/null +++ b/content/Mechanics/Traits/Visual.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947875","Uuid":"7b38e764a0cf40b2a95bed2f6982e1de","LastWritten":"2023-02-02T20:35:57.3227408+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Water.md b/content/Mechanics/Traits/Water.md old mode 100755 new mode 100644 index 796dfb690..3b280d2a6 --- a/content/Mechanics/Traits/Water.md +++ b/content/Mechanics/Traits/Water.md @@ -1,9 +1,5 @@ ---- -title: Water -tags: pf2e/trait -draft: true ---- # Water +#pf2e/trait *Source* Core Rulebook pg. 638 Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air. diff --git a/content/Mechanics/Traits/Water.md:Zone.Identifier b/content/Mechanics/Traits/Water.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Water.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Water.md:com.amazon.drive.sync b/content/Mechanics/Traits/Water.md:com.amazon.drive.sync new file mode 100644 index 000000000..2a1bee664 --- /dev/null +++ b/content/Mechanics/Traits/Water.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947878","Uuid":"07eaaa274a2c449ab9d2f5dfde43a0a5","LastWritten":"2023-02-02T20:35:57.3387421+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Witch.md b/content/Mechanics/Traits/Witch.md old mode 100755 new mode 100644 index dcafa73df..d4e2dc087 --- a/content/Mechanics/Traits/Witch.md +++ b/content/Mechanics/Traits/Witch.md @@ -1,9 +1,5 @@ ---- -title: Witch -tags: pf2e/trait -draft: true ---- # Witch +#pf2e/trait *Source* Advanced Player's Guide pg. 271 2.0 This trait indicates abilities from the witch class. diff --git a/content/Mechanics/Traits/Witch.md:Zone.Identifier b/content/Mechanics/Traits/Witch.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Witch.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Witch.md:com.amazon.drive.sync b/content/Mechanics/Traits/Witch.md:com.amazon.drive.sync new file mode 100644 index 000000000..ad51de8f5 --- /dev/null +++ b/content/Mechanics/Traits/Witch.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947880","Uuid":"5744fa0645f2430aae5f0837d2ab1589","LastWritten":"2023-02-02T20:35:58.0307842+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/Wizard.md b/content/Mechanics/Traits/Wizard.md old mode 100755 new mode 100644 diff --git a/content/Mechanics/Traits/Wizard.md:Zone.Identifier b/content/Mechanics/Traits/Wizard.md:Zone.Identifier new file mode 100644 index 000000000..2d45b2b2f --- /dev/null +++ b/content/Mechanics/Traits/Wizard.md:Zone.Identifier @@ -0,0 +1,3 @@ +[ZoneTransfer] +ZoneId=3 +HostUrl=about:internet diff --git a/content/Mechanics/Traits/Wizard.md:com.amazon.drive.sync b/content/Mechanics/Traits/Wizard.md:com.amazon.drive.sync new file mode 100644 index 000000000..1f71edd5d --- /dev/null +++ b/content/Mechanics/Traits/Wizard.md:com.amazon.drive.sync @@ -0,0 +1 @@ +{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947879","Uuid":"40b8d46092bf46d38e71b59e566fca75","LastWritten":"2023-02-02T20:35:58.0327838+01:00"} \ No newline at end of file diff --git a/content/Mechanics/Traits/aasimar-apg.md b/content/Mechanics/Traits/aasimar-apg.md new file mode 100644 index 000000000..040c205a1 --- /dev/null +++ b/content/Mechanics/Traits/aasimar-apg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Aasimar"] +--- +# Aasimar +*Source: Advanced Player's Guide p. 266* + +A creature with this trait has the aasimar versatile heritage. Aasimars are planar scions descended from celestial beings. An ability with this trait can be used or selected only by aasimars. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/academic-locg.md b/content/Mechanics/Traits/academic-locg.md new file mode 100644 index 000000000..7d75609e2 --- /dev/null +++ b/content/Mechanics/Traits/academic-locg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/locg +- trait/category/general +aliases: ["Academic"] +--- +# Academic +*Source: Lost Omens: Character Guide p. 132* + +Academic entities are centered around study and the pursuit of knowledge. Academic organizations are often schools or groups including students, teachers, and researchers. + +- **Categories**: General \ No newline at end of file diff --git a/content/Mechanics/Traits/additive.md b/content/Mechanics/Traits/additive.md new file mode 100644 index 000000000..5c883aa89 --- /dev/null +++ b/content/Mechanics/Traits/additive.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/feat +aliases: ["Additive"] +--- +# Additive +*Source: Core Rulebook p. 75* + +Feats with the additive trait allow you to spend actions to add special substances to bombs or elixirs. You can add only one additive to a single alchemical item, and attempting to add another spoils the item. You can typically use actions with the additive trait only when you're creating an [infused](rules/traits/infused.md "Infused Item Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") item, and some can be used only with the [Quick Alchemy](rules/actions/quick-alchemy.md) action. The additive trait is always followed by a level, such as [additive <2>](rules/traits/additive-2.md "Additive Feat Trait"). An additive adds its level to the level of the alchemical item you're modifying; the result is the new level of the mixture. The mixture's item level must be no higher than your advanced alchemy level. + +- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Traits/adjusted-tv.md b/content/Mechanics/Traits/adjusted-tv.md new file mode 100644 index 000000000..28535f5f3 --- /dev/null +++ b/content/Mechanics/Traits/adjusted-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/armor +aliases: ["Adjusted"] +--- +# Adjusted +*Source: Treasure Vault p. 8* + +The equipment comes with an adjustment described in its entry. This adjustment is built into the equipment permanently, meaning the equipment can't have another adjustment added, nor can it be swapped out for a different adjustment. If the adjustment alters the item's base statistics, such as adding the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait, that's reflected in the equipment's table entry. Armor adjustments can be found here. + +- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Traits/adjustment-lotgb.md b/content/Mechanics/Traits/adjustment-lotgb.md new file mode 100644 index 000000000..b55fe0c17 --- /dev/null +++ b/content/Mechanics/Traits/adjustment-lotgb.md @@ -0,0 +1,11 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/lotgb +aliases: ["Adjustment"] +--- +# Adjustment +*Source: Lost Omens: The Grand Bazaar p. 133* + +Items with this trait alter existing pieces of equipment, typically armors, shields, and weapons. A given adjustment notes which type of equipment it modifies, and a piece of equipment can only be affected by a single adjustment at a time. Unless otherwise noted, adding or removing an adjustment takes 10 minutes of work and a [repair kit](compendium/equipment/items/repair-kit.md). \ No newline at end of file diff --git a/content/Mechanics/Traits/aeon-b1.md b/content/Mechanics/Traits/aeon-b1.md new file mode 100644 index 000000000..6630d232e --- /dev/null +++ b/content/Mechanics/Traits/aeon-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Aeon"] +--- +# Aeon +*Source: Bestiary p. 345* + +These monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/aftermath-da.md b/content/Mechanics/Traits/aftermath-da.md new file mode 100644 index 000000000..f70bd0dde --- /dev/null +++ b/content/Mechanics/Traits/aftermath-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/da +- trait/category/class +- trait/category/feat +aliases: ["Aftermath"] +--- +# Aftermath +*Source: Dark Archive p. 218* + +This trait describes feats that represent special abilities gained after exposure to the weird and deadly. + +> [!pf2-note] +> See Aftermath Feats for more information. + +- **Categories**: Feat, Class \ No newline at end of file diff --git a/content/Mechanics/Traits/alchemical.md b/content/Mechanics/Traits/alchemical.md new file mode 100644 index 000000000..fdfb7c189 --- /dev/null +++ b/content/Mechanics/Traits/alchemical.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Alchemical"] +--- +# Alchemical +*Source: Core Rulebook p. 628* + +Alchemical items are powered by reactions of alchemical reagents. Alchemical items aren't [magical](rules/traits/magical.md "Magical Item Trait") and don't radiate a magical aura. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/alchemist.md b/content/Mechanics/Traits/alchemist.md new file mode 100644 index 000000000..7c02ad2c0 --- /dev/null +++ b/content/Mechanics/Traits/alchemist.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/class +aliases: ["Alchemist"] +--- +# Alchemist +*Source: Core Rulebook p. 628* + +This indicates abilities from the alchemist class. + +- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Traits/amp-da.md b/content/Mechanics/Traits/amp-da.md new file mode 100644 index 000000000..28ceece5f --- /dev/null +++ b/content/Mechanics/Traits/amp-da.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/da +- trait/category/feat +- trait/category/spell +aliases: ["Amp"] +--- +# Amp +*Source: Dark Archive p. 218* + +An amp is a special thoughtform that modifies the properties of your psi cantrips. Psi cantrips each have their own amp, and feats with the amp trait provide different amps you can apply to psi cantrips in place of their normal amps. + +- **Categories**: Feat, Spell \ No newline at end of file diff --git a/content/Mechanics/Traits/amphibious-b1.md b/content/Mechanics/Traits/amphibious-b1.md new file mode 100644 index 000000000..9f2f13f27 --- /dev/null +++ b/content/Mechanics/Traits/amphibious-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Amphibious"] +--- +# Amphibious +*Source: Bestiary p. 345* + +An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed [Strikes](rules/actions/strike.md) don't take the usual –2 penalty for being underwater. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/anadi-lome.md b/content/Mechanics/Traits/anadi-lome.md new file mode 100644 index 000000000..fa3bf1f11 --- /dev/null +++ b/content/Mechanics/Traits/anadi-lome.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/lome +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Anadi"] +--- +# Anadi +*Source: Lost Omens: The Mwangi Expanse p. 308* + +A reclusive people from Garund who resemble spiders and can assume human forms. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/android-loag.md b/content/Mechanics/Traits/android-loag.md new file mode 100644 index 000000000..42508c2a1 --- /dev/null +++ b/content/Mechanics/Traits/android-loag.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +aliases: ["Android"] +--- +# Android +*Source: Lost Omens: Ancestry Guide p. 140* + +A synthetic humanoid ancestry created by artificial means. Most common in Numeria. + +- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/any-b1.md b/content/Mechanics/Traits/any-b1.md new file mode 100644 index 000000000..74906f196 --- /dev/null +++ b/content/Mechanics/Traits/any-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Any"] +--- +# Any +*Source: Bestiary p. 345* + +Any Alignment + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Traits/any-class-som.md b/content/Mechanics/Traits/any-class-som.md new file mode 100644 index 000000000..b7d9dcc6a --- /dev/null +++ b/content/Mechanics/Traits/any-class-som.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/class +aliases: ["Any Class"] +--- +# Any Class +*Source: Secrets of Magic p. 219* + +When you take this feat, it gains the trait appropriate for your class > [!pf2-note] +> (replacing this one). + +- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Traits/any-magical-tradition-b1.md b/content/Mechanics/Traits/any-magical-tradition-b1.md new file mode 100644 index 000000000..487576516 --- /dev/null +++ b/content/Mechanics/Traits/any-magical-tradition-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/tradition +aliases: ["Any Magical Tradition"] +--- +# Any Magical Tradition +*Source: Bestiary p. 342* + +> [!pf2-note] +> Replace this trait with another fitting magic tradition, such as [Arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [Divine](rules/traits/divine.md "Divine Tradition Trait"), [Primal](rules/traits/primal.md "Primal Tradition Trait"), or [Occult](rules/traits/occult.md "Occult Tradition Trait"). + +- **Categories**: Tradition \ No newline at end of file diff --git a/content/Mechanics/Traits/apex.md b/content/Mechanics/Traits/apex.md new file mode 100644 index 000000000..21889404b --- /dev/null +++ b/content/Mechanics/Traits/apex.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Apex"] +--- +# Apex +*Source: Core Rulebook p. 628* + +When you Invest an Item that has the apex trait, it improves one of your ability scores, either increasing it by 2 or to a total of 18, whichever grants the higher score. This gives you all the benefits of the new ability score until the investiture ends. An apex item grants this benefit only the first time it's invested within a 24-hour period, and you can benefit from only one apex item at a time. If you attempt to invest an apex item when you already have one invested, you don't gain the ability score increase, though you do gain any other effects of Investing the Item. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/aphorite-loag.md b/content/Mechanics/Traits/aphorite-loag.md new file mode 100644 index 000000000..71fd0449c --- /dev/null +++ b/content/Mechanics/Traits/aphorite-loag.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +aliases: ["Aphorite"] +--- +# Aphorite +*Source: Lost Omens: Ancestry Guide p. 140* + +A type of planar scion descended from a being from Axis, the Plane of Law. + +- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/aquadynamic-tv.md b/content/Mechanics/Traits/aquadynamic-tv.md new file mode 100644 index 000000000..6c69d76e0 --- /dev/null +++ b/content/Mechanics/Traits/aquadynamic-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/armor +aliases: ["Aquadynamic"] +--- +# Aquadynamic +*Source: Treasure Vault p. 8* + +This armor is designed for use underwater, with streamlined design and buoyant materials used in strategic places. You don't apply the armor's check penalty to [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) checks in water or similar liquids. + +- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Traits/aquatic-b1.md b/content/Mechanics/Traits/aquatic-b1.md new file mode 100644 index 000000000..37b985cd4 --- /dev/null +++ b/content/Mechanics/Traits/aquatic-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Aquatic"] +--- +# Aquatic +*Source: Bestiary p. 345* + +Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed [Strikes](rules/actions/strike.md) don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/archetype.md b/content/Mechanics/Traits/archetype.md new file mode 100644 index 000000000..8c1e7c2ab --- /dev/null +++ b/content/Mechanics/Traits/archetype.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/feat +aliases: ["Archetype"] +--- +# Archetype +*Source: Core Rulebook p. 628* + +This feat belongs to an archetype. + +- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Traits/archon.md b/content/Mechanics/Traits/archon.md new file mode 100644 index 000000000..12c869c87 --- /dev/null +++ b/content/Mechanics/Traits/archon.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/creature +aliases: ["Archon"] +--- +# Archon +*Source: Core Rulebook p. 628* + +Members of this family of celestials are the protectors of Heaven and are lawful good. They have [darkvision](rules/abilities/darkvision.md) and a weakness to evil damage. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/artifact-gmg.md b/content/Mechanics/Traits/artifact-gmg.md new file mode 100644 index 000000000..ac88feca3 --- /dev/null +++ b/content/Mechanics/Traits/artifact-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/item +aliases: ["Artifact"] +--- +# Artifact +*Source: Gamemastery Guide p. 250* + +Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always [rare](rules/traits/rare.md "Rare Rarity Trait") or [unique](rules/traits/unique.md "Unique Rarity Trait"). + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/astral-b1.md b/content/Mechanics/Traits/astral-b1.md new file mode 100644 index 000000000..1ce9c4e80 --- /dev/null +++ b/content/Mechanics/Traits/astral-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature-type +aliases: ["Astral"] +--- +# Astral +*Source: Bestiary p. 345* + +Astral creatures are native of the Astral Plane. They can survive the basic environmental effects of the Astral Plane. + +- **Categories**: Creature Type \ No newline at end of file diff --git a/content/Mechanics/Traits/attached.md b/content/Mechanics/Traits/attached.md new file mode 100644 index 000000000..5adb18c1c --- /dev/null +++ b/content/Mechanics/Traits/attached.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Attached"] +--- +# Attached +*Source: Core Rulebook p. 282* + +An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, [shield spikes](compendium/equipment/items/shield-spikes.md) are attached to a shield, allowing you to attack with the spikes instead of a shield bash, but only if you're wielding the shield. An attached weapon is usually bolted onto or built into the item it's attached to, and typically an item can have only one weapon attached to it. An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 [Crafting](compendium/skills.md#Crafting) check; this includes the time needed to remove the weapon from a previous item, if necessary. If an item is destroyed, its attached weapon can usually be salvaged. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/automaton-g-g.md b/content/Mechanics/Traits/automaton-g-g.md new file mode 100644 index 000000000..abcf0fc59 --- /dev/null +++ b/content/Mechanics/Traits/automaton-g-g.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +- trait/category/ancestry-heritage +aliases: ["Automaton"] +--- +# Automaton +*Source: Guns & Gears p. 230* + +Automatons are living constructs sustained by a magical core. + +- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/azarketi-loag.md b/content/Mechanics/Traits/azarketi-loag.md new file mode 100644 index 000000000..0bc8c1095 --- /dev/null +++ b/content/Mechanics/Traits/azarketi-loag.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Azarketi"] +--- +# Azarketi +*Source: Lost Omens: Ancestry Guide p. 140* + +Amphibious humanoids who live among the seas of the Inner Sea region, said to have descended from the people of Azlant. Sometimes known as gillmen or Low Azlanti. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/azata.md b/content/Mechanics/Traits/azata.md new file mode 100644 index 000000000..62b12a752 --- /dev/null +++ b/content/Mechanics/Traits/azata.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/creature +aliases: ["Azata"] +--- +# Azata +*Source: Core Rulebook p. 629* + +This family of celestials is native to Elysium. They are typically chaotic good and have [darkvision](rules/abilities/darkvision.md) and a weakness to evil and cold iron. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/backstabber.md b/content/Mechanics/Traits/backstabber.md new file mode 100644 index 000000000..8f98607bb --- /dev/null +++ b/content/Mechanics/Traits/backstabber.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Backstabber"] +--- +# Backstabber +*Source: Core Rulebook p. 282* + +When you hit a [flat-footed](rules/conditions.md#Flat-footed) creature, this weapon deals 1 precision damage in addition to its normal damage. The precision damage increases to 2 if the weapon is a +3 weapon. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/barbarian.md b/content/Mechanics/Traits/barbarian.md new file mode 100644 index 000000000..14fa439db --- /dev/null +++ b/content/Mechanics/Traits/barbarian.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/class +aliases: ["Barbarian"] +--- +# Barbarian +*Source: Core Rulebook p. 629* + +This indicates abilities from the barbarian class. + +- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Traits/barding-tv.md b/content/Mechanics/Traits/barding-tv.md new file mode 100644 index 000000000..e0300a0ff --- /dev/null +++ b/content/Mechanics/Traits/barding-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Barding"] +--- +# Barding +*Source: Treasure Vault p. 216* + +You can purchase special armor for animals, called barding. All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/beastkin-loag.md b/content/Mechanics/Traits/beastkin-loag.md new file mode 100644 index 000000000..707322324 --- /dev/null +++ b/content/Mechanics/Traits/beastkin-loag.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +aliases: ["Beastkin"] +--- +# Beastkin +*Source: Lost Omens: Ancestry Guide p. 140* + +Humanoids that can partially or fully transform into animal forms. + +- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/boggard-b1.md b/content/Mechanics/Traits/boggard-b1.md new file mode 100644 index 000000000..067194b43 --- /dev/null +++ b/content/Mechanics/Traits/boggard-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Boggard"] +--- +# Boggard +*Source: Bestiary p. 345* + +Boggards are frog-like humanoids. They typically have [darkvision](rules/abilities/darkvision.md). + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/bomb.md b/content/Mechanics/Traits/bomb.md new file mode 100644 index 000000000..2159f34c4 --- /dev/null +++ b/content/Mechanics/Traits/bomb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +- trait/category/weapon +aliases: ["Bomb"] +--- +# Bomb +*Source: Core Rulebook p. 629* + +An alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects. + +Bombs are martial [thrown](rules/traits/thrown.md "Thrown Weapon Trait") weapons with a range increment of 20 feet. When you throw a bomb, you make a weapon attack roll against the target's AC, as you would for any other weapon. It takes one hand to draw, prepare, and throw a bomb. Due to the complexity involved in preparing bombs, [Strikes](rules/actions/strike.md) to throw alchemical bombs gain the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. The bomb is activated when thrown as a [Strike](rules/actions/strike.md)—you don't have to activate it separately. + +- **Categories**: Item, Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/brace-tv.md b/content/Mechanics/Traits/brace-tv.md new file mode 100644 index 000000000..73fdd91d3 --- /dev/null +++ b/content/Mechanics/Traits/brace-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/weapon +aliases: ["Brace"] +--- +# Brace +*Source: Treasure Vault p. 24* + +A brace weapon is effective at damaging moving opponents. When you [Ready](rules/actions/ready.md) to [Strike](rules/actions/strike.md) an opponent that moves within your reach, until the start of your next turn [Strikes](rules/actions/strike.md) with the brace weapon deal an additional 2 precision damage for each weapon damage die it has. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/brutal-b2.md b/content/Mechanics/Traits/brutal-b2.md new file mode 100644 index 000000000..38373c116 --- /dev/null +++ b/content/Mechanics/Traits/brutal-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/weapon +aliases: ["Brutal"] +--- +# Brutal +*Source: Bestiary 2 p. 310* + +A ranged attack with this trait uses its Strength modifier instead of Dexterity on the attack roll. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/bulwark.md b/content/Mechanics/Traits/bulwark.md new file mode 100644 index 000000000..bd803abf9 --- /dev/null +++ b/content/Mechanics/Traits/bulwark.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/armor +aliases: ["Bulwark"] +--- +# Bulwark +*Source: Core Rulebook p. 274* + +The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a [fireball](compendium/spells/fireball.md), you add a +3 modifier instead of your Dexterity modifier. + +- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Traits/caligni-b1.md b/content/Mechanics/Traits/caligni-b1.md new file mode 100644 index 000000000..4083fe938 --- /dev/null +++ b/content/Mechanics/Traits/caligni-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Caligni"] +--- +# Caligni +*Source: Bestiary p. 345* + +These subterranean people have [darkvision](rules/abilities/darkvision.md), and some have powers to create darkness. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/capacity-tv.md b/content/Mechanics/Traits/capacity-tv.md new file mode 100644 index 000000000..9c7c37ed0 --- /dev/null +++ b/content/Mechanics/Traits/capacity-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/weapon +aliases: ["Capacity"] +--- +# Capacity +*Source: Treasure Vault p. 24* + +Weapons that have the capacity trait typically have multiple barrels or chambers capable of containing a round of ammunition. Capacity is always accompanied by a number indicating the number of barrels or chambers. After a capacity weapon is fired, you can select the next loaded barrel or chamber as an [Interact](rules/actions/interact.md) action that doesn't require a free hand. You can use abilities that let or require you to [Interact](rules/actions/interact.md) to reload to switch barrels or chambers of a capacity weapon instead. Each barrel or chamber can be reloaded after it's fired as a separate [Interact](rules/actions/interact.md) action. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/catalyst-som.md b/content/Mechanics/Traits/catalyst-som.md new file mode 100644 index 000000000..189498955 --- /dev/null +++ b/content/Mechanics/Traits/catalyst-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/item +aliases: ["Catalyst"] +--- +# Catalyst +*Source: Secrets of Magic p. 168* + +Items with the catalyst trait are consumable material spell components that alter or magnify specific spells. [Activating](rules/actions/activate-an-item.md) a catalyst is part of [Casting the Spell](rules/actions/cast-a-spell.md). The catalyst might increase the number of actions required to [Cast the Spell](rules/actions/cast-a-spell.md), as indicated in the catalyst's Activate entry. Additionally, the spell gains material components if it didn't have them already or adds the catalyst to its existing components. Because the catalyst becomes part of the material components, you can draw the catalyst as part of [Casting the Spell](rules/actions/cast-a-spell.md). + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/catfolk-b1.md b/content/Mechanics/Traits/catfolk-b1.md new file mode 100644 index 000000000..cb49984e3 --- /dev/null +++ b/content/Mechanics/Traits/catfolk-b1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Catfolk"] +--- +# Catfolk +*Source: Bestiary p. 345* + +Catfolk are humanoids with feline features. + +A creature with this trait is a member of the catfolk ancestry. Catfolk are humanoids with feline features. An ability with this trait can be used or selected only by catfolk. An item with this trait is created and used by catfolk. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/certain-kill-frp3.md b/content/Mechanics/Traits/certain-kill-frp3.md new file mode 100644 index 000000000..c512c65c8 --- /dev/null +++ b/content/Mechanics/Traits/certain-kill-frp3.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/frp3 +- trait/category/combat +aliases: ["Certain Kill"] +--- +# Certain Kill +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 51* + +The party has faced the Lightkeepers before, but never somewhere the villains could exhibit their full power. When Syndara chose these four fighters as his champions, he granted each a limited sovereignty over the planar laws of the _Glass Lighthouse_. Syu Tak-nwa received control over space, Hakusa over life, Ran-to over gravity, and Blue Viper over time. The Lightkeepers trained to integrate these planar abilities into their unique fighting styles, and now that they're fighting in the Lighthouse itself, they can use the fullest extent of their power. Each of their members can use a Certain Kill Art as long as they are within the _Glass Lighthouse_—these abilities, which have the certain kill trait, cause obvious distortions in the Lighthouse's fabric as the user calls upon their technique. However, as each technique requires one of the Lightkeepers to temporarily take command of the demiplane from the rest of their team, only one Certain Kill Art can be used by any of the Lightkeepers in a given round. + +- **Categories**: Combat \ No newline at end of file diff --git a/content/Mechanics/Traits/changeling-b1.md b/content/Mechanics/Traits/changeling-b1.md new file mode 100644 index 000000000..ca7acdf40 --- /dev/null +++ b/content/Mechanics/Traits/changeling-b1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Changeling"] +--- +# Changeling +*Source: Bestiary p. 123* + +These humanoids are the children of hags and members of other humanoid ancestries. + +A creature with this trait has the changeling versatile heritage. Changelings are the children of hag and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/chaotic-evil-b1.md b/content/Mechanics/Traits/chaotic-evil-b1.md new file mode 100644 index 000000000..9c7a00b46 --- /dev/null +++ b/content/Mechanics/Traits/chaotic-evil-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Chaotic Evil"] +--- +# Chaotic Evil +*Source: Bestiary p. 345* + +[Chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") and [evil](rules/traits/evil.md "Evil Alignment Trait") + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Traits/chaotic-good-b1.md b/content/Mechanics/Traits/chaotic-good-b1.md new file mode 100644 index 000000000..8f40f9dd5 --- /dev/null +++ b/content/Mechanics/Traits/chaotic-good-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Chaotic Good"] +--- +# Chaotic Good +*Source: Bestiary p. 345* + +[Chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") and [good](rules/traits/good.md "Good Alignment Trait") + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Traits/chaotic-neutral-b1.md b/content/Mechanics/Traits/chaotic-neutral-b1.md new file mode 100644 index 000000000..ac8cc33cf --- /dev/null +++ b/content/Mechanics/Traits/chaotic-neutral-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Chaotic Neutral"] +--- +# Chaotic Neutral +*Source: Bestiary p. 345* + +[Chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") and neutral + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Traits/chaotic.md b/content/Mechanics/Traits/chaotic.md new file mode 100644 index 000000000..07da0c32b --- /dev/null +++ b/content/Mechanics/Traits/chaotic.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/alignment +- trait/category/planar +aliases: ["Chaotic"] +--- +# Chaotic +*Source: Core Rulebook p. 629* + +Chaotic effects often manipulate energy from chaos-aligned Outer Planes and are anathema to lawful divine servants or divine servants of lawful deities. A creature with this trait is chaotic in alignment. + +- **Categories**: Alignment, Planar \ No newline at end of file diff --git a/content/Mechanics/Traits/charau-ka-lome.md b/content/Mechanics/Traits/charau-ka-lome.md new file mode 100644 index 000000000..cb45b66a6 --- /dev/null +++ b/content/Mechanics/Traits/charau-ka-lome.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/lome +- trait/category/creature +aliases: ["Charau-ka"] +--- +# Charau-ka +*Source: Lost Omens: The Mwangi Expanse p. 296* + +Mandrill-like humanoids that are brutal warriors. Many charau-ka live in Usaro. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/charm-b1.md b/content/Mechanics/Traits/charm-b1.md new file mode 100644 index 000000000..cecc79ff5 --- /dev/null +++ b/content/Mechanics/Traits/charm-b1.md @@ -0,0 +1,12 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +aliases: ["Charm"] +--- +# Charm +*Source: Bestiary p. 77* + +> [!pf2-note] +> No entries available. \ No newline at end of file diff --git a/content/Mechanics/Traits/city-gmg.md b/content/Mechanics/Traits/city-gmg.md new file mode 100644 index 000000000..5c2c93417 --- /dev/null +++ b/content/Mechanics/Traits/city-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/settlement +aliases: ["City"] +--- +# City +*Source: Gamemastery Guide p. 250* + +Settlements with this trait tend to be relatively large, with levels typically ranging from 5 to 7. + +- **Categories**: Settlement \ No newline at end of file diff --git a/content/Mechanics/Traits/city-state-loil.md b/content/Mechanics/Traits/city-state-loil.md new file mode 100644 index 000000000..cd7fce7c2 --- /dev/null +++ b/content/Mechanics/Traits/city-state-loil.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loil +- trait/category/settlement +aliases: ["City-state"] +--- +# City-state +*Source: Lost Omens: Impossible Lands p. 113* + + + +- **Categories**: Settlement \ No newline at end of file diff --git a/content/Mechanics/Traits/class-som.md b/content/Mechanics/Traits/class-som.md new file mode 100644 index 000000000..d01e4ed0a --- /dev/null +++ b/content/Mechanics/Traits/class-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/class +aliases: ["Class"] +--- +# Class +*Source: Secrets of Magic p. 193* + +Archetypes with the class trait fundamentally diverge from your class's specialties but still fit within the theme of your class. + +You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer. + +It might be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. The 1st-level ability is presented much like a class feature and includes the class archetype's prerequisites and rules on how it changes your class. If you select this ability, you must take that archetype's dedication feat at 2nd level, and you proceed normally afterward. You can never have more than one class archetype. + +- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Traits/climbing-aaws.md b/content/Mechanics/Traits/climbing-aaws.md new file mode 100644 index 000000000..cb73aa7ec --- /dev/null +++ b/content/Mechanics/Traits/climbing-aaws.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/aaws +- trait/category/weapon +aliases: ["Climbing"] +--- +# Climbing +*Source: Azarketi Ancestry Web Supplement p. 1* + +The hand holding this weapon is freely available to [Climb](rules/actions/climb.md). + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/clockwork-g-g.md b/content/Mechanics/Traits/clockwork-g-g.md new file mode 100644 index 000000000..d0df4f0bd --- /dev/null +++ b/content/Mechanics/Traits/clockwork-g-g.md @@ -0,0 +1,13 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +aliases: ["Clockwork"] +--- +# Clockwork +*Source: Guns & Gears p. 231* + +Clockworks are intricate, complex constructs that can be programmed to perform specific functions. + +Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks. \ No newline at end of file diff --git a/content/Mechanics/Traits/cobbled-g-g.md b/content/Mechanics/Traits/cobbled-g-g.md new file mode 100644 index 000000000..4bbcb5f18 --- /dev/null +++ b/content/Mechanics/Traits/cobbled-g-g.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +- trait/category/weapon +aliases: ["Cobbled"] +--- +# Cobbled +*Source: Guns & Gears p. 231* + +This firearm is cobbled together and likely to misfire. No matter how well you upkeep it, on a failed attack roll, the attack misses and you must roll a DC 5 flat check. If you fail this check, the weapon misfires. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/coda-tv.md b/content/Mechanics/Traits/coda-tv.md new file mode 100644 index 000000000..6bf037938 --- /dev/null +++ b/content/Mechanics/Traits/coda-tv.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Coda"] +--- +# Coda +*Source: Treasure Vault p. 217* + +Instruments with the coda trait work mostly like staves and have the [staff](rules/traits/staff.md "Staff Item Trait") trait. There are two differences: Coda instruments are in the form of musical instruments, and they can be prepared only by bards. Because they're not physically staves, you can't attack with a coda instrument, nor can you etch it with weapon runes. + +The process of preparing a coda instrument involves playing significant portions of songs related to the spells within the instrument—either old standards or ones of your own creation. This leaves magical reverberations within the instrument that allow you to complete the songs by playing their coda later in the day. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/combination-g-g.md b/content/Mechanics/Traits/combination-g-g.md new file mode 100644 index 000000000..c75ff61a0 --- /dev/null +++ b/content/Mechanics/Traits/combination-g-g.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +- trait/category/weapon +aliases: ["Combination"] +--- +# Combination +*Source: Guns & Gears p. 231* + +Combination is a new trait for weapons that combine the functionality of melee weapons and firearms in unique or unusual ways. A combination weapon has both a firearm form or usage and a melee weapon form or usage. Table 4–3: Uncommon Combination Weapons lists the firearm statistics first, and the melee weapon statistics indented beneath, just above the ammunition. Switching between the melee weapon usage and the firearm usage requires an [Interact](rules/actions/interact.md) action. However, if your last action was a successful melee [Strike](rules/actions/strike.md) against a foe using a combination weapon, you can make a firearm [Strike](rules/actions/strike.md) with the combination weapon against that foe without fully switching to the firearm usage, firing the firearm just as you hit with the melee attack. In this case, the combination weapon returns to its melee usage after the firearm [Strike](rules/actions/strike.md). + +Since a combination weapon is one weapon with two usages, both usages share any fundamental runes. You can put a property rune on a combination weapon as long as it's appropriate for either of the two usages, but if only one of the usages meets the property rune's requirements, the effects of the property rune only apply for that usage. For instance, a [vorpal](compendium/equipment/items/vorpal.md) axe musket only applies the [vorpal](compendium/equipment/items/vorpal.md) property rune when you are using it as an axe. Due to their complexity, combination weapons can't have another weapon, such as a [bayonet](compendium/equipment/items/bayonet-g-g.md) or [reinforced stock](compendium/equipment/items/reinforced-stock-g-g.md), attached to them. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/comfort.md b/content/Mechanics/Traits/comfort.md new file mode 100644 index 000000000..498015d14 --- /dev/null +++ b/content/Mechanics/Traits/comfort.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/armor +aliases: ["Comfort"] +--- +# Comfort +*Source: Core Rulebook p. 275* + +The armor is so comfortable that you can rest normally while wearing it. + +- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Traits/common.md b/content/Mechanics/Traits/common.md new file mode 100644 index 000000000..1f03c65b3 --- /dev/null +++ b/content/Mechanics/Traits/common.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/rarity +aliases: ["Common"] +--- +# Common +*Source: Core Rulebook p. 629* + +Anything that doesn't list another rarity trait ([uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait"), [rare](rules/traits/rare.md "Rare Rarity Trait"), or [unique](rules/traits/unique.md "Unique Rarity Trait")) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. + +A creature of this rarity is generally known and can be summoned with the appropriate summon spell. + +- **Categories**: Rarity \ No newline at end of file diff --git a/content/Mechanics/Traits/companion.md b/content/Mechanics/Traits/companion.md new file mode 100644 index 000000000..f8f7d07db --- /dev/null +++ b/content/Mechanics/Traits/companion.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Companion"] +--- +# Companion +*Source: Core Rulebook p. 629* + +An item with this trait can be worn by an animal companion or similar creature. A companion can have up to two items invested. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/complex.md b/content/Mechanics/Traits/complex.md new file mode 100644 index 000000000..381ffcd93 --- /dev/null +++ b/content/Mechanics/Traits/complex.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/hazard +aliases: ["Complex"] +--- +# Complex +*Source: Core Rulebook p. 629* + +A hazard with this trait takes turns in an encounter. + +- **Categories**: Hazard \ No newline at end of file diff --git a/content/Mechanics/Traits/composite-roe.md b/content/Mechanics/Traits/composite-roe.md new file mode 100644 index 000000000..339e6e52f --- /dev/null +++ b/content/Mechanics/Traits/composite-roe.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/roe +- trait/category/action-ability +aliases: ["Composite"] +--- +# Composite +*Source: Rage of Elements p. 15* + +A composite impulse combines multiple elements. You can gain an impulse with the composite trait only if your kinetic elements include all the elements listed in the impulse's traits. + +- **Categories**: Action & Ability \ No newline at end of file diff --git a/content/Mechanics/Traits/concealable-g-g.md b/content/Mechanics/Traits/concealable-g-g.md new file mode 100644 index 000000000..749e22b59 --- /dev/null +++ b/content/Mechanics/Traits/concealable-g-g.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +- trait/category/weapon +aliases: ["Concealable"] +--- +# Concealable +*Source: Guns & Gears p. 231* + +This weapon is designed to be inconspicuous or easily [concealed](rules/conditions.md#Concealed). You gain a +2 circumstance bonus to [Stealth](compendium/skills.md#Stealth) checks and DCs to hide or conceal a weapon with this trait. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/concussive-g-g.md b/content/Mechanics/Traits/concussive-g-g.md new file mode 100644 index 000000000..538732f92 --- /dev/null +++ b/content/Mechanics/Traits/concussive-g-g.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +- trait/category/weapon +aliases: ["Concussive"] +--- +# Concussive +*Source: Guns & Gears p. 231* + +These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/conrasu-loag.md b/content/Mechanics/Traits/conrasu-loag.md new file mode 100644 index 000000000..817d09815 --- /dev/null +++ b/content/Mechanics/Traits/conrasu-loag.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Conrasu"] +--- +# Conrasu +*Source: Lost Omens: Ancestry Guide p. 138* + +Conrasus craft and use these weapons. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/consecration.md b/content/Mechanics/Traits/consecration.md new file mode 100644 index 000000000..5284a11d0 --- /dev/null +++ b/content/Mechanics/Traits/consecration.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/effect +- trait/category/spell +aliases: ["Consecration"] +--- +# Consecration +*Source: Core Rulebook p. 630* + +A consecration spell enhances an area for an extended period of time. A given area can have only a single consecration effect at a time. The new effect attempts to counteract any existing one in areas of overlap. + +- **Categories**: Spell, Effect \ No newline at end of file diff --git a/content/Mechanics/Traits/consumable.md b/content/Mechanics/Traits/consumable.md new file mode 100644 index 000000000..aadbd66a9 --- /dev/null +++ b/content/Mechanics/Traits/consumable.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Consumable"] +--- +# Consumable +*Source: Core Rulebook p. 630* + +An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/contact.md b/content/Mechanics/Traits/contact.md new file mode 100644 index 000000000..6945f2184 --- /dev/null +++ b/content/Mechanics/Traits/contact.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Contact"] +--- +# Contact +*Source: Core Rulebook p. 550* + +A contact poison is activated by applying it to an item or directly onto a living creature's skin. The first creature to touch the affected item must attempt a saving throw against the poison; if the poison is applied directly, the creature must attempt a saving throw immediately when the poison touches its skin. Contact poisons are infeasible to apply to a creature via a weapon attack due to the logistics of delivering them without poisoning yourself. Typically, the onset time of a contact poison is 1 minute. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/contingency-som.md b/content/Mechanics/Traits/contingency-som.md new file mode 100644 index 000000000..01a42b339 --- /dev/null +++ b/content/Mechanics/Traits/contingency-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/spell +aliases: ["Contingency"] +--- +# Contingency +*Source: Secrets of Magic p. 252* + +Spells with this trait grant you an action during the spell's effects, typically a reaction with a special trigger. They typically have a long duration, such as 24 hours. You can have only one spell with the contingency trait, or one [contingency](compendium/spells/contingency.md) spell, active at a time. If you cast another spell with the contingency trait or [contingency](compendium/spells/contingency.md), the newer casting supersedes the older. + +- **Categories**: Spell \ No newline at end of file diff --git a/content/Mechanics/Traits/contract-lol.md b/content/Mechanics/Traits/contract-lol.md new file mode 100644 index 000000000..4ced7023c --- /dev/null +++ b/content/Mechanics/Traits/contract-lol.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/lol +- trait/category/item +aliases: ["Contract"] +--- +# Contract +*Source: Lost Omens: Legends p. 126* + +A contract is a type of item that magically establishes an agreement between multiple parties and typically grants magical benefits. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/couatl-b2.md b/content/Mechanics/Traits/couatl-b2.md new file mode 100644 index 000000000..94cb4349a --- /dev/null +++ b/content/Mechanics/Traits/couatl-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Couatl"] +--- +# Couatl +*Source: Bestiary 2 p. 308* + +A family of supernatural feathered serpents who serve as guardians and messengers on the Material Plane for various good-aligned divinities. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/critical-fusion-g-g.md b/content/Mechanics/Traits/critical-fusion-g-g.md new file mode 100644 index 000000000..2ce528357 --- /dev/null +++ b/content/Mechanics/Traits/critical-fusion-g-g.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +- trait/category/weapon +aliases: ["Critical Fusion"] +--- +# Critical Fusion +*Source: Guns & Gears p. 231* + +Critical fusion is a new trait for combination weapons that grants you two additional options for the critical specialization effect when using the combination weapon's melee version to make a melee attack while the firearm is loaded. If you choose to use one of them, they replace the melee usage's normal critical specialization effect. First, you can discharge the firearm to create a loud bang and concussion, using the critical specialization effect for firearms instead of the melee weapon group's critical specialization effect. Second, you can choose to discharge the firearm to increase the critical hit's momentum or shoot the foe as you attack them in melee, dealing 2 additional damage per weapon damage die. Both options discharge the firearm, which typically means you have to reload it before firing it again. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/cursebound-apg.md b/content/Mechanics/Traits/cursebound-apg.md new file mode 100644 index 000000000..24d52b5e3 --- /dev/null +++ b/content/Mechanics/Traits/cursebound-apg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/spell +aliases: ["Cursebound"] +--- +# Cursebound +*Source: Advanced Player's Guide p. 267* + +Spells with this trait increase the severity of your oracular curse when cast. Usually only revelation spells have this trait. You can't cast a cursebound spell if you don't have an oracular curse. + +- **Categories**: Spell \ No newline at end of file diff --git a/content/Mechanics/Traits/cursed-gmg.md b/content/Mechanics/Traits/cursed-gmg.md new file mode 100644 index 000000000..4710bf6df --- /dev/null +++ b/content/Mechanics/Traits/cursed-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/item +aliases: ["Cursed"] +--- +# Cursed +*Source: Gamemastery Guide p. 251* + +An item with this trait is cursed to cause trouble for its owner. A curse isn't detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can't be discarded once they've been triggered or invested the first time. The item can be removed only if the curse is removed. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/daemon-b1.md b/content/Mechanics/Traits/daemon-b1.md new file mode 100644 index 000000000..f07b76b0d --- /dev/null +++ b/content/Mechanics/Traits/daemon-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Daemon"] +--- +# Daemon +*Source: Bestiary p. 346* + +A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have [darkvision](rules/abilities/darkvision.md) and weakness to good damage. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/dedication.md b/content/Mechanics/Traits/dedication.md new file mode 100644 index 000000000..62b53137d --- /dev/null +++ b/content/Mechanics/Traits/dedication.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/feat +aliases: ["Dedication"] +--- +# Dedication +*Source: Core Rulebook p. 630* + +You must select a feat with this trait to apply an archetype to your character. + +- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Traits/deflecting-tv.md b/content/Mechanics/Traits/deflecting-tv.md new file mode 100644 index 000000000..c87004cef --- /dev/null +++ b/content/Mechanics/Traits/deflecting-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Deflecting"] +--- +# Deflecting +*Source: Treasure Vault p. 20* + +This shield is designed to block or divert certain types of attacks or weapons. Increase the shield's Hardness against the listed type of attack by 2. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/dero-b1.md b/content/Mechanics/Traits/dero-b1.md new file mode 100644 index 000000000..d7f4f497f --- /dev/null +++ b/content/Mechanics/Traits/dero-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Dero"] +--- +# Dero +*Source: Bestiary p. 346* + +This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/deviant-da.md b/content/Mechanics/Traits/deviant-da.md new file mode 100644 index 000000000..f32278dc9 --- /dev/null +++ b/content/Mechanics/Traits/deviant-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/da +- trait/category/action-ability +- trait/category/class +- trait/category/feat +aliases: ["Deviant"] +--- +# Deviant +*Source: Dark Archive p. 218* + +This trait describes strange supernatural or paranormal abilities. + +> [!pf2-note] +> See Deviant Abilities for more information. + +- **Categories**: Feat, Class, Action & Ability \ No newline at end of file diff --git a/content/Mechanics/Traits/devil.md b/content/Mechanics/Traits/devil.md new file mode 100644 index 000000000..044f6c31b --- /dev/null +++ b/content/Mechanics/Traits/devil.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/creature +aliases: ["Devil"] +--- +# Devil +*Source: Core Rulebook p. 630* + +A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater [darkvision](rules/abilities/darkvision.md), immunity to fire, and telepathy. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/dhampir-b1.md b/content/Mechanics/Traits/dhampir-b1.md new file mode 100644 index 000000000..8ee828d31 --- /dev/null +++ b/content/Mechanics/Traits/dhampir-b1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Dhampir"] +--- +# Dhampir +*Source: Bestiary p. 346* + +These humanoids are the immortal offspring of vampires and members of other ancestries. + +A creature with this trait has the dhampir versatile heritage. These humanoids are the immortal offspring of vampires and members of other ancestries. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/disarm.md b/content/Mechanics/Traits/disarm.md new file mode 100644 index 000000000..aa516301c --- /dev/null +++ b/content/Mechanics/Traits/disarm.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Disarm"] +--- +# Disarm +*Source: Core Rulebook p. 282* + +You can use this weapon to [Disarm](rules/actions/disarm.md) with the [Athletics](compendium/skills.md#Athletics) skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the [Athletics](compendium/skills.md#Athletics) check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/double-barrel-g-g.md b/content/Mechanics/Traits/double-barrel-g-g.md new file mode 100644 index 000000000..db31d39f5 --- /dev/null +++ b/content/Mechanics/Traits/double-barrel-g-g.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +- trait/category/weapon +aliases: ["Double Barrel"] +--- +# Double Barrel +*Source: Guns & Gears p. 232* + +This weapon has two barrels that are each loaded separately. You can fire both barrels of a double barrel weapon in a single [Strike](rules/actions/strike.md) to increase the weapon damage die by one step. If the weapon has the [fatal](rules/traits/fatal.md "Fatal Weapon Trait") trait, this increases the fatal die by one step. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/dream-b2.md b/content/Mechanics/Traits/dream-b2.md new file mode 100644 index 000000000..63e16d6f0 --- /dev/null +++ b/content/Mechanics/Traits/dream-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature-type +aliases: ["Dream"] +--- +# Dream +*Source: Bestiary 2 p. 308* + +Creatures native to the Dimension of Dreams can be any alignment and possess a diverse array of abilities, although those associated with the nightmare realm of Leng are almost always evil and immune to that realm's freezing temperatures. + +- **Categories**: Creature Type \ No newline at end of file diff --git a/content/Mechanics/Traits/drow.md b/content/Mechanics/Traits/drow.md new file mode 100644 index 000000000..b51932d6d --- /dev/null +++ b/content/Mechanics/Traits/drow.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/creature +aliases: ["Drow"] +--- +# Drow +*Source: Core Rulebook p. 631* + +Subterranean kin of the elves, drow typically have [darkvision](rules/abilities/darkvision.md) and inborn magical abilities. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/drug-gmg.md b/content/Mechanics/Traits/drug-gmg.md new file mode 100644 index 000000000..fc0a2d74c --- /dev/null +++ b/content/Mechanics/Traits/drug-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/item +aliases: ["Drug"] +--- +# Drug +*Source: Gamemastery Guide p. 251* + +An item with this trait is a drug, a poison that conveys short-term benefits in addition to harmful side effects and long-term consequences. Each time a creature uses a given drug it must also attempt a saving throw against addiction to that drug. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/duergar.md b/content/Mechanics/Traits/duergar.md new file mode 100644 index 000000000..ce15e3e3d --- /dev/null +++ b/content/Mechanics/Traits/duergar.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/creature +aliases: ["Duergar"] +--- +# Duergar +*Source: Core Rulebook p. 631* + +Subterranean kin of the dwarves, duergar typically have [darkvision](rules/abilities/darkvision.md) and immunity to poison. They are not easily fooled by illusions. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/duskwalker-apg.md b/content/Mechanics/Traits/duskwalker-apg.md new file mode 100644 index 000000000..c3257d3d0 --- /dev/null +++ b/content/Mechanics/Traits/duskwalker-apg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Duskwalker"] +--- +# Duskwalker +*Source: Advanced Player's Guide p. 267* + +A creature with this trait has the duskwalker versatile heritage. Duskwalkers are planar scions infused with the supernatural energy of psychopomps. An ability with this trait can be used or selected only by duskwalkers. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/dwarf.md b/content/Mechanics/Traits/dwarf.md new file mode 100644 index 000000000..6c4c95c9c --- /dev/null +++ b/content/Mechanics/Traits/dwarf.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Dwarf"] +--- +# Dwarf +*Source: Core Rulebook p. 631* + +A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have [darkvision](rules/abilities/darkvision.md). An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/eidolon-som.md b/content/Mechanics/Traits/eidolon-som.md new file mode 100644 index 000000000..484bf15e4 --- /dev/null +++ b/content/Mechanics/Traits/eidolon-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/creature-type +aliases: ["Eidolon"] +--- +# Eidolon +*Source: Secrets of Magic p. 57* + +A creature with this trait is an eidolon. An action or spell with this trait can be performed by an eidolon only. An item with this trait can be used or worn by an eidolon only, and an eidolon can't use items that don't have this trait. (An eidolon can have up to two items invested.) + +- **Categories**: Creature Type \ No newline at end of file diff --git a/content/Mechanics/Traits/elf.md b/content/Mechanics/Traits/elf.md new file mode 100644 index 000000000..63a8fe273 --- /dev/null +++ b/content/Mechanics/Traits/elf.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Elf"] +--- +# Elf +*Source: Core Rulebook p. 631* + +A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have [low-light vision](rules/abilities/low-light-vision.md). An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/elixir.md b/content/Mechanics/Traits/elixir.md new file mode 100644 index 000000000..dca9f11c5 --- /dev/null +++ b/content/Mechanics/Traits/elixir.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Elixir"] +--- +# Elixir +*Source: Core Rulebook p. 631* + +Elixirs are alchemical liquids that are used by drinking them. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/energy-loag.md b/content/Mechanics/Traits/energy-loag.md new file mode 100644 index 000000000..357aad3b0 --- /dev/null +++ b/content/Mechanics/Traits/energy-loag.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/energy-element +aliases: ["Energy"] +--- +# Energy +*Source: Lost Omens: Ancestry Guide p. 139* + +> [!pf2-note] +> No entries available. + +- **Categories**: Energy & Element \ No newline at end of file diff --git a/content/Mechanics/Traits/entrench-tv.md b/content/Mechanics/Traits/entrench-tv.md new file mode 100644 index 000000000..b1576b0aa --- /dev/null +++ b/content/Mechanics/Traits/entrench-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/armor +aliases: ["Entrench"] +--- +# Entrench +*Source: Treasure Vault p. 8* + +You can position yourself in the armor or reposition its articulated pieces to better protect against some attacks. If you're trained in this armor, while wearing it you can spend a single action to gain a +1 circumstance bonus to AC against a certain type of attack until the start of your next turn. The entrench trait lists the type of attack this bonus applies against, typically entrench melee or entrench ranged. + +- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Traits/environmental.md b/content/Mechanics/Traits/environmental.md new file mode 100644 index 000000000..a9ab21f44 --- /dev/null +++ b/content/Mechanics/Traits/environmental.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/hazard +aliases: ["Environmental"] +--- +# Environmental +*Source: Core Rulebook p. 631* + +A hazard with this trait is something dangerous that's part of the natural world, such as quicksand or harmful mold. + +- **Categories**: Hazard \ No newline at end of file diff --git a/content/Mechanics/Traits/erratic-gmg.md b/content/Mechanics/Traits/erratic-gmg.md new file mode 100644 index 000000000..cfecb50ae --- /dev/null +++ b/content/Mechanics/Traits/erratic-gmg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/planar +- trait/category/time +aliases: ["Erratic"] +--- +# Erratic +*Source: Gamemastery Guide p. 251* + +Time slows down and speeds up, so an individual may lose or gain time as they move between planes. When a creature moves from a plane with erratic time to one with normal time, roll a DC 11 flat check. Creatures that leave an erratic time plane together share the same result. + +> [!success-degree] +> - **Success** Time passed normally on the erratic time plane. +> - **Failure** For each hour spent on the erratic time plane, 1 day passed on the normal time plane. +> - **Critical Failure** For each round spent on the erratic time plane, 1 day passed on the normal time plane. + +- **Categories**: Planar, Time \ No newline at end of file diff --git a/content/Mechanics/Traits/esoterica-da.md b/content/Mechanics/Traits/esoterica-da.md new file mode 100644 index 000000000..38c017d8b --- /dev/null +++ b/content/Mechanics/Traits/esoterica-da.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/da +- trait/category/action-ability +- trait/category/feat +aliases: ["Esoterica"] +--- +# Esoterica +*Source: Dark Archive p. 220* + +The esoterica trait is present in many thaumaturge feats and class features that incorporate the various talismans, supernatural trinkets, and other objects you carry with you. Abilities that have the esoterica trait require you to be in possession of your esoterica to use them. Normally, you're assumed to always have your esoterica with you, but in some rare circumstances, you might either not have them on hand or have your gear stripped from you. + +- **Categories**: Feat, Action & Ability \ No newline at end of file diff --git a/content/Mechanics/Traits/evolution-som.md b/content/Mechanics/Traits/evolution-som.md new file mode 100644 index 000000000..f5e2e45dd --- /dev/null +++ b/content/Mechanics/Traits/evolution-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/feat +aliases: ["Evolution"] +--- +# Evolution +*Source: Secrets of Magic p. 57* + +Feats with this trait affect your eidolon instead of you, typically by granting it additional physical capabilities. + +- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Traits/expandable-tv.md b/content/Mechanics/Traits/expandable-tv.md new file mode 100644 index 000000000..f545f5482 --- /dev/null +++ b/content/Mechanics/Traits/expandable-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Expandable"] +--- +# Expandable +*Source: Treasure Vault p. 56* + +An item with the expandable trait increases to a specific size when activated. Unless otherwise noted, this space must be adjacent to you and on the ground, and the item needs to have enough open space to expand into or else the activation has no effect. When the effect ends, the expanded item disintegrates if it's a consumable or shrinks back to its normal size if it's not a consumable. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/fatal-aim-g-g.md b/content/Mechanics/Traits/fatal-aim-g-g.md new file mode 100644 index 000000000..9dceb91e6 --- /dev/null +++ b/content/Mechanics/Traits/fatal-aim-g-g.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +- trait/category/weapon +aliases: ["Fatal Aim"] +--- +# Fatal Aim +*Source: Guns & Gears p. 150* + +It's possible to hold the stock of this weapon under one arm so you can fire it with a single hand as long as the other hand isn't holding a weapon, shield, or anything else you would need to move and position, to ensure the weapon doesn't slip out from under your arm. However, if you use both hands, the weapon can make fatal attacks. When you wield the weapon in two hands, it gains the [fatal](rules/traits/fatal.md "Fatal Weapon Trait") trait with the listed damage die. Holding the weapon underarm stably enough to fire is significantly more complicated than just releasing one hand from the weapon, so to switch between the two grips, you must do so with an [Interact](rules/actions/interact.md) action rather than [Releasing](rules/actions/release.md) or as part of reloading. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/fatal.md b/content/Mechanics/Traits/fatal.md new file mode 100644 index 000000000..f1c147928 --- /dev/null +++ b/content/Mechanics/Traits/fatal.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Fatal"] +--- +# Fatal +*Source: Core Rulebook p. 282* + +The fatal trait includes a die size. On a critical hit, the weapon's damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/fear.md b/content/Mechanics/Traits/fear.md new file mode 100644 index 000000000..6ff343507 --- /dev/null +++ b/content/Mechanics/Traits/fear.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/effect +aliases: ["Fear"] +--- +# Fear +*Source: Core Rulebook p. 631* + +Fear effects evoke the emotion of fear. Effects with this trait always have the [mental](rules/traits/mental.md "Mental Effect Trait") and [emotion](rules/traits/emotion.md "Emotion Effect Trait") traits as well. + +- **Categories**: Effect \ No newline at end of file diff --git a/content/Mechanics/Traits/fetchling-b2.md b/content/Mechanics/Traits/fetchling-b2.md new file mode 100644 index 000000000..ba2739571 --- /dev/null +++ b/content/Mechanics/Traits/fetchling-b2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Fetchling"] +--- +# Fetchling +*Source: Bestiary 2 p. 308* + +A creature with this trait is a member of the fetchling ancestry. Fetchlings were once human, but generations of life on the Shadow Plane have transformed them. + +A humanoid ancestry that fled to and has been shaped by the Shadow Plane. Typically refer to themselves as kayals. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/fighter.md b/content/Mechanics/Traits/fighter.md new file mode 100644 index 000000000..35289f4f5 --- /dev/null +++ b/content/Mechanics/Traits/fighter.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/class +aliases: ["Fighter"] +--- +# Fighter +*Source: Core Rulebook p. 632* + +This indicates abilities from the fighter class. + +- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Traits/finesse.md b/content/Mechanics/Traits/finesse.md new file mode 100644 index 000000000..56175e8da --- /dev/null +++ b/content/Mechanics/Traits/finesse.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Finesse"] +--- +# Finesse +*Source: Core Rulebook p. 282* + +You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/finisher-apg.md b/content/Mechanics/Traits/finisher-apg.md new file mode 100644 index 000000000..64f235585 --- /dev/null +++ b/content/Mechanics/Traits/finisher-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/combat +aliases: ["Finisher"] +--- +# Finisher +*Source: Advanced Player's Guide p. 267* + +Finishers are spectacular finishing moves that use your panache. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use any actions that have the attack trait for the rest of your turn. + +Some actions that have the finisher trait also grant an effect on a failure. Effects added on a failure don't apply on a critical failure. If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you might do this when an attack deals no damage due to resistance. + +- **Categories**: Combat \ No newline at end of file diff --git a/content/Mechanics/Traits/finite-gmg.md b/content/Mechanics/Traits/finite-gmg.md new file mode 100644 index 000000000..d9ef33b00 --- /dev/null +++ b/content/Mechanics/Traits/finite-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/planar +- trait/category/scope +aliases: ["Finite"] +--- +# Finite +*Source: Gamemastery Guide p. 251* + +Planes with this trait consist of a limited amount of space. + +- **Categories**: Planar, Scope \ No newline at end of file diff --git a/content/Mechanics/Traits/fleshwarp-loag.md b/content/Mechanics/Traits/fleshwarp-loag.md new file mode 100644 index 000000000..a2b7a0b8e --- /dev/null +++ b/content/Mechanics/Traits/fleshwarp-loag.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Fleshwarp"] +--- +# Fleshwarp +*Source: Lost Omens: Ancestry Guide p. 141* + +A humanoid transformed so completely by outside forces that they are now a unique ancestry. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/flexible.md b/content/Mechanics/Traits/flexible.md new file mode 100644 index 000000000..be15b86a2 --- /dev/null +++ b/content/Mechanics/Traits/flexible.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/armor +aliases: ["Flexible"] +--- +# Flexible +*Source: Core Rulebook p. 275* + +The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) checks. + +- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Traits/flowing-gmg.md b/content/Mechanics/Traits/flowing-gmg.md new file mode 100644 index 000000000..e9594002d --- /dev/null +++ b/content/Mechanics/Traits/flowing-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/planar +- trait/category/time +aliases: ["Flowing"] +--- +# Flowing +*Source: Gamemastery Guide p. 251* + +The flow of time is consistently faster or slower. A creature may travel to one of these planes, spend a year there, and find that only an hour passed on the Material Plane; alternatively, they might spend a minute on this plane and find out an hour passed on the Material Plane. + +- **Categories**: Planar, Time \ No newline at end of file diff --git a/content/Mechanics/Traits/focused.md b/content/Mechanics/Traits/focused.md new file mode 100644 index 000000000..4848a28c7 --- /dev/null +++ b/content/Mechanics/Traits/focused.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Focused"] +--- +# Focused +*Source: Core Rulebook p. 632* + +An item with this trait can give you an additional Focus Point. This focus point is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool, and there might be restrictions on how the point can be used. You can't gain more than 1 Focus Point per day from focused items. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/foldaway-tv.md b/content/Mechanics/Traits/foldaway-tv.md new file mode 100644 index 000000000..771cbeabc --- /dev/null +++ b/content/Mechanics/Traits/foldaway-tv.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Foldaway"] +--- +# Foldaway +*Source: Treasure Vault p. 218* + +This shield can collapse into a smaller form attached to a [gauntlet](compendium/equipment/items/gauntlet.md) for stability and easy travel. You can use an Interact action to deploy or stow the shield. While it's deployed, you can Raise the Shield as long as you have that hand free or are holding an object of light Bulk that's not a weapon in that hand. The shield impedes the use of your hand while it's deployed. Though you can still hold items in that hand, you can't wield weapons in that hand, operate anything that takes two hands, or attack with the [gauntlet](compendium/equipment/items/gauntlet.md). + +A foldaway shield must be attached to a [gauntlet](compendium/equipment/items/gauntlet.md) for stability. It can be affixed to an item with 10 minutes of work and a successful DC 10 [Crafting](compendium/skills.md#Crafting) check; this includes the time needed to remove the shield from a previous [gauntlet](compendium/equipment/items/gauntlet.md), if necessary. If the [gauntlet](compendium/equipment/items/gauntlet.md) is destroyed, the foldaway shield can usually be salvaged. The collapsible nature of the shield makes it impossible to affix an attached weapon to it. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/forceful.md b/content/Mechanics/Traits/forceful.md new file mode 100644 index 000000000..3bcfe500a --- /dev/null +++ b/content/Mechanics/Traits/forceful.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Forceful"] +--- +# Forceful +*Source: Core Rulebook p. 282* + +This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/fulu-som.md b/content/Mechanics/Traits/fulu-som.md new file mode 100644 index 000000000..7cab13e27 --- /dev/null +++ b/content/Mechanics/Traits/fulu-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/item +aliases: ["Fulu"] +--- +# Fulu +*Source: Secrets of Magic p. 253* + +Fulus are small paper charms that can be affixed to a suit of armor, a shield, a weapon, a creature, or even a structure. Some fulus are composed of multiple such charms, taking effect only once all have been affixed. Normal fulus have effects immediately once affixed, while fulu talismans have an effect only once activated. Once a fulu has been activated, it lasts for the given duration and then burns out. Unless otherwise noted, fulus expire one year after being created, reverting to mundane paper. + +All fulus have the fulu and consumable traits. Fulus also have a tradition trait—either arcane, divine, occult or primal—determined by the magical tradition of its creator. For example, a fulu created by a priest would have the divine trait, whereas a witch who dabbles in fate might create a fulu with the occult trait. Some fulus also have the talisman trait, if they work similarly to talismans (such as being affixed to a suit of armor, a shield, or a weapon. + +Each fulu's stat block indicates the type of item or creature it can be affixed to. Affixing or removing a fulu requires using the Affix a Fulu activity, or the [Affixing the Talisman](rules/actions/affix-a-talisman.md) action instead if the fulu is also a talisman. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/fungus-b1.md b/content/Mechanics/Traits/fungus-b1.md new file mode 100644 index 000000000..b1304b1d4 --- /dev/null +++ b/content/Mechanics/Traits/fungus-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature-type +aliases: ["Fungus"] +--- +# Fungus +*Source: Bestiary p. 345* + +Fungal creatures have the fungus trait. They are distinct from normal fungi. + +- **Categories**: Creature Type \ No newline at end of file diff --git a/content/Mechanics/Traits/gadget-g-g.md b/content/Mechanics/Traits/gadget-g-g.md new file mode 100644 index 000000000..562437097 --- /dev/null +++ b/content/Mechanics/Traits/gadget-g-g.md @@ -0,0 +1,11 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +aliases: ["Gadget"] +--- +# Gadget +*Source: Guns & Gears p. 233* + +Gadgets are consumable technological inventions with innovative uses. \ No newline at end of file diff --git a/content/Mechanics/Traits/ganzi-loag.md b/content/Mechanics/Traits/ganzi-loag.md new file mode 100644 index 000000000..4bd60a67a --- /dev/null +++ b/content/Mechanics/Traits/ganzi-loag.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Ganzi"] +--- +# Ganzi +*Source: Lost Omens: Ancestry Guide p. 141* + +A planar scion descended from a chaotic being of the Maelstrom, such as a protean. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/gargantuan-b1.md b/content/Mechanics/Traits/gargantuan-b1.md new file mode 100644 index 000000000..3fa06f897 --- /dev/null +++ b/content/Mechanics/Traits/gargantuan-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/size +aliases: ["Gargantuan"] +--- +# Gargantuan +*Source: Bestiary p. 345* + +This size of creature takes up a space of at least 20 feet by 20 feet (16 squares on the grid), but can be much larger. Gargantuan creatures typically have a reach of 20 feet if they are tall, or 15 feet if they are long, but larger ones could have a much longer reach. + +- **Categories**: Size \ No newline at end of file diff --git a/content/Mechanics/Traits/general.md b/content/Mechanics/Traits/general.md new file mode 100644 index 000000000..08183d928 --- /dev/null +++ b/content/Mechanics/Traits/general.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/feat +aliases: ["General"] +--- +# General +*Source: Core Rulebook p. 632* + +A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat. + +- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Traits/genie-b1.md b/content/Mechanics/Traits/genie-b1.md new file mode 100644 index 000000000..a0db84789 --- /dev/null +++ b/content/Mechanics/Traits/genie-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Genie"] +--- +# Genie +*Source: Bestiary p. 346* + +The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/geniekin-loag.md b/content/Mechanics/Traits/geniekin-loag.md new file mode 100644 index 000000000..835f5a624 --- /dev/null +++ b/content/Mechanics/Traits/geniekin-loag.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Geniekin"] +--- +# Geniekin +*Source: Lost Omens: Ancestry Guide p. 138* + +Geniekin craft and use these weapons. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/ghoran-loil.md b/content/Mechanics/Traits/ghoran-loil.md new file mode 100644 index 000000000..b64eaee43 --- /dev/null +++ b/content/Mechanics/Traits/ghoran-loil.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loil +- trait/category/ancestry-heritage +aliases: ["Ghoran"] +--- +# Ghoran +*Source: Lost Omens: Impossible Lands p. 341* + +An intelligent plant ancestry that maintain long lives by rejuvenating themselves from seeds. + +- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/ghost-b1.md b/content/Mechanics/Traits/ghost-b1.md new file mode 100644 index 000000000..46d660a4e --- /dev/null +++ b/content/Mechanics/Traits/ghost-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Ghost"] +--- +# Ghost +*Source: Bestiary p. 346* + +Lost souls that haunt the world as incorporeal undead are called ghosts. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/ghoul-b1.md b/content/Mechanics/Traits/ghoul-b1.md new file mode 100644 index 000000000..a1800992d --- /dev/null +++ b/content/Mechanics/Traits/ghoul-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Ghoul"] +--- +# Ghoul +*Source: Bestiary p. 346* + +Ghouls are vile undead creatures that feast on flesh. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/giant.md b/content/Mechanics/Traits/giant.md new file mode 100644 index 000000000..9331ebb4d --- /dev/null +++ b/content/Mechanics/Traits/giant.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/creature-type +aliases: ["Giant"] +--- +# Giant +*Source: Core Rulebook p. 632* + +Giants are massive humanoid creatures. + +- **Categories**: Creature Type \ No newline at end of file diff --git a/content/Mechanics/Traits/gnoll-b1.md b/content/Mechanics/Traits/gnoll-b1.md new file mode 100644 index 000000000..d21a7d963 --- /dev/null +++ b/content/Mechanics/Traits/gnoll-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Gnoll"] +--- +# Gnoll +*Source: Bestiary p. 346* + +Gnolls are humanoids that resemble hyenas. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/gnome.md b/content/Mechanics/Traits/gnome.md new file mode 100644 index 000000000..c800179ba --- /dev/null +++ b/content/Mechanics/Traits/gnome.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Gnome"] +--- +# Gnome +*Source: Core Rulebook p. 632* + +A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have [low-light vision](rules/abilities/low-light-vision.md). An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/goblin.md b/content/Mechanics/Traits/goblin.md new file mode 100644 index 000000000..935772703 --- /dev/null +++ b/content/Mechanics/Traits/goblin.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Goblin"] +--- +# Goblin +*Source: Core Rulebook p. 632* + +A creature with this trait can come from multiple tribes of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have [darkvision](rules/abilities/darkvision.md). An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins. + +A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/golem-b1.md b/content/Mechanics/Traits/golem-b1.md new file mode 100644 index 000000000..75a18e005 --- /dev/null +++ b/content/Mechanics/Traits/golem-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Golem"] +--- +# Golem +*Source: Bestiary p. 346* + +Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/goloma-lome.md b/content/Mechanics/Traits/goloma-lome.md new file mode 100644 index 000000000..d1d2f1800 --- /dev/null +++ b/content/Mechanics/Traits/goloma-lome.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/lome +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Goloma"] +--- +# Goloma +*Source: Lost Omens: The Mwangi Expanse p. 309* + +Insular humanoids that bear countless eyes. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/grapple.md b/content/Mechanics/Traits/grapple.md new file mode 100644 index 000000000..4c1c37020 --- /dev/null +++ b/content/Mechanics/Traits/grapple.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Grapple"] +--- +# Grapple +*Source: Core Rulebook p. 283* + +You can use this weapon to [Grapple](rules/actions/grapple.md) with the [Athletics](compendium/skills.md#Athletics) skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the [Athletics](compendium/skills.md#Athletics) check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/gremlin-b1.md b/content/Mechanics/Traits/gremlin-b1.md new file mode 100644 index 000000000..3aec66263 --- /dev/null +++ b/content/Mechanics/Traits/gremlin-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Gremlin"] +--- +# Gremlin +*Source: Bestiary p. 346* + +Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/grimoire-som.md b/content/Mechanics/Traits/grimoire-som.md new file mode 100644 index 000000000..105bd0b59 --- /dev/null +++ b/content/Mechanics/Traits/grimoire-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/item +aliases: ["Grimoire"] +--- +# Grimoire +*Source: Secrets of Magic p. 162* + +Most grimoires can hold up to 100 spells, like any spellbook, but allow spellcasters to erase spells written by a book's previous owner in favor of spells that employ their own magical formulas. If a spellcaster wants to transfer their spells from one of their spellbooks to a grimoire, they can conduct a simple, 1-minute ritual with the two books to cause the spells to vanish from their spellbook and appear in the grimoire. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/grippli-b2.md b/content/Mechanics/Traits/grippli-b2.md new file mode 100644 index 000000000..713204b4d --- /dev/null +++ b/content/Mechanics/Traits/grippli-b2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Grippli"] +--- +# Grippli +*Source: Bestiary 2 p. 309* + +Gripplis are a family of froglike humanoids. + +Grippli craft and use these weapons. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/gunslinger-g-g.md b/content/Mechanics/Traits/gunslinger-g-g.md new file mode 100644 index 000000000..4485889b4 --- /dev/null +++ b/content/Mechanics/Traits/gunslinger-g-g.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +- trait/category/class +aliases: ["Gunslinger"] +--- +# Gunslinger +*Source: Guns & Gears p. 108* + + + +- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Traits/hag.md b/content/Mechanics/Traits/hag.md new file mode 100644 index 000000000..f9c27abed --- /dev/null +++ b/content/Mechanics/Traits/hag.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/creature +aliases: ["Hag"] +--- +# Hag +*Source: Core Rulebook p. 632* + +These creatures are malevolent spellcasters who form covens. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/half-elf.md b/content/Mechanics/Traits/half-elf.md new file mode 100644 index 000000000..1790a3888 --- /dev/null +++ b/content/Mechanics/Traits/half-elf.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Half-Elf"] +--- +# Half-Elf +*Source: Core Rulebook p. 632* + +A creature with this trait is part human and part elf. An ability with this trait can be used or selected only by half-elves. + +A prominent heritage in the Inner Sea region, half-elves share characteristics with both elves and humans. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/half-orc.md b/content/Mechanics/Traits/half-orc.md new file mode 100644 index 000000000..9eb69c0ef --- /dev/null +++ b/content/Mechanics/Traits/half-orc.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Half-Orc"] +--- +# Half-Orc +*Source: Core Rulebook p. 632* + +A creature with this trait is part human and part orc. An ability with this trait can be used or selected only by half-orcs. + +A prominent heritage in the Inner Sea region, half-orcs share characteristics with both humans and orcs. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/halfling.md b/content/Mechanics/Traits/halfling.md new file mode 100644 index 000000000..29adaf632 --- /dev/null +++ b/content/Mechanics/Traits/halfling.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Halfling"] +--- +# Halfling +*Source: Core Rulebook p. 632* + +A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/hampering-loag.md b/content/Mechanics/Traits/hampering-loag.md new file mode 100644 index 000000000..c7fb2c080 --- /dev/null +++ b/content/Mechanics/Traits/hampering-loag.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/weapon +aliases: ["Hampering"] +--- +# Hampering +*Source: Lost Omens: Ancestry Guide p. 139* + +A weapon with the hampering trait is designed to be shaken, cast outward, or whipped about to control space on the battlefield. You can use an Interact action to thrash the weapon in a square within the weapon's reach. That square becomes difficult terrain until you attack with the weapon, move, or would otherwise stop intentionally thrashing it. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/harnessed-tv.md b/content/Mechanics/Traits/harnessed-tv.md new file mode 100644 index 000000000..a01766c74 --- /dev/null +++ b/content/Mechanics/Traits/harnessed-tv.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Harnessed"] +--- +# Harnessed +*Source: Treasure Vault p. 219* + +This shield features a special brace or opening designed to hold lances or other jousting weapons. Jousters often use these shields as a backup in narrow passages and other places where they're unable to ride a mount. You can Interact to lock a weapon with the jousting trait in place in the shield, enabling you to use two hands to wield the shield and weapon simultaneously. If you're not wielding the combined unit with both hands, you can use neither the weapon nor the shield. + +While you have the shield raised, you can gain the jousting benefit of a weapon as if you were mounted. Because a significant portion of the weapon needs to be braced behind the shield, the weapon's reach is reduced by 5 feet if it is greater than 5 feet. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/hefty-tv.md b/content/Mechanics/Traits/hefty-tv.md new file mode 100644 index 000000000..f199e3de8 --- /dev/null +++ b/content/Mechanics/Traits/hefty-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Hefty"] +--- +# Hefty +*Source: Treasure Vault p. 219* + +A hefty shield is so heavy that raising it takes more effort. Raising a Shield with the hefty trait is a two-action activity unless your Strength score equals or exceeds the number with the trait. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/hellknight-locg.md b/content/Mechanics/Traits/hellknight-locg.md new file mode 100644 index 000000000..65216d43a --- /dev/null +++ b/content/Mechanics/Traits/hellknight-locg.md @@ -0,0 +1,11 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/locg +aliases: ["Hellknight"] +--- +# Hellknight +*Source: Lost Omens: Character Guide p. 133* + +The Hellknights are a collection of knightly orders focused on maintaining order and upholding the law. \ No newline at end of file diff --git a/content/Mechanics/Traits/hex-apg.md b/content/Mechanics/Traits/hex-apg.md new file mode 100644 index 000000000..4f8e6c4b3 --- /dev/null +++ b/content/Mechanics/Traits/hex-apg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/combat +aliases: ["Hex"] +--- +# Hex +*Source: Advanced Player's Guide p. 101* + +A hex is a short-term effect generated on the fly from your patron's magic, requiring your familiar to draw from your patron. As such, you can cast only one spell with the hex trait each turn; attempts to cast a second hex spell on the same turn fail and the spellcasting actions are lost. + +- **Categories**: Combat \ No newline at end of file diff --git a/content/Mechanics/Traits/high-gravity-gmg.md b/content/Mechanics/Traits/high-gravity-gmg.md new file mode 100644 index 000000000..413a12b05 --- /dev/null +++ b/content/Mechanics/Traits/high-gravity-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/gravity +- trait/category/planar +aliases: ["High Gravity"] +--- +# High Gravity +*Source: Gamemastery Guide p. 252* + +As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is greater than on the Material Plane. The Bulk of all creatures and objects is doubled, meaning creatures acclimated to normal gravity can carry only half as much. Creatures used to normal gravity move at half Speed and can jump only half as high and far. Physical ranged attacks are impossible beyond the third range increment (instead of the sixth). Creatures that fall in high gravity take bludgeoning damage equal to the distance they fell. + +- **Categories**: Gravity, Planar \ No newline at end of file diff --git a/content/Mechanics/Traits/hindering-tv.md b/content/Mechanics/Traits/hindering-tv.md new file mode 100644 index 000000000..aab81900c --- /dev/null +++ b/content/Mechanics/Traits/hindering-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/armor +aliases: ["Hindering"] +--- +# Hindering +*Source: Treasure Vault p. 8* + +This armor is so heavy and bulky it slows you down no matter what. You take a –5 penalty to all your Speeds (to a minimum of a 5‑foot Speed). This is separate from and in addition to the armor's Speed penalty, and affects you even if your Strength or an ability lets you reduce or ignore the armor's Speed penalty. + +- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Traits/hobgoblin-locg.md b/content/Mechanics/Traits/hobgoblin-locg.md new file mode 100644 index 000000000..7cceccc2e --- /dev/null +++ b/content/Mechanics/Traits/hobgoblin-locg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/locg +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Hobgoblin"] +--- +# Hobgoblin +*Source: Lost Omens: Character Guide p. 133* + +Hobgoblins are a sturdy, clever people with a propensity for militaristic order. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/huge-b1.md b/content/Mechanics/Traits/huge-b1.md new file mode 100644 index 000000000..69b9ad9f2 --- /dev/null +++ b/content/Mechanics/Traits/huge-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/size +aliases: ["Huge"] +--- +# Huge +*Source: Bestiary p. 345* + +A Huge creature takes up a 15-foot-by-15-foot space (9 squares on the grid). It typically has a reach of 15 feet if the creature is tall or 10 feet if the creature is long. + +- **Categories**: Size \ No newline at end of file diff --git a/content/Mechanics/Traits/human.md b/content/Mechanics/Traits/human.md new file mode 100644 index 000000000..fb78860b9 --- /dev/null +++ b/content/Mechanics/Traits/human.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Human"] +--- +# Human +*Source: Core Rulebook p. 633* + +A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/ifrit-b2.md b/content/Mechanics/Traits/ifrit-b2.md new file mode 100644 index 000000000..45ad0a7ef --- /dev/null +++ b/content/Mechanics/Traits/ifrit-b2.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Ifrit"] +--- +# Ifrit +*Source: Bestiary 2 p. 308* + +Ifrits are planar scions descended from efreet. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/immeasurable-gmg.md b/content/Mechanics/Traits/immeasurable-gmg.md new file mode 100644 index 000000000..38c3c7f20 --- /dev/null +++ b/content/Mechanics/Traits/immeasurable-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/planar +- trait/category/scope +aliases: ["Immeasurable"] +--- +# Immeasurable +*Source: Gamemastery Guide p. 252* + +Planes with this trait are immeasurably large, perhaps infinite. + +- **Categories**: Planar, Scope \ No newline at end of file diff --git a/content/Mechanics/Traits/impulse-roe.md b/content/Mechanics/Traits/impulse-roe.md new file mode 100644 index 000000000..6234cffcd --- /dev/null +++ b/content/Mechanics/Traits/impulse-roe.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/roe +- trait/category/action-ability +aliases: ["Impulse"] +--- +# Impulse +*Source: Rage of Elements p. 15* + +The primary magical actions kineticists use are called impulses. You can use an impulse only if your kinetic aura is active and channeling that element, and only if you have a hand free to shape the elemental flow. The impulse trait means the action has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait unless another ability changes this. If an impulse allows you to choose an element, you can choose any element you're channeling, and the impulse gains that element's trait. + +- **Categories**: Action & Ability \ No newline at end of file diff --git a/content/Mechanics/Traits/incarnate-som.md b/content/Mechanics/Traits/incarnate-som.md new file mode 100644 index 000000000..fd9c67a52 --- /dev/null +++ b/content/Mechanics/Traits/incarnate-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/spell +aliases: ["Incarnate"] +--- +# Incarnate +*Source: Secrets of Magic p. 132* + +A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish [Casting the Spell](rules/actions/cast-a-spell.md). At the end of your next turn, the incarnate creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. The spell then ends. The names of specific Arrive and Depart actions are listed in italics after the word "Arrive" or "Depart" respectively, along with any traits. + +A creature summoned by an incarnate spell acts in your interests, directs its effects away from you and your allies as much as possible, and might listen to your requests, but ultimately makes its own decisions. If the spell indicates that the incarnate makes a decision, the GM determines what the incarnate would do. It might even become more inclined to do precisely as you wish over multiple summonings. + +The incarnate is not fully a creature. It can't take any other actions, nor can it be targeted or harmed by [Strikes](rules/actions/strike.md), spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic). It has a size for the purposes of determining its placement for effects, but it doesn't block movement. If applicable, its effects use your spell DCs and spell attack roll modifier. + +- **Categories**: Spell \ No newline at end of file diff --git a/content/Mechanics/Traits/incorporeal-b1.md b/content/Mechanics/Traits/incorporeal-b1.md new file mode 100644 index 000000000..83003f70b --- /dev/null +++ b/content/Mechanics/Traits/incorporeal-b1.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Incorporeal"] +--- +# Incorporeal +*Source: Bestiary p. 346* + +An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is [slowed](rules/conditions.md#Slowed) 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. + +An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. + +Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from [Strikes](rules/actions/strike.md) with the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune), with double the resistance against non-magical damage. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/inevitable-b1.md b/content/Mechanics/Traits/inevitable-b1.md new file mode 100644 index 000000000..3ab5da844 --- /dev/null +++ b/content/Mechanics/Traits/inevitable-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Inevitable"] +--- +# Inevitable +*Source: Bestiary p. 347* + +These constructed aeons were created by the axiomites. Each type of inevitable is dedicated to a specific task. Most inevitables have weakness to chaotic damage. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/infused.md b/content/Mechanics/Traits/infused.md new file mode 100644 index 000000000..e5a993b1d --- /dev/null +++ b/content/Mechanics/Traits/infused.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Infused"] +--- +# Infused +*Source: Core Rulebook p. 75* + +You created an alchemical item with the infused trait using your infused reagents, and it has a limited time before it becomes inert. Any nonpermanent effects from your infused alchemical items, with the exception of afflictions such as slow-acting poisons, end when you make your daily preparations again. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/infusion-roe.md b/content/Mechanics/Traits/infusion-roe.md new file mode 100644 index 000000000..921cf8834 --- /dev/null +++ b/content/Mechanics/Traits/infusion-roe.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/roe +- trait/category/action-ability +aliases: ["Infusion"] +--- +# Infusion +*Source: Rage of Elements p. 15* + +Actions with the infusion trait tweak your kineticist impulses. You must use an infusion action directly before the impulse action you want to alter. If you use any action (including free actions and reactions) other than an impulse action directly after, you waste the benefits of the infusion action. Any additional effects added by an infusion action are part of the impulse's effect, not of the infusion action itself. + +- **Categories**: Action & Ability \ No newline at end of file diff --git a/content/Mechanics/Traits/ingested.md b/content/Mechanics/Traits/ingested.md new file mode 100644 index 000000000..885e4782e --- /dev/null +++ b/content/Mechanics/Traits/ingested.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Ingested"] +--- +# Ingested +*Source: Core Rulebook p. 550* + +An ingested poison is activated by applying it to food or drink to be consumed by a living creature, or by placing it directly into a living creature's mouth. A creature attempts a saving throw against such a poison when it consumes the poison or the food or drink treated with the poison. The onset time of ingested poisons typically ranges anywhere from 1 minute to 1 day. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/injection-g-g.md b/content/Mechanics/Traits/injection-g-g.md new file mode 100644 index 000000000..7c89d4d13 --- /dev/null +++ b/content/Mechanics/Traits/injection-g-g.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +- trait/category/weapon +aliases: ["Injection"] +--- +# Injection +*Source: Guns & Gears p. 233* + +This weapon can be filled with an injury poison. Immediately after a successful attack with the weapon, you can inject the target with the loaded poison with a single [Interact](rules/actions/interact.md) action. Refilling the weapon with a new substance requires three [Interact](rules/actions/interact.md) actions and uses both hands. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/injury.md b/content/Mechanics/Traits/injury.md new file mode 100644 index 000000000..8184edae5 --- /dev/null +++ b/content/Mechanics/Traits/injury.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Injury"] +--- +# Injury +*Source: Core Rulebook p. 550* + +An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/inscribed-tv.md b/content/Mechanics/Traits/inscribed-tv.md new file mode 100644 index 000000000..f8c8c5b99 --- /dev/null +++ b/content/Mechanics/Traits/inscribed-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/armor +aliases: ["Inscribed"] +--- +# Inscribed +*Source: Treasure Vault p. 8* + +The armor has been treated so it can be inscribed with magical symbols using the same method as [Crafting](rules/actions/craft.md) a scroll. Inscribed attire can hold one scroll inscribed on it. You need a free hand to [Activate](rules/actions/activate-an-item.md) the scroll, but you don't need to [Interact](rules/actions/interact.md) to draw it. You can also [Activate](rules/actions/activate-an-item.md) the magic to erase the scroll the armor currently contains. You can't inscribe a new scroll onto the armor if a scroll is currently inscribed on it or if the armor is broken. + +- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Traits/instinct.md b/content/Mechanics/Traits/instinct.md new file mode 100644 index 000000000..37d3ebf49 --- /dev/null +++ b/content/Mechanics/Traits/instinct.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/action-ability +aliases: ["Instinct"] +--- +# Instinct +*Source: Core Rulebook p. 87* + +Instinct abilities require a specific instinct; you lose access if you perform acts anathema to your instinct. + +- **Categories**: Action & Ability \ No newline at end of file diff --git a/content/Mechanics/Traits/integrated-tv.md b/content/Mechanics/Traits/integrated-tv.md new file mode 100644 index 000000000..ac34ae961 --- /dev/null +++ b/content/Mechanics/Traits/integrated-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Integrated"] +--- +# Integrated +*Source: Treasure Vault p. 219* + +This shield has been created to include a weapon in its construction, which works like an attached weapon but can't be removed from the shield. This also prevents other attached weapons from being added to the shield. The integrated weapon's damage is listed alongside the trait, such as "integrated d6 S," with any traits in parentheses. Unless otherwise noted in the shield's description, an integrated weapon is a martial weapon in the shield weapon group and requires one hand to attack with. The attached weapon can have runes etched onto it like other attached weapons. You can continue fighting normally with the integrated weapon if the shield is broken, but if the shield is destroyed, so is the weapon. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/intelligent-gmg.md b/content/Mechanics/Traits/intelligent-gmg.md new file mode 100644 index 000000000..4fd46580c --- /dev/null +++ b/content/Mechanics/Traits/intelligent-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/item +aliases: ["Intelligent"] +--- +# Intelligent +*Source: Gamemastery Guide p. 252* + +An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don't have. Intelligent items can't be crafted by normal means, and they are always rare or unique. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/inventor-g-g.md b/content/Mechanics/Traits/inventor-g-g.md new file mode 100644 index 000000000..98f43dc20 --- /dev/null +++ b/content/Mechanics/Traits/inventor-g-g.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +- trait/category/class +aliases: ["Inventor"] +--- +# Inventor +*Source: Guns & Gears p. 16* + + + +- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Traits/investigator-apg.md b/content/Mechanics/Traits/investigator-apg.md new file mode 100644 index 000000000..1e70ff08f --- /dev/null +++ b/content/Mechanics/Traits/investigator-apg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/class +aliases: ["Investigator"] +--- +# Investigator +*Source: Advanced Player's Guide p. 268* + +This indicates abilities from the investigator class. + +- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Traits/jousting.md b/content/Mechanics/Traits/jousting.md new file mode 100644 index 000000000..bd219d20b --- /dev/null +++ b/content/Mechanics/Traits/jousting.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Jousting"] +--- +# Jousting +*Source: Core Rulebook p. 283* + +The weapon is suited for mounted combat with a harness or similar means. When mounted, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon. In addition, while mounted, you can wield the weapon in one hand, changing the damage die to the listed value. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/kaiju-frp2.md b/content/Mechanics/Traits/kaiju-frp2.md new file mode 100644 index 000000000..8b05d1570 --- /dev/null +++ b/content/Mechanics/Traits/kaiju-frp2.md @@ -0,0 +1,12 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/frp2 +aliases: ["Kaiju"] +--- +# Kaiju +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 89* + +> [!pf2-note] +> No entries available. \ No newline at end of file diff --git a/content/Mechanics/Traits/kashrishi-loil.md b/content/Mechanics/Traits/kashrishi-loil.md new file mode 100644 index 000000000..9a99bbf6e --- /dev/null +++ b/content/Mechanics/Traits/kashrishi-loil.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loil +- trait/category/ancestry-heritage +aliases: ["Kashrishi"] +--- +# Kashrishi +*Source: Lost Omens: Impossible Lands p. 341* + +A stout ancestry bearing distinctive crystal horns and inherent psychic abilities. + +- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/kickback-g-g.md b/content/Mechanics/Traits/kickback-g-g.md new file mode 100644 index 000000000..405fbe514 --- /dev/null +++ b/content/Mechanics/Traits/kickback-g-g.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +- trait/category/weapon +aliases: ["Kickback"] +--- +# Kickback +*Source: Guns & Gears p. 234* + +A kickback weapon is extra powerful and difficult to use due to its high recoil. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon gives a –2 circumstance penalty to the attack roll, but characters with 14 or more Strength ignore the penalty. Attaching a kickback weapon to a deployed bipod, tripod, or other stabilizer can lower or negate this penalty. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/kineticist-roe.md b/content/Mechanics/Traits/kineticist-roe.md new file mode 100644 index 000000000..ad1cf9fa6 --- /dev/null +++ b/content/Mechanics/Traits/kineticist-roe.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/roe +- trait/category/class +aliases: ["Kineticist"] +--- +# Kineticist +*Source: Rage of Elements p. 237* + +This indicates abilities from the kineticist class. + +- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Traits/kitsune-loag.md b/content/Mechanics/Traits/kitsune-loag.md new file mode 100644 index 000000000..899a42b95 --- /dev/null +++ b/content/Mechanics/Traits/kitsune-loag.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Kitsune"] +--- +# Kitsune +*Source: Lost Omens: Ancestry Guide p. 141* + +Shapeshifting humanoids whose true forms resemble foxes. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/kobold-b1.md b/content/Mechanics/Traits/kobold-b1.md new file mode 100644 index 000000000..55eb36974 --- /dev/null +++ b/content/Mechanics/Traits/kobold-b1.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Kobold"] +--- +# Kobold +*Source: Bestiary p. 347* + +Kobolds are reptilian humanoids who are usually Small and typically have [darkvision](rules/abilities/darkvision.md). + +A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually [Small](rules/traits/small-b1.md "Small Size Trait") and typically have [darkvision](rules/abilities/darkvision.md). An ability with this trait can be used or selected only by kobolds. + +A small, reptilian [humanoid](rules/traits/humanoid.md "Humanoid Creature Type Trait") ancestry proud of their kinship to dragons. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/laminar-tv.md b/content/Mechanics/Traits/laminar-tv.md new file mode 100644 index 000000000..58a29875a --- /dev/null +++ b/content/Mechanics/Traits/laminar-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/armor +aliases: ["Laminar"] +--- +# Laminar +*Source: Treasure Vault p. 8* + +The armor is made up of layered sections, so when it breaks, it isn't as much of a problem. The status penalty to AC if this armor is broken is –1 for broken medium armor, –2 for broken heavy armor, or no penalty for broken light armor. + +- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Traits/large-b1.md b/content/Mechanics/Traits/large-b1.md new file mode 100644 index 000000000..ba55a8bfc --- /dev/null +++ b/content/Mechanics/Traits/large-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/size +aliases: ["Large"] +--- +# Large +*Source: Bestiary p. 345* + +A Large creature takes up a 10-foot-by-10-foot space (4 squares on the grid). It typically has a reach of 10 feet if the creature is tall or 5 feet if the creature is long. + +- **Categories**: Size \ No newline at end of file diff --git a/content/Mechanics/Traits/launching-tv.md b/content/Mechanics/Traits/launching-tv.md new file mode 100644 index 000000000..2f151dc4d --- /dev/null +++ b/content/Mechanics/Traits/launching-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Launching"] +--- +# Launching +*Source: Treasure Vault p. 220* + +A mechanism within this shield can shoot projectiles, causing the shield to also function as a ranged weapon. The trait lists the type of weapon, such as "launching dart." Striking with the launcher requires the same number of hands as normal, except that the hand holding the shield counts toward this total, so a one-handed ranged weapon would require only one hand. Reloading takes the normal number of [Interact](rules/actions/interact.md) actions, to a minimum of 1 action, and you can't use the hand holding your shield to reload. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/lawful-evil-b1.md b/content/Mechanics/Traits/lawful-evil-b1.md new file mode 100644 index 000000000..b6be75bf0 --- /dev/null +++ b/content/Mechanics/Traits/lawful-evil-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Lawful Evil"] +--- +# Lawful Evil +*Source: Bestiary p. 345* + +[Lawful](rules/traits/lawful.md "Lawful Alignment Trait") and [evil](rules/traits/evil.md "Evil Alignment Trait") + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Traits/lawful-good-b1.md b/content/Mechanics/Traits/lawful-good-b1.md new file mode 100644 index 000000000..9284a1307 --- /dev/null +++ b/content/Mechanics/Traits/lawful-good-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Lawful Good"] +--- +# Lawful Good +*Source: Bestiary p. 345* + +[Lawful](rules/traits/lawful.md "Lawful Alignment Trait") and [good](rules/traits/good.md "Good Alignment Trait") + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Traits/lawful-neutral-b1.md b/content/Mechanics/Traits/lawful-neutral-b1.md new file mode 100644 index 000000000..a8d8b52f5 --- /dev/null +++ b/content/Mechanics/Traits/lawful-neutral-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Lawful Neutral"] +--- +# Lawful Neutral +*Source: Bestiary p. 345* + +[Lawful](rules/traits/lawful.md "Lawful Alignment Trait") and neutral + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Traits/lawful.md b/content/Mechanics/Traits/lawful.md new file mode 100644 index 000000000..498b9c927 --- /dev/null +++ b/content/Mechanics/Traits/lawful.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/alignment +- trait/category/planar +aliases: ["Lawful"] +--- +# Lawful +*Source: Core Rulebook p. 633* + +Lawful effects often manipulate energy from law-aligned Outer Planes and are antithetical to chaotic divine servants or divine servants of chaotic deities. A creature with this trait is lawful in alignment. + +An ability with this trait can be selected or used by lawful creatures only. + +- **Categories**: Alignment, Planar \ No newline at end of file diff --git a/content/Mechanics/Traits/leshy-b1.md b/content/Mechanics/Traits/leshy-b1.md new file mode 100644 index 000000000..9ce38cfee --- /dev/null +++ b/content/Mechanics/Traits/leshy-b1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Leshy"] +--- +# Leshy +*Source: Bestiary p. 347* + +Leshys are small plant creatures, roughly humanoid in form. + +Leshies are living plants animated by [primal](rules/traits/primal.md "Primal Tradition Trait") magic. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/lineage-apg.md b/content/Mechanics/Traits/lineage-apg.md new file mode 100644 index 000000000..af42df795 --- /dev/null +++ b/content/Mechanics/Traits/lineage-apg.md @@ -0,0 +1,11 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +aliases: ["Lineage"] +--- +# Lineage +*Source: Advanced Player's Guide p. 268* + +A feat with this trait indicates a character's descendance from a particular type of creature. You can have only one lineage feat. You can select a lineage feat only at 1st level, and you can't retrain into or out of these feats. \ No newline at end of file diff --git a/content/Mechanics/Traits/lizardfolk-b1.md b/content/Mechanics/Traits/lizardfolk-b1.md new file mode 100644 index 000000000..3fe157f8a --- /dev/null +++ b/content/Mechanics/Traits/lizardfolk-b1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Lizardfolk"] +--- +# Lizardfolk +*Source: Bestiary p. 347* + +Lizardfolk are a family of reptilian humanoids. + +These reptilian humanoids, also known as iruxi, are extremely adaptable and patient. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/low-gravity-gmg.md b/content/Mechanics/Traits/low-gravity-gmg.md new file mode 100644 index 000000000..24895a2c0 --- /dev/null +++ b/content/Mechanics/Traits/low-gravity-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/gravity +- trait/category/planar +aliases: ["Low Gravity"] +--- +# Low Gravity +*Source: Gamemastery Guide p. 252* + +As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is less than on the Material Plane. The Bulk of all creatures and objects is halved, meaning creatures acclimated to normal gravity can carry twice as much and jump twice as high and far. Physical ranged attacks are possible up to the twelfth range increment (instead of the sixth). Creatures that fall in low gravity take no damage for the first 10 feet of a fall, and then take bludgeoning damage equal to a quarter of the remaining distance it fell. + +- **Categories**: Gravity, Planar \ No newline at end of file diff --git a/content/Mechanics/Traits/lozenge-tv.md b/content/Mechanics/Traits/lozenge-tv.md new file mode 100644 index 000000000..854bd2a75 --- /dev/null +++ b/content/Mechanics/Traits/lozenge-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Lozenge"] +--- +# Lozenge +*Source: Treasure Vault p. 46* + +You [Activate](rules/actions/activate-an-item.md) an alchemical lozenge by putting it in your mouth. It stays there, slowly dissolving and releasing its ingredients over time. You can bite a lozenge for a secondary effect. The action this takes is noted in the item under the Secondary Effect heading. As soon as this secondary effect is over, the lozenge is used up and its benefits for you end. You can drink elixirs, potions, and beverages with a lozenge in your mouth, but you can't benefit from more than one lozenge at a time. If you have two lozenges in your mouth at the same time, both become inert. You can also spit out a lozenge as a single action to end its effect and make it inert. A lozenge dissolves due to its alchemical ingredients, so it typically still works even if you don't have saliva. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/magus-som.md b/content/Mechanics/Traits/magus-som.md new file mode 100644 index 000000000..8ae025f7d --- /dev/null +++ b/content/Mechanics/Traits/magus-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/class +aliases: ["Magus"] +--- +# Magus +*Source: Secrets of Magic p. 253* + +This indicates abilities from the magus class. + +- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Traits/mechanical.md b/content/Mechanics/Traits/mechanical.md new file mode 100644 index 000000000..0afc66ef7 --- /dev/null +++ b/content/Mechanics/Traits/mechanical.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/hazard +aliases: ["Mechanical"] +--- +# Mechanical +*Source: Core Rulebook p. 634* + +A hazard with this trait is a constructed physical object. + +- **Categories**: Hazard \ No newline at end of file diff --git a/content/Mechanics/Traits/medium-b1.md b/content/Mechanics/Traits/medium-b1.md new file mode 100644 index 000000000..d783e809c --- /dev/null +++ b/content/Mechanics/Traits/medium-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/size +aliases: ["Medium"] +--- +# Medium +*Source: Bestiary p. 345* + +A Medium creature takes up a 5-foot-by-5-foot space (1 square on the grid) and typically has a reach of 5 feet. + +- **Categories**: Size \ No newline at end of file diff --git a/content/Mechanics/Traits/merfolk-b1.md b/content/Mechanics/Traits/merfolk-b1.md new file mode 100644 index 000000000..5a1251982 --- /dev/null +++ b/content/Mechanics/Traits/merfolk-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Merfolk"] +--- +# Merfolk +*Source: Bestiary p. 347* + +These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/metal-roe.md b/content/Mechanics/Traits/metal-roe.md new file mode 100644 index 000000000..45d3d9c75 --- /dev/null +++ b/content/Mechanics/Traits/metal-roe.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/roe +- trait/category/energy-element +- trait/category/planar +aliases: ["Metal"] +--- +# Metal +*Source: Rage of Elements p. 237* + +Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal. + +- **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/content/Mechanics/Traits/metamorphic-gmg.md b/content/Mechanics/Traits/metamorphic-gmg.md new file mode 100644 index 000000000..f42d7d9bf --- /dev/null +++ b/content/Mechanics/Traits/metamorphic-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/gravity +- trait/category/morphic +aliases: ["Metamorphic"] +--- +# Metamorphic +*Source: Gamemastery Guide p. 253* + +On planes with this trait, the plane's physical nature can be changed by things other than physical force or magic. + +- **Categories**: Gravity, Morphic \ No newline at end of file diff --git a/content/Mechanics/Traits/metropolis-gmg.md b/content/Mechanics/Traits/metropolis-gmg.md new file mode 100644 index 000000000..f4b3d90d1 --- /dev/null +++ b/content/Mechanics/Traits/metropolis-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/settlement +aliases: ["Metropolis"] +--- +# Metropolis +*Source: Gamemastery Guide p. 253* + +Settlements with this trait are the largest of cities, often with a level of 8 or higher. + +- **Categories**: Settlement \ No newline at end of file diff --git a/content/Mechanics/Traits/microgravity-gmg.md b/content/Mechanics/Traits/microgravity-gmg.md new file mode 100644 index 000000000..e7d1880db --- /dev/null +++ b/content/Mechanics/Traits/microgravity-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/gravity +- trait/category/planar +aliases: ["Microgravity"] +--- +# Microgravity +*Source: Gamemastery Guide p. 253* + +There is little to no gravity on this plane. Creatures float in space unless they can push off a surface or use some force to propel themselves throughout the plane. + +- **Categories**: Planar, Gravity \ No newline at end of file diff --git a/content/Mechanics/Traits/militaristic-locg.md b/content/Mechanics/Traits/militaristic-locg.md new file mode 100644 index 000000000..bec9cd62e --- /dev/null +++ b/content/Mechanics/Traits/militaristic-locg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/locg +- trait/category/general +aliases: ["Militaristic"] +--- +# Militaristic +*Source: Lost Omens: Character Guide p. 133* + +Militaristic entities have a command structure and an emphasis on armed combat in organized groups; militaristic organizations are often armies or law enforcement agencies. + +- **Categories**: General \ No newline at end of file diff --git a/content/Mechanics/Traits/mindshift-da.md b/content/Mechanics/Traits/mindshift-da.md new file mode 100644 index 000000000..8c1cc1f8d --- /dev/null +++ b/content/Mechanics/Traits/mindshift-da.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/da +- trait/category/action-ability +- trait/category/combat +aliases: ["Mindshift"] +--- +# Mindshift +*Source: Dark Archive p. 13* + +An action with this trait can always be altered to use the raw power of your mind. When you take this action, you can choose to replace any damage it deals with mental damage, give it the mental trait, and replace any save it requires with a Will save. The action loses any traits matching damage types it no longer deals. + +- **Categories**: Action & Ability, Combat \ No newline at end of file diff --git a/content/Mechanics/Traits/missive-tv.md b/content/Mechanics/Traits/missive-tv.md new file mode 100644 index 000000000..ca7e7f97b --- /dev/null +++ b/content/Mechanics/Traits/missive-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Missive"] +--- +# Missive +*Source: Treasure Vault p. 220* + +A missive is a piece of magical stationery that must be crafted and composed before it can be activated. All missives have the missive and [consumable](rules/traits/consumable.md "Consumable Item Trait") traits. Missives are often constructed of paper, parchment, or vellum, but any other thin, portable material that can hold writing or embossing upon it can be crafted into missives. After being crafted, the missive is a blank sheet until a message is composed upon it, completing its magic. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/modification-g-g.md b/content/Mechanics/Traits/modification-g-g.md new file mode 100644 index 000000000..88af9587a --- /dev/null +++ b/content/Mechanics/Traits/modification-g-g.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +- trait/category/feat +aliases: ["Modification"] +--- +# Modification +*Source: Guns & Gears p. 234* + +A feat with this trait alters the construction of your innovation. If you have the reconfigure|inventor|g&g|3 class feature, you can retrain such a feat more easily. + +- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Traits/modular-logm.md b/content/Mechanics/Traits/modular-logm.md new file mode 100644 index 000000000..d8ceb768d --- /dev/null +++ b/content/Mechanics/Traits/modular-logm.md @@ -0,0 +1,13 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/logm +- trait/category/item +- trait/category/weapon +aliases: ["Modular"] +--- +# Modular +*Source: Lost Omens: Gods & Magic p. 120* + +The weapon has multiple configurations that you can switch between using an [Interact](rules/actions/interact.md) action. This typically changes the type of damage the weapon deals (listed in the trait, such as "modular B, P, or S"). However, it can also change the weapon's traits. For example, a [switchscythe's](compendium/equipment/items/switchscythe-lotgb.md) "modular (P and [grapple](rules/traits/grapple.md "Grapple Weapon Trait"), or S and [sweep](rules/traits/sweep.md "Sweep Weapon Trait"))" means that the [switchscythe](compendium/equipment/items/switchscythe-lotgb.md) can either deal piercing damage and gain the [grapple](rules/traits/grapple.md "Grapple Weapon Trait") trait, or it can deal slashing damage and gain the [sweep](rules/traits/sweep.md "Sweep Weapon Trait") trait. \ No newline at end of file diff --git a/content/Mechanics/Traits/morlock-b2.md b/content/Mechanics/Traits/morlock-b2.md new file mode 100644 index 000000000..22a78d763 --- /dev/null +++ b/content/Mechanics/Traits/morlock-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Morlock"] +--- +# Morlock +*Source: Bestiary 2 p. 308* + +Morlocks are a family of pale, underground-dwelling humanoids who, generations ago, were regular humans. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/mounted-g-g.md b/content/Mechanics/Traits/mounted-g-g.md new file mode 100644 index 000000000..4735af830 --- /dev/null +++ b/content/Mechanics/Traits/mounted-g-g.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +- trait/category/weapon +aliases: ["Mounted"] +--- +# Mounted +*Source: Guns & Gears p. 234* + +Mounted siege weapons take up a certain size and space, and typically have statistics to allow them to be attacked. They're used for large-scale warfare. 72. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/multiclass.md b/content/Mechanics/Traits/multiclass.md new file mode 100644 index 000000000..2f9cec5e8 --- /dev/null +++ b/content/Mechanics/Traits/multiclass.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/feat +aliases: ["Multiclass"] +--- +# Multiclass +*Source: Core Rulebook p. 635* + +Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name. + +- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Traits/mummy-b1.md b/content/Mechanics/Traits/mummy-b1.md new file mode 100644 index 000000000..9994765b1 --- /dev/null +++ b/content/Mechanics/Traits/mummy-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Mummy"] +--- +# Mummy +*Source: Bestiary p. 347* + +A mummy is an undead creature created from a preserved corpse. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/mutagen.md b/content/Mechanics/Traits/mutagen.md new file mode 100644 index 000000000..87d7c76d6 --- /dev/null +++ b/content/Mechanics/Traits/mutagen.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Mutagen"] +--- +# Mutagen +*Source: Core Rulebook p. 634* + +An elixir with the mutagen trait temporarily transmogrifies the subject's body and alters its mind. A mutagen always conveys one or more beneficial effects paired with one or more detrimental effects. Mutagens are polymorph effects, meaning you can benefit from only one at a time. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/mutant-b1.md b/content/Mechanics/Traits/mutant-b1.md new file mode 100644 index 000000000..360640503 --- /dev/null +++ b/content/Mechanics/Traits/mutant-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Mutant"] +--- +# Mutant +*Source: Bestiary p. 347* + +The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/nagaji-loil.md b/content/Mechanics/Traits/nagaji-loil.md new file mode 100644 index 000000000..47b0c87a1 --- /dev/null +++ b/content/Mechanics/Traits/nagaji-loil.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loil +- trait/category/ancestry-heritage +aliases: ["Nagaji"] +--- +# Nagaji +*Source: Lost Omens: Impossible Lands p. 347* + +A traditionalist ancestry with reptilian features and serpentine heads. + +- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/neutral-b1.md b/content/Mechanics/Traits/neutral-b1.md new file mode 100644 index 000000000..fb1b87dfa --- /dev/null +++ b/content/Mechanics/Traits/neutral-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Neutral"] +--- +# Neutral +*Source: Bestiary p. 345* + +Neutral + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Traits/neutral-evil-b1.md b/content/Mechanics/Traits/neutral-evil-b1.md new file mode 100644 index 000000000..e4f29ea6a --- /dev/null +++ b/content/Mechanics/Traits/neutral-evil-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Neutral Evil"] +--- +# Neutral Evil +*Source: Bestiary p. 345* + +Neutral and [evil](rules/traits/evil.md "Evil Alignment Trait") + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Traits/neutral-good-b1.md b/content/Mechanics/Traits/neutral-good-b1.md new file mode 100644 index 000000000..8447adf6b --- /dev/null +++ b/content/Mechanics/Traits/neutral-good-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Neutral Good"] +--- +# Neutral Good +*Source: Bestiary p. 345* + +Neutral and [good](rules/traits/good.md "Good Alignment Trait") + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Traits/noisy.md b/content/Mechanics/Traits/noisy.md new file mode 100644 index 000000000..4982bb220 --- /dev/null +++ b/content/Mechanics/Traits/noisy.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/armor +aliases: ["Noisy"] +--- +# Noisy +*Source: Core Rulebook p. 275* + +This armor is loud and likely to alert others to your presence. The armor's check penalty applies to [Stealth](compendium/skills.md#Stealth) checks even if you meet the required Strength score. + +- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Traits/nymph-b1.md b/content/Mechanics/Traits/nymph-b1.md new file mode 100644 index 000000000..67876fb53 --- /dev/null +++ b/content/Mechanics/Traits/nymph-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Nymph"] +--- +# Nymph +*Source: Bestiary p. 347* + +This family of beautiful fey creatures has strong ties to natural locations. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/oath.md b/content/Mechanics/Traits/oath.md new file mode 100644 index 000000000..cf9be7ead --- /dev/null +++ b/content/Mechanics/Traits/oath.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/feat +aliases: ["Oath"] +--- +# Oath +*Source: Core Rulebook p. 109* + +Oaths add an additional tenet to your code. You can usually have only one feat with this trait. + +- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Traits/oil.md b/content/Mechanics/Traits/oil.md new file mode 100644 index 000000000..e76177d56 --- /dev/null +++ b/content/Mechanics/Traits/oil.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Oil"] +--- +# Oil +*Source: Core Rulebook p. 634* + +Oils are magical gels, ointments, pastes, or salves that are typically applied to an object and are used up in the process. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/olfactory-b1.md b/content/Mechanics/Traits/olfactory-b1.md new file mode 100644 index 000000000..99de0ce80 --- /dev/null +++ b/content/Mechanics/Traits/olfactory-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/effect +aliases: ["Olfactory"] +--- +# Olfactory +*Source: Bestiary p. 168* + +An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM. + +- **Categories**: Effect \ No newline at end of file diff --git a/content/Mechanics/Traits/oni-b2.md b/content/Mechanics/Traits/oni-b2.md new file mode 100644 index 000000000..3b2ae7ccf --- /dev/null +++ b/content/Mechanics/Traits/oni-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Oni"] +--- +# Oni +*Source: Bestiary 2 p. 309* + +Oni are a family of fiends who dwell on the Material Plane and take monstrous forms based on humanoid shapes. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/open.md b/content/Mechanics/Traits/open.md new file mode 100644 index 000000000..46f1510e9 --- /dev/null +++ b/content/Mechanics/Traits/open.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/combat +aliases: ["Open"] +--- +# Open +*Source: Core Rulebook p. 634* + +These maneuvers work only as the first salvo on your turn. You can use an open only if you haven't used an action with the attack or open trait yet this turn. + +- **Categories**: Combat \ No newline at end of file diff --git a/content/Mechanics/Traits/oracle-apg.md b/content/Mechanics/Traits/oracle-apg.md new file mode 100644 index 000000000..2fdda6ef9 --- /dev/null +++ b/content/Mechanics/Traits/oracle-apg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/class +aliases: ["Oracle"] +--- +# Oracle +*Source: Advanced Player's Guide p. 269* + +This trait indicates abilities from the oracle class. + +- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Traits/orc.md b/content/Mechanics/Traits/orc.md new file mode 100644 index 000000000..a231d8526 --- /dev/null +++ b/content/Mechanics/Traits/orc.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Orc"] +--- +# Orc +*Source: Core Rulebook p. 634* + +A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have [darkvision](rules/abilities/darkvision.md). An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/oread-b2.md b/content/Mechanics/Traits/oread-b2.md new file mode 100644 index 000000000..9e706704a --- /dev/null +++ b/content/Mechanics/Traits/oread-b2.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Oread"] +--- +# Oread +*Source: Bestiary 2 p. 309* + +Oreads are planar scions descended from shaitans. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/overflow-roe.md b/content/Mechanics/Traits/overflow-roe.md new file mode 100644 index 000000000..d12433d26 --- /dev/null +++ b/content/Mechanics/Traits/overflow-roe.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/roe +- trait/category/action-ability +aliases: ["Overflow"] +--- +# Overflow +*Source: Rage of Elements p. 15* + +Powerful impulses temporarily overdraw the energy of your kinetic gate. When you use an impulse that has the overflow trait, your kinetic aura deactivates until you revitalize it (typically with [Channel Elements](rules/actions/channel-elements-roe.md)). Extinguishing your element this severely is taxing, and consequently, you can use only one overflow impulse per round, even if you reactivate your kinetic gate. + +- **Categories**: Action & Ability \ No newline at end of file diff --git a/content/Mechanics/Traits/parry.md b/content/Mechanics/Traits/parry.md new file mode 100644 index 000000000..372a0c6b5 --- /dev/null +++ b/content/Mechanics/Traits/parry.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Parry"] +--- +# Parry +*Source: Core Rulebook p. 283* + +This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/pervasive-magic-som.md b/content/Mechanics/Traits/pervasive-magic-som.md new file mode 100644 index 000000000..4bca49347 --- /dev/null +++ b/content/Mechanics/Traits/pervasive-magic-som.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/general +aliases: ["Pervasive Magic"] +--- +# Pervasive Magic +*Source: Secrets of Magic p. 218* + +> [!pf2-note] +> For more information read the pervasive magic variant rule. + +- **Categories**: General \ No newline at end of file diff --git a/content/Mechanics/Traits/petitioner-b2.md b/content/Mechanics/Traits/petitioner-b2.md new file mode 100644 index 000000000..f8b6eeff1 --- /dev/null +++ b/content/Mechanics/Traits/petitioner-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature-type +aliases: ["Petitioner"] +--- +# Petitioner +*Source: Bestiary 2 p. 309* + +Petitioners are mortal souls who have been judged and then transformed into creatures native to other planes. Petitioners can survive the basic environmental effects of their home plane. + +- **Categories**: Creature Type \ No newline at end of file diff --git a/content/Mechanics/Traits/phantom-som.md b/content/Mechanics/Traits/phantom-som.md new file mode 100644 index 000000000..edaeed902 --- /dev/null +++ b/content/Mechanics/Traits/phantom-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/creature +aliases: ["Phantom"] +--- +# Phantom +*Source: Secrets of Magic p. 254* + +A phantom is a soul that has diverged from the River of Souls on the Ethereal Plane before being judged. They typically retain memories of their life before death, but are not undead. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/ponderous-tv.md b/content/Mechanics/Traits/ponderous-tv.md new file mode 100644 index 000000000..da28dec7b --- /dev/null +++ b/content/Mechanics/Traits/ponderous-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/armor +aliases: ["Ponderous"] +--- +# Ponderous +*Source: Treasure Vault p. 8* + +The armor has moving parts or other complications that lengthen the wearer's initial reaction time. While wearing the armor, you take a –1 penalty to initiative checks. If you don't meet the armor's required Strength score, this penalty increases to be equal to the armor's check penalty if it's worse. + +- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Traits/poppet-lotgb.md b/content/Mechanics/Traits/poppet-lotgb.md new file mode 100644 index 000000000..8ab9a8fbb --- /dev/null +++ b/content/Mechanics/Traits/poppet-lotgb.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/lotgb +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Poppet"] +--- +# Poppet +*Source: Lost Omens: The Grand Bazaar p. 134* + +Small constructs originally designed to serve as companions or servants. They occasionally gain a greater spark of life, transforming them into independent, sapient creatures. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/portable-g-g.md b/content/Mechanics/Traits/portable-g-g.md new file mode 100644 index 000000000..54b5246c2 --- /dev/null +++ b/content/Mechanics/Traits/portable-g-g.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +- trait/category/weapon +aliases: ["Portable"] +--- +# Portable +*Source: Guns & Gears p. 235* + +Portable siege weapons, such as battering rams, can be more easily carried and have a role in both warfare and smaller conflicts or exploration. 73. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/potion.md b/content/Mechanics/Traits/potion.md new file mode 100644 index 000000000..2d5c01b9c --- /dev/null +++ b/content/Mechanics/Traits/potion.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Potion"] +--- +# Potion +*Source: Core Rulebook p. 635* + +A potion is a magical liquid activated when you drink it. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/press.md b/content/Mechanics/Traits/press.md new file mode 100644 index 000000000..62bc0c820 --- /dev/null +++ b/content/Mechanics/Traits/press.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/combat +aliases: ["Press"] +--- +# Press +*Source: Core Rulebook p. 635* + +Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.) Because a press action requires a multiple attack penalty, you can't use one when it's not your turn, even if you use the Ready activity. + +- **Categories**: Combat \ No newline at end of file diff --git a/content/Mechanics/Traits/processed-tv.md b/content/Mechanics/Traits/processed-tv.md new file mode 100644 index 000000000..1945bd818 --- /dev/null +++ b/content/Mechanics/Traits/processed-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Processed"] +--- +# Processed +*Source: Treasure Vault p. 46* + +An alchemical consumable with the processed trait can be created with [Quick Alchemy](rules/actions/quick-alchemy.md) but is too complex to create in a single action. Using [Quick Alchemy](rules/actions/quick-alchemy.md) to create a processed item takes 1 minute. If the item would take more than 3 actions to Activate, the time the item remains potent after you create it is equal to its activation time. For instance, a processed item that takes 10 minutes to Activate would remain potent for 10 minutes when created with [Quick Alchemy](rules/actions/quick-alchemy.md) instead of remaining potent only until the start of your next turn. This trait doesn't change other specifics of [Quick Alchemy](rules/actions/quick-alchemy.md). You could, for example, use double brew to create two of the same processed item over the course of 1 minute. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/protean-b1.md b/content/Mechanics/Traits/protean-b1.md new file mode 100644 index 000000000..3a27c0e62 --- /dev/null +++ b/content/Mechanics/Traits/protean-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Protean"] +--- +# Protean +*Source: Bestiary p. 347* + +A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have [darkvision](rules/abilities/darkvision.md), an amorphous anatomy, and a weakness to lawful damage. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/psyche-da.md b/content/Mechanics/Traits/psyche-da.md new file mode 100644 index 000000000..3a3e1e03d --- /dev/null +++ b/content/Mechanics/Traits/psyche-da.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/da +- trait/category/action-ability +- trait/category/combat +aliases: ["Psyche"] +--- +# Psyche +*Source: Dark Archive p. 13* + +Your psyche must be unleashed to use abilities that have the psyche trait, and they end automatically when your unleashed psyche subsides. + +- **Categories**: Action & Ability, Combat \ No newline at end of file diff --git a/content/Mechanics/Traits/psychic-da.md b/content/Mechanics/Traits/psychic-da.md new file mode 100644 index 000000000..194e73ae3 --- /dev/null +++ b/content/Mechanics/Traits/psychic-da.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/da +- trait/category/class +aliases: ["Psychic"] +--- +# Psychic +*Source: Dark Archive p. 221* + +This indicates abilities from the psychic class. + +- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Traits/psychopomp-b1.md b/content/Mechanics/Traits/psychopomp-b1.md new file mode 100644 index 000000000..8240edd69 --- /dev/null +++ b/content/Mechanics/Traits/psychopomp-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Psychopomp"] +--- +# Psychopomp +*Source: Bestiary p. 347* + +A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have [darkvision](rules/abilities/darkvision.md), lifesense, and spirit touch, and they are immune to death effects. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/qlippoth-b2.md b/content/Mechanics/Traits/qlippoth-b2.md new file mode 100644 index 000000000..ba5e18c48 --- /dev/null +++ b/content/Mechanics/Traits/qlippoth-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Qlippoth"] +--- +# Qlippoth +*Source: Bestiary 2 p. 309* + +A family of fiends hailing from the Abyss, most qlippoth are chaotic evil. Their appearance affects the minds of non-qlippoth that view them. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/rage.md b/content/Mechanics/Traits/rage.md new file mode 100644 index 000000000..075b925ee --- /dev/null +++ b/content/Mechanics/Traits/rage.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/combat +aliases: ["Rage"] +--- +# Rage +*Source: Core Rulebook p. 87* + +You must be raging to use abilities with the rage trait, and they end automatically when you stop raging. + +- **Categories**: Combat \ No newline at end of file diff --git a/content/Mechanics/Traits/rakshasa-b1.md b/content/Mechanics/Traits/rakshasa-b1.md new file mode 100644 index 000000000..8e3472bd7 --- /dev/null +++ b/content/Mechanics/Traits/rakshasa-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Rakshasa"] +--- +# Rakshasa +*Source: Bestiary p. 347* + +Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/range-increment.md b/content/Mechanics/Traits/range-increment.md new file mode 100644 index 000000000..c73eeea9e --- /dev/null +++ b/content/Mechanics/Traits/range-increment.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Range Increment"] +--- +# Range Increment +*Source: Core Rulebook p. 279* + +> [!pf2-note] +> While not an official trait but instead a weapon statistic, this is used in the traits entry of many creatures attacks. You can find the rules for range increments 0. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/ranged-trip-b1.md b/content/Mechanics/Traits/ranged-trip-b1.md new file mode 100644 index 000000000..ee58b914f --- /dev/null +++ b/content/Mechanics/Traits/ranged-trip-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/weapon +aliases: ["Ranged Trip"] +--- +# Ranged Trip +*Source: Bestiary p. 85* + +The weapon can be used to [Trip](rules/actions/trip.md) with the [Athletics](compendium/skills.md#Athletics) skill at a distance up to the weapon's first range increment. The skill check is attempted with a –2 circumstance penalty. You can add the weapon's item bonus to attack rolls as a bonus to the check. As with using a melee weapon to [Trip](rules/actions/trip.md), a ranged trip weapon doesn't deal any damage when used to [Trip](rules/actions/trip.md). This trait usually appears only on a [thrown](rules/traits/thrown.md "Thrown Weapon Trait") weapon. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/ratfolk-b1.md b/content/Mechanics/Traits/ratfolk-b1.md new file mode 100644 index 000000000..57b7411d3 --- /dev/null +++ b/content/Mechanics/Traits/ratfolk-b1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Ratfolk"] +--- +# Ratfolk +*Source: Bestiary p. 347* + +Ratfolk are humanoids who resemble rats. + +A creature with this trait is a member of the ratfolk ancestry. Ratfolk are humanoids who resemble rats. An ability with this trait can be used or selected only by ratfolk. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/razing-tv.md b/content/Mechanics/Traits/razing-tv.md new file mode 100644 index 000000000..218526530 --- /dev/null +++ b/content/Mechanics/Traits/razing-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/weapon +aliases: ["Razing"] +--- +# Razing +*Source: Treasure Vault p. 26* + +Razing weapons are particularly good at damaging objects, structures, and vehicles. Whenever you deal damage to an object (including shields and animated objects), structure, or vehicle with a razing weapon, the object takes an amount of additional damage equal to double the number of weapon damage dice. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/reckless-gmg.md b/content/Mechanics/Traits/reckless-gmg.md new file mode 100644 index 000000000..213a00486 --- /dev/null +++ b/content/Mechanics/Traits/reckless-gmg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/action-ability +aliases: ["Reckless"] +--- +# Reckless +*Source: Gamemastery Guide p. 254* + +Actions that have the reckless trait push the pilot and the vehicle beyond the normal parameters for safe operation, and the pilot risks losing control of the vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle, with the following effects. Resolve this piloting check before resolving the action itself. + +> [!success-degree] +> - **Success** The action occurs as described. +> - **Failure** The vehicle moves its Speed in a straight line along its most recent heading, drifting up to 45 degrees at the GM's discretion, and becomes uncontrolled. + +- **Categories**: Action & Ability \ No newline at end of file diff --git a/content/Mechanics/Traits/recovery-tv.md b/content/Mechanics/Traits/recovery-tv.md new file mode 100644 index 000000000..199e4a781 --- /dev/null +++ b/content/Mechanics/Traits/recovery-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/weapon +aliases: ["Recovery"] +--- +# Recovery +*Source: Treasure Vault p. 26* + +Recovery weapons are thrown weapons designed to return to the thrower when they miss the target. When you make an unsuccessful thrown Strike with this weapon, it flies back to your hand after the Strike is complete, allowing you to try again. If your hands are full when the weapon returns, it falls to the ground in your space. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/reflection-da.md b/content/Mechanics/Traits/reflection-da.md new file mode 100644 index 000000000..9e3fdcc5f --- /dev/null +++ b/content/Mechanics/Traits/reflection-da.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/da +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Reflection"] +--- +# Reflection +*Source: Dark Archive p. 221* + +A creature with this trait has the reflection versatile heritage. Reflections are beings who are copies of living people, whether through cloning, planar duplication, or another mechanism. An ability with this trait can be used or selected only by reflections. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/relic-tv.md b/content/Mechanics/Traits/relic-tv.md new file mode 100644 index 000000000..a232fb5f5 --- /dev/null +++ b/content/Mechanics/Traits/relic-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Relic"] +--- +# Relic +*Source: Treasure Vault p. 204* + + + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/reload.md b/content/Mechanics/Traits/reload.md new file mode 100644 index 000000000..21991a147 --- /dev/null +++ b/content/Mechanics/Traits/reload.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Reload"] +--- +# Reload +*Source: Core Rulebook p. 279* + +> [!pf2-note] +> While not an official trait but instead a weapon statistic, this is used in the traits entry of many creatures attacks. You can find the rules for reloading 0. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/repeating-g-g.md b/content/Mechanics/Traits/repeating-g-g.md new file mode 100644 index 000000000..09300eb86 --- /dev/null +++ b/content/Mechanics/Traits/repeating-g-g.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +- trait/category/weapon +aliases: ["Repeating"] +--- +# Repeating +*Source: Guns & Gears p. 62* + +These weapons can't be loaded with individual bolts or bullets like other crossbows and firearms; instead, they require a magazine of specialized ammunition to be loaded into a special slot. Once that magazine is in place, the ammunition loads automatically each time the weapon is cocked to fire, reducing its reload to the value in its reload entry (typically 0). When the ammunition runs out, a new magazine must be loaded, which requires a free hand and 3 Interact actions (to remove the old magazine, retrieve the new magazine, and slot the new magazine in place). These actions don't need to be consecutive. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/resonant-loag.md b/content/Mechanics/Traits/resonant-loag.md new file mode 100644 index 000000000..00436edfd --- /dev/null +++ b/content/Mechanics/Traits/resonant-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/weapon +aliases: ["Resonant"] +--- +# Resonant +*Source: Lost Omens: Ancestry Guide p. 139* + +This weapon can channel energy damage. You gain the [Conduct Energy](rules/actions/conduct-energy-loag.md) free action while wielding a resonant weapon. + +![Conduct Energy](rules/actions/conduct-energy-loag.md) + + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/revolutionary-locg.md b/content/Mechanics/Traits/revolutionary-locg.md new file mode 100644 index 000000000..d73de2000 --- /dev/null +++ b/content/Mechanics/Traits/revolutionary-locg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/locg +- trait/category/general +aliases: ["Revolutionary"] +--- +# Revolutionary +*Source: Lost Omens: Character Guide p. 134* + +Revolutionary entities use armed conflict to oppose authority. A revolutionary organization often has a loose structure of agents with loyalty to charismatic individuals. + +- **Categories**: General \ No newline at end of file diff --git a/content/Mechanics/Traits/rogue.md b/content/Mechanics/Traits/rogue.md new file mode 100644 index 000000000..c81847aca --- /dev/null +++ b/content/Mechanics/Traits/rogue.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/class +aliases: ["Rogue"] +--- +# Rogue +*Source: Core Rulebook p. 635* + +This indicates abilities from the rogue class. + +- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Traits/saggorak-aoa4.md b/content/Mechanics/Traits/saggorak-aoa4.md new file mode 100644 index 000000000..79b11c8e4 --- /dev/null +++ b/content/Mechanics/Traits/saggorak-aoa4.md @@ -0,0 +1,13 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/aoa4 +aliases: ["Saggorak"] +--- +# Saggorak +*Source: Age of Ashes #4: Fires of the Haunted City p. 73* + +Ancient dwarven blacksmiths in Saggorak designed a series of spectacularly powerful runes. Only someone with legendary proficiency in [Crafting](compendium/skills.md#Crafting), or a well-versed dwarven crafter from the city of Kovlar, can apply, transfer, or remove a rune with the Saggorak trait. + +Because of their considerable power, all Saggorak runes take up two property rune slots, and consequently they can be applied only to armor and weapons with at least a +2 potency rune. \ No newline at end of file diff --git a/content/Mechanics/Traits/scatter-g-g.md b/content/Mechanics/Traits/scatter-g-g.md new file mode 100644 index 000000000..20adb2fe0 --- /dev/null +++ b/content/Mechanics/Traits/scatter-g-g.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +- trait/category/weapon +aliases: ["Scatter"] +--- +# Scatter +*Source: Guns & Gears p. 235* + +This weapon fires a cluster of pellets in a wide spray. Scatter always has an area listed with it, indicating the radius of the spray. On a hit, the primary target of attacks with a scatter weapon take the listed damage, and the target and all other creatures within the listed radius around it take 1 point of [splash](rules/traits/splash.md "Splash Weapon Trait") damage per weapon damage die. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/scroll.md b/content/Mechanics/Traits/scroll.md new file mode 100644 index 000000000..547e4ce23 --- /dev/null +++ b/content/Mechanics/Traits/scroll.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Scroll"] +--- +# Scroll +*Source: Core Rulebook p. 636* + +A scroll contains a single spell you can cast without a spell slot. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/sea-devil-b1.md b/content/Mechanics/Traits/sea-devil-b1.md new file mode 100644 index 000000000..02928e7b2 --- /dev/null +++ b/content/Mechanics/Traits/sea-devil-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Sea Devil"] +--- +# Sea Devil +*Source: Bestiary p. 347* + +Evil ocean-dwelling humanoids, sea devils usually have [darkvision](rules/abilities/darkvision.md) and wavesense. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/sentient-gmg.md b/content/Mechanics/Traits/sentient-gmg.md new file mode 100644 index 000000000..8e65eeb33 --- /dev/null +++ b/content/Mechanics/Traits/sentient-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/morphic +- trait/category/planar +aliases: ["Sentient"] +--- +# Sentient +*Source: Gamemastery Guide p. 254* + +Planes with this trait can change their physical nature according to the plane's own whim. + +- **Categories**: Planar, Morphic \ No newline at end of file diff --git a/content/Mechanics/Traits/serpentfolk-b2.md b/content/Mechanics/Traits/serpentfolk-b2.md new file mode 100644 index 000000000..b393280cb --- /dev/null +++ b/content/Mechanics/Traits/serpentfolk-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Serpentfolk"] +--- +# Serpentfolk +*Source: Bestiary 2 p. 309* + +Serpentfolk are a family of serpentine humanoids. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/shield-throw-tv.md b/content/Mechanics/Traits/shield-throw-tv.md new file mode 100644 index 000000000..76fa3f26c --- /dev/null +++ b/content/Mechanics/Traits/shield-throw-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Shield Throw"] +--- +# Shield Throw +*Source: Treasure Vault p. 219* + +A shield with this trait is designed to be thrown as a ranged attack. When thrown, the shield is a martial [thrown](rules/traits/thrown.md "Thrown Weapon Trait") ranged weapon. Its damage dice and type are the same as its shield bash attack, but if the shield includes an attached weapon or integrated weapon, you can choose to attack with it instead when you throw the shield. You add your Strength modifier to damage, as typical of a [thrown](rules/traits/thrown.md "Thrown Weapon Trait") weapon. The trait also includes the range increment. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/shisk-lome.md b/content/Mechanics/Traits/shisk-lome.md new file mode 100644 index 000000000..4b01e8141 --- /dev/null +++ b/content/Mechanics/Traits/shisk-lome.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/lome +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Shisk"] +--- +# Shisk +*Source: Lost Omens: The Mwangi Expanse p. 310* + +Secretive humanoids covered in bony plumage that reside underground. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/shoony-ec3.md b/content/Mechanics/Traits/shoony-ec3.md new file mode 100644 index 000000000..18498b6c8 --- /dev/null +++ b/content/Mechanics/Traits/shoony-ec3.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/ec3 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Shoony"] +--- +# Shoony +*Source: Extinction Curse #3: Life's Long Shadows p. 82* + +Shoonies are reclusive humanoids who resemble bipedal dogs with wrinkled faces and bulging eyes. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/skeleton-b1.md b/content/Mechanics/Traits/skeleton-b1.md new file mode 100644 index 000000000..b28ce57f8 --- /dev/null +++ b/content/Mechanics/Traits/skeleton-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Skeleton"] +--- +# Skeleton +*Source: Bestiary p. 347* + +This undead is made by animating a dead creature's skeleton with negative energy. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/skill.md b/content/Mechanics/Traits/skill.md new file mode 100644 index 000000000..1332ab031 --- /dev/null +++ b/content/Mechanics/Traits/skill.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/feat +aliases: ["Skill"] +--- +# Skill +*Source: Core Rulebook p. 636* + +A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat. + +- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Traits/skulk-b2.md b/content/Mechanics/Traits/skulk-b2.md new file mode 100644 index 000000000..b68ab89c7 --- /dev/null +++ b/content/Mechanics/Traits/skulk-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Skulk"] +--- +# Skulk +*Source: Bestiary 2 p. 309* + +Skulks are a family of humanoids whose skin can shift coloration to aid in stealth. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/small-b1.md b/content/Mechanics/Traits/small-b1.md new file mode 100644 index 000000000..9d3577e4a --- /dev/null +++ b/content/Mechanics/Traits/small-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/size +aliases: ["Small"] +--- +# Small +*Source: Bestiary p. 345* + +A Small creature takes up a 5-foot-by-5-foot space (1 square on the grid) and typically has a reach of 5 feet. + +- **Categories**: Size \ No newline at end of file diff --git a/content/Mechanics/Traits/snare.md b/content/Mechanics/Traits/snare.md new file mode 100644 index 000000000..f0f57ecad --- /dev/null +++ b/content/Mechanics/Traits/snare.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Snare"] +--- +# Snare +*Source: Core Rulebook p. 636* + +Traps typically made by rangers, snares follow special rules that allow them to be constructed quickly and used on the battlefield. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/social-apg.md b/content/Mechanics/Traits/social-apg.md new file mode 100644 index 000000000..daffa9327 --- /dev/null +++ b/content/Mechanics/Traits/social-apg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/feat +aliases: ["Social"] +--- +# Social +*Source: Advanced Player's Guide p. 270* + +Actions and abilities with the social trait can be used only while a [vigilante](compendium/character/archetypes/vigilante-apg.md) is in their social identity. + +- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Traits/soulbound-b1.md b/content/Mechanics/Traits/soulbound-b1.md new file mode 100644 index 000000000..17e279e2f --- /dev/null +++ b/content/Mechanics/Traits/soulbound-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Soulbound"] +--- +# Soulbound +*Source: Bestiary p. 347* + +These constructs are mentally augmented by a fragment of a once-living creature's soul. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/spellgun-tv.md b/content/Mechanics/Traits/spellgun-tv.md new file mode 100644 index 000000000..84257f576 --- /dev/null +++ b/content/Mechanics/Traits/spellgun-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Spellgun"] +--- +# Spellgun +*Source: Treasure Vault p. 221* + +The spellgun trait appears on items that can generate a magical effect that flies out like a bullet. You can make either a spell attack roll with a spellgun or a ranged attack roll using your proficiency with simple firearms. Spellguns have a range increment, which applies regardless of which type of attack roll you make. Though you can use your modifier for simple firearms, a spellgun isn't actually a firearm. You don't get the damage of a firearm [Strike](rules/actions/strike.md), nor other benefits like critical specialization. Similarly, you can't load or reload a spellgun, [affix talismans](rules/actions/affix-a-talisman.md) to one, make a spellgun [Strike](rules/actions/strike.md) as part of an action that lets you make a firearm [Strike](rules/actions/strike.md), and so on. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/spellheart-som.md b/content/Mechanics/Traits/spellheart-som.md new file mode 100644 index 000000000..bb07f7269 --- /dev/null +++ b/content/Mechanics/Traits/spellheart-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/equipment +aliases: ["Spellheart"] +--- +# Spellheart +*Source: Secrets of Magic p. 170* + +Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the Affix a Spellheart activity, which is otherwise identical to [Affixing the Talisman](rules/actions/affix-a-talisman.md). The limit of one talisman per item remains—an item can have one spellheart or one talisman, not both. When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it's higher. [Crafting](rules/actions/craft.md) a spellheart requires the spells the spellheart can cast. For example, a major five-feather wreath requires [air walk](compendium/spells/air-walk.md), gale blast, and [wall of wind](compendium/spells/wall-of-wind.md). + +- **Categories**: Equipment \ No newline at end of file diff --git a/content/Mechanics/Traits/spellshape-roe.md b/content/Mechanics/Traits/spellshape-roe.md new file mode 100644 index 000000000..fe66817cf --- /dev/null +++ b/content/Mechanics/Traits/spellshape-roe.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/roe +- trait/category/general +aliases: ["Spellshape"] +--- +# Spellshape +*Source: Rage of Elements p. 238* + +Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself. + +- **Categories**: General \ No newline at end of file diff --git a/content/Mechanics/Traits/spellshot-g-g.md b/content/Mechanics/Traits/spellshot-g-g.md new file mode 100644 index 000000000..a976a61a2 --- /dev/null +++ b/content/Mechanics/Traits/spellshot-g-g.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +- trait/category/class +aliases: ["Spellshot"] +--- +# Spellshot +*Source: Guns & Gears p. 140* + + + +- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Traits/splash.md b/content/Mechanics/Traits/splash.md new file mode 100644 index 000000000..9c796f24c --- /dev/null +++ b/content/Mechanics/Traits/splash.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Splash"] +--- +# Splash +*Source: Core Rulebook p. 637* + +Most bombs also have the splash trait. When you use a thrown weapon with the splash trait, you don't add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a critical failure, the bomb misses entirely, dealing no damage. Add splash damage together with the initial damage against the target before applying the target's resistance or weakness. You don't multiply splash damage on a critical hit. + +For example, if you throw a lesser acid flask and hit your target, that creature takes 1 acid damage, `1d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage), and 1 acid splash damage. All other creatures within 5 feet of it take 1 acid splash damage. On a critical hit, the target takes 2 acid damage and `2d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage), but the splash damage is still 1. If you miss, the target and all creatures within 5 feet take only 1 splash damage. If you critically fail, no one takes any damage. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/spriggan-b2.md b/content/Mechanics/Traits/spriggan-b2.md new file mode 100644 index 000000000..78a3ebbe4 --- /dev/null +++ b/content/Mechanics/Traits/spriggan-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Spriggan"] +--- +# Spriggan +*Source: Bestiary 2 p. 310* + +Kin to gnomes, spriggans tend to be evil and can grow in size to resemble giants. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/sprite-b1.md b/content/Mechanics/Traits/sprite-b1.md new file mode 100644 index 000000000..d975707b7 --- /dev/null +++ b/content/Mechanics/Traits/sprite-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Sprite"] +--- +# Sprite +*Source: Bestiary p. 347* + +A family of diminutive winged fey with a strong connection to primal magic. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/staff.md b/content/Mechanics/Traits/staff.md new file mode 100644 index 000000000..5676a5528 --- /dev/null +++ b/content/Mechanics/Traits/staff.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Staff"] +--- +# Staff +*Source: Core Rulebook p. 637* + +This magic item holds spells of a particular theme and allows a spellcaster to cast additional spells by preparing the staff. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/static-gmg.md b/content/Mechanics/Traits/static-gmg.md new file mode 100644 index 000000000..487bdfc50 --- /dev/null +++ b/content/Mechanics/Traits/static-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/planar +aliases: ["Static"] +--- +# Static +*Source: Gamemastery Guide p. 254* + +The physical nature of a plane with this trait can't be changed in any way. + +- **Categories**: Planar \ No newline at end of file diff --git a/content/Mechanics/Traits/steam-g-g.md b/content/Mechanics/Traits/steam-g-g.md new file mode 100644 index 000000000..fa5bb8f64 --- /dev/null +++ b/content/Mechanics/Traits/steam-g-g.md @@ -0,0 +1,11 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +aliases: ["Steam"] +--- +# Steam +*Source: Guns & Gears p. 236* + +Items with this trait are powered by engines that boil water to produce steam and move their components. \ No newline at end of file diff --git a/content/Mechanics/Traits/strange-gravity-gmg.md b/content/Mechanics/Traits/strange-gravity-gmg.md new file mode 100644 index 000000000..1c8e0abdd --- /dev/null +++ b/content/Mechanics/Traits/strange-gravity-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/gravity +- trait/category/planar +aliases: ["Strange Gravity"] +--- +# Strange Gravity +*Source: Gamemastery Guide p. 254* + +All bodies of mass are centers of gravity with roughly the same force. A creature can stand on any solid objects that is as large as or larger than themself. + +- **Categories**: Planar, Gravity \ No newline at end of file diff --git a/content/Mechanics/Traits/strix-loag.md b/content/Mechanics/Traits/strix-loag.md new file mode 100644 index 000000000..8820df0ea --- /dev/null +++ b/content/Mechanics/Traits/strix-loag.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Strix"] +--- +# Strix +*Source: Lost Omens: Ancestry Guide p. 142* + +Winged humanoids, most of whom live in and around Cheliax. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/structure.md b/content/Mechanics/Traits/structure.md new file mode 100644 index 000000000..97ea2586a --- /dev/null +++ b/content/Mechanics/Traits/structure.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/general +aliases: ["Structure"] +--- +# Structure +*Source: Core Rulebook p. 596* + +An item with the structure trait creates a magical building or other structure when activated. The item must be activated on a plot of land free of other structures. The structure adapts to the natural terrain, adopting the structural requirements for being built there. The structure adjusts around small features such as ponds or spires of rock, but it can't be created on water or other nonsolid surfaces. If activated on snow, sand dunes, or other soft surfaces with a solid surface underneath, the structure's foundation (if any) reaches the solid ground. If an item with this trait is activated on a solid but unstable surface, such as a swamp or an area plagued by tremors, roll a DC 3 flat check each day; on a failure, the structure begins to sink or collapse. + +The structure doesn't harm creatures within the area when it appears, and it can't be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the structure when the item is activated ends up unharmed inside the complete structure and always has a clear path of escape. A creature inside the structure when the activation ends isn't harmed, and it lands harmlessly on the ground if it was on an upper level of the structure. + +- **Categories**: General \ No newline at end of file diff --git a/content/Mechanics/Traits/subjective-gravity-gmg.md b/content/Mechanics/Traits/subjective-gravity-gmg.md new file mode 100644 index 000000000..c0156bf7a --- /dev/null +++ b/content/Mechanics/Traits/subjective-gravity-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/gravity +- trait/category/planar +aliases: ["Subjective Gravity"] +--- +# Subjective Gravity +*Source: Gamemastery Guide p. 254* + +All bodies of mass can be centers of gravity with the same force, but only if a non-mindless creature wills it. Unattended items, objects, and [mindless](rules/traits/mindless.md "Mindless Creature Trait") creatures treat the plane as having microgravity. Creatures on a plane with subjective gravity can move normally along a solid surface by imagining "down" near their feet. Designating this downward direction is a free action that has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. If suspended in midair, a creature can replicate flight by choosing a "down" direction and falling in that direction, moving up to their Speed or fly Speed. This pseudo-flight uses the [Fly](rules/actions/fly.md) action. + +- **Categories**: Planar, Gravity \ No newline at end of file diff --git a/content/Mechanics/Traits/suli-b2.md b/content/Mechanics/Traits/suli-b2.md new file mode 100644 index 000000000..e8e5ac10d --- /dev/null +++ b/content/Mechanics/Traits/suli-b2.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Suli"] +--- +# Suli +*Source: Bestiary 2 p. 310* + +Sulis are planar scions descended from jann. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/summoner-som.md b/content/Mechanics/Traits/summoner-som.md new file mode 100644 index 000000000..3e1426963 --- /dev/null +++ b/content/Mechanics/Traits/summoner-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/class +aliases: ["Summoner"] +--- +# Summoner +*Source: Secrets of Magic p. 254* + +This indicates abilities from the summoner class. + +- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Traits/swarm-b1.md b/content/Mechanics/Traits/swarm-b1.md new file mode 100644 index 000000000..a01960efa --- /dev/null +++ b/content/Mechanics/Traits/swarm-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Swarm"] +--- +# Swarm +*Source: Bestiary p. 347* + +A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/swashbuckler-apg.md b/content/Mechanics/Traits/swashbuckler-apg.md new file mode 100644 index 000000000..220f18028 --- /dev/null +++ b/content/Mechanics/Traits/swashbuckler-apg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/class +aliases: ["Swashbuckler"] +--- +# Swashbuckler +*Source: Advanced Player's Guide p. 270* + +This indicates abilities from the swashbuckler class. + +- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Traits/sweep.md b/content/Mechanics/Traits/sweep.md new file mode 100644 index 000000000..a1798b8c2 --- /dev/null +++ b/content/Mechanics/Traits/sweep.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Sweep"] +--- +# Sweep +*Source: Core Rulebook p. 283* + +This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/sylph-b2.md b/content/Mechanics/Traits/sylph-b2.md new file mode 100644 index 000000000..a65fd0b60 --- /dev/null +++ b/content/Mechanics/Traits/sylph-b2.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Sylph"] +--- +# Sylph +*Source: Bestiary 2 p. 309* + +Sylphs are planar scions descended from djinn. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/talisman.md b/content/Mechanics/Traits/talisman.md new file mode 100644 index 000000000..ca8f617f5 --- /dev/null +++ b/content/Mechanics/Traits/talisman.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Talisman"] +--- +# Talisman +*Source: Core Rulebook p. 637* + +A talisman is a small object affixed to armor, a shield, or a weapon (called the affixed item). You must be wielding or wearing an item to activate a talisman attached to it. Once activated, a talisman burns out permanently. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/tandem-som.md b/content/Mechanics/Traits/tandem-som.md new file mode 100644 index 000000000..bd120ab62 --- /dev/null +++ b/content/Mechanics/Traits/tandem-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/action-ability +aliases: ["Tandem"] +--- +# Tandem +*Source: Secrets of Magic p. 57* + +Actions with this trait involve you and your eidolon acting in concert. You can't use a tandem action if either you or your eidolon can't act, if you haven't [Manifested your Eidolon](rules/actions/manifest-eidolon-som.md), or if you've [Manifested your Eidolon](rules/actions/manifest-eidolon-som.md) in a way where it isn't a separate entity (such as with the [Meld into Eidolon](compendium/feats/meld-into-eidolon-som.md) feat). Tandem actions often let both you and your eidolon take separate actions, but these must be actions taken separately by you and your eidolon; you can't use a tandem action to take another tandem action. + +- **Categories**: Action & Ability \ No newline at end of file diff --git a/content/Mechanics/Traits/tane-b2.md b/content/Mechanics/Traits/tane-b2.md new file mode 100644 index 000000000..1f16a1342 --- /dev/null +++ b/content/Mechanics/Traits/tane-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Tane"] +--- +# Tane +*Source: Bestiary 2 p. 310* + +The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/tattoo-lowg.md b/content/Mechanics/Traits/tattoo-lowg.md new file mode 100644 index 000000000..8ac35c71a --- /dev/null +++ b/content/Mechanics/Traits/tattoo-lowg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/lowg +- trait/category/item +aliases: ["Tattoo"] +--- +# Tattoo +*Source: Lost Omens: World Guide p. 124* + +A tattoo is a type of item that is drawn or cut into a creature's skin and usually takes the form of images or symbols. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/tengu-b1.md b/content/Mechanics/Traits/tengu-b1.md new file mode 100644 index 000000000..f7aefae8f --- /dev/null +++ b/content/Mechanics/Traits/tengu-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Tengu"] +--- +# Tengu +*Source: Bestiary p. 270* + +A creature with this trait is a member of the tengu ancestry. Tengus are humanoids who resemble birds. An ability with this trait can be used or selected only by tengus. An item with this trait is created and used by tengus. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/tethered-b1.md b/content/Mechanics/Traits/tethered-b1.md new file mode 100644 index 000000000..621e51fae --- /dev/null +++ b/content/Mechanics/Traits/tethered-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/weapon +aliases: ["Tethered"] +--- +# Tethered +*Source: Bestiary p. 85* + +This weapon is attached to a length of rope or chain that allows you to retrieve it after it has left your hand. If you have a free hand while wielding this weapon, you can use an [Interact](rules/actions/interact.md) action to pull the weapon back into your grasp after you have thrown it as a ranged attack or after it has been [disarmed](rules/actions/disarm.md) (unless it is being held by another creature). + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/thaumaturge-da.md b/content/Mechanics/Traits/thaumaturge-da.md new file mode 100644 index 000000000..2e4686e30 --- /dev/null +++ b/content/Mechanics/Traits/thaumaturge-da.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/da +- trait/category/class +aliases: ["Thaumaturge"] +--- +# Thaumaturge +*Source: Dark Archive p. 222* + +This indicates abilities from the thaumaturge class. + +- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Traits/tiefling-b1.md b/content/Mechanics/Traits/tiefling-b1.md new file mode 100644 index 000000000..05479b02b --- /dev/null +++ b/content/Mechanics/Traits/tiefling-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +aliases: ["Tiefling"] +--- +# Tiefling +*Source: Bestiary p. 270* + +A creature with this trait has the tiefling versatile heritage. Tieflings are planar scions descended from fiend. An ability with this trait can be used or selected only by tieflings. + +- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/time-b2.md b/content/Mechanics/Traits/time-b2.md new file mode 100644 index 000000000..bb3079206 --- /dev/null +++ b/content/Mechanics/Traits/time-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature-type +aliases: ["Time"] +--- +# Time +*Source: Bestiary 2 p. 310* + +Time creatures are natives of the Dimension of Time. They do not age, and while some may be driven by supernatural hungers, they do not need to eat or drink to survive. They can survive the basic environmental effects of the Dimension of Time. + +- **Categories**: Creature Type \ No newline at end of file diff --git a/content/Mechanics/Traits/timeless-gmg.md b/content/Mechanics/Traits/timeless-gmg.md new file mode 100644 index 000000000..a0f9340bc --- /dev/null +++ b/content/Mechanics/Traits/timeless-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/planar +- trait/category/time +aliases: ["Timeless"] +--- +# Timeless +*Source: Gamemastery Guide p. 254* + +Time still passes, but the effects of time are diminished. Creatures on these planes don't feel hunger, thirst, or the effects of aging or natural healing. The effects of poison, diseases, and other kinds of healing may also be diminished on certain timeless planes. Spell energy and other effects still dissipate, so the durations of spells and other effects function as normal. The danger of this trait is that when a creature leaves a timeless plane and enters a plane with another time trait, the effects of hunger, thirst, aging, and other effects slowed or arrested by the timeless trait occur retroactively in the instant of transition, possibly causing the creature to immediately starve or die of old age. + +- **Categories**: Planar, Time \ No newline at end of file diff --git a/content/Mechanics/Traits/tiny-b1.md b/content/Mechanics/Traits/tiny-b1.md new file mode 100644 index 000000000..d3717f860 --- /dev/null +++ b/content/Mechanics/Traits/tiny-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/size +aliases: ["Tiny"] +--- +# Tiny +*Source: Bestiary p. 345* + +A creature of this size takes up less than a 5-foot-by-5-foot space (1 square on the grid), and multiple Tiny creatures can occupy the same square on the grid. At least four Tiny creatures can occupy the same square, and even more can occupy the same square, at the GM's discretion. They can also occupy the same space as larger creatures, and if their reach is 0 feet, they must do so in order to attack. + +- **Categories**: Size \ No newline at end of file diff --git a/content/Mechanics/Traits/town-gmg.md b/content/Mechanics/Traits/town-gmg.md new file mode 100644 index 000000000..6d0424ed9 --- /dev/null +++ b/content/Mechanics/Traits/town-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/settlement +aliases: ["Town"] +--- +# Town +*Source: Gamemastery Guide p. 254* + +Settlements with this trait are modest in size, with a level usually ranging from 2–4. + +- **Categories**: Settlement \ No newline at end of file diff --git a/content/Mechanics/Traits/training-tv.md b/content/Mechanics/Traits/training-tv.md new file mode 100644 index 000000000..c44acde1e --- /dev/null +++ b/content/Mechanics/Traits/training-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/weapon +aliases: ["Training"] +--- +# Training +*Source: Treasure Vault p. 26* + +A training weapon is designed to be used when training an animal to participate in combat by identifying the target for the animal to attack. [Striking](rules/actions/strike.md) a creature with a training weapon gives your animal companion or your bonded animal a +1 circumstance bonus to its next attack roll against that target. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/traits.md b/content/Mechanics/Traits/traits.md new file mode 100644 index 000000000..afb43a186 --- /dev/null +++ b/content/Mechanics/Traits/traits.md @@ -0,0 +1,597 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-index +--- +# Index of Traits + +[Action & Ability](#Action%20&%20Ability), [Alignment](#Alignment), [Ancestry & Heritage](#Ancestry%20&%20Heritage), [Armor](#Armor), [Class](#Class), [Combat](#Combat), [Creature](#Creature), [Creature Type](#Creature%20Type), [Effect](#Effect), [Energy & Element](#Energy%20&%20Element), [Equipment](#Equipment), [Feat](#Feat), [General](#General), [Gravity](#Gravity), [Hazard](#Hazard), [Item](#Item), [Morphic](#Morphic), [Planar](#Planar), [Rarity](#Rarity), [School](#School), [Scope](#Scope), [Settlement](#Settlement), [Size](#Size), [Spell](#Spell), [Time](#Time), [Tradition](#Tradition), [Weapon](#Weapon) + + +## Action & Ability + +- [Composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") +- [Concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +- [Deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") +- [Downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") +- [Esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") +- [Exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") +- [Impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") +- [Infusion](rules/traits/infusion-roe.md "Infusion Action & Ability Trait") +- [Instinct](rules/traits/instinct.md "Instinct Action & Ability Trait") +- [Mindshift](rules/traits/mindshift-da.md "Mindshift Action & Ability Trait") +- [Overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") +- [Psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") +- [Reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait") +- [Tandem](rules/traits/tandem-som.md "Tandem Action & Ability Trait") + +## Alignment + +- [Any](rules/traits/any-b1.md "Any Alignment Trait") +- [Chaotic Evil](rules/traits/chaotic-evil-b1.md "Chaotic Evil Alignment Trait") +- [Chaotic Good](rules/traits/chaotic-good-b1.md "Chaotic Good Alignment Trait") +- [Chaotic Neutral](rules/traits/chaotic-neutral-b1.md "Chaotic Neutral Alignment Trait") +- [Chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") +- [Evil](rules/traits/evil.md "Evil Alignment Trait") +- [Good](rules/traits/good.md "Good Alignment Trait") +- [Lawful Evil](rules/traits/lawful-evil-b1.md "Lawful Evil Alignment Trait") +- [Lawful Good](rules/traits/lawful-good-b1.md "Lawful Good Alignment Trait") +- [Lawful Neutral](rules/traits/lawful-neutral-b1.md "Lawful Neutral Alignment Trait") +- [Lawful](rules/traits/lawful.md "Lawful Alignment Trait") +- [Neutral Evil](rules/traits/neutral-evil-b1.md "Neutral Evil Alignment Trait") +- [Neutral Good](rules/traits/neutral-good-b1.md "Neutral Good Alignment Trait") +- [Neutral](rules/traits/neutral-b1.md "Neutral Alignment Trait") + +## Ancestry & Heritage + +- [Aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") +- [Anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") +- [Android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") +- [Aphorite](rules/traits/aphorite-loag.md "Aphorite Ancestry & Heritage Trait") +- [Automaton](rules/traits/automaton-g-g.md "Automaton Ancestry & Heritage Trait") +- [Azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") +- [Beastkin](rules/traits/beastkin-loag.md "Beastkin Ancestry & Heritage Trait") +- [Catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") +- [Changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") +- [Conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") +- [Dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") +- [Duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") +- [Dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") +- [Elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") +- [Fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") +- [Fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") +- [Ganzi](rules/traits/ganzi-loag.md "Ganzi Ancestry & Heritage Trait") +- [Geniekin](rules/traits/geniekin-loag.md "Geniekin Ancestry & Heritage Trait") +- [Ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") +- [Gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") +- [Gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") +- [Goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") +- [Goloma](rules/traits/goloma-lome.md "Goloma Ancestry & Heritage Trait") +- [Grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") +- [Half-Elf](rules/traits/half-elf.md "Half-Elf Ancestry & Heritage Trait") +- [Half-Orc](rules/traits/half-orc.md "Half-Orc Ancestry & Heritage Trait") +- [Halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") +- [Hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") +- [Human](rules/traits/human.md "Human Ancestry & Heritage Trait") +- [Ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") +- [Kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") +- [Kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") +- [Kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") +- [Leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") +- [Lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") +- [Nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") +- [Orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") +- [Oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") +- [Poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") +- [Ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") +- [Reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") +- [Shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") +- [Shoony](rules/traits/shoony-ec3.md "Shoony Ancestry & Heritage Trait") +- [Skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") +- [Sprite](rules/traits/sprite-b1.md "Sprite Ancestry & Heritage Trait") +- [Strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") +- [Suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") +- [Sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") +- [Tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") +- [Tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") +- [Undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") +- [Vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") +- [Vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") + +## Armor + +- [Adjusted](rules/traits/adjusted-tv.md "Adjusted Armor Trait") +- [Aquadynamic](rules/traits/aquadynamic-tv.md "Aquadynamic Armor Trait") +- [Bulwark](rules/traits/bulwark.md "Bulwark Armor Trait") +- [Comfort](rules/traits/comfort.md "Comfort Armor Trait") +- [Entrench](rules/traits/entrench-tv.md "Entrench Armor Trait") +- [Flexible](rules/traits/flexible.md "Flexible Armor Trait") +- [Hindering](rules/traits/hindering-tv.md "Hindering Armor Trait") +- [Inscribed](rules/traits/inscribed-tv.md "Inscribed Armor Trait") +- [Laminar](rules/traits/laminar-tv.md "Laminar Armor Trait") +- [Noisy](rules/traits/noisy.md "Noisy Armor Trait") +- [Ponderous](rules/traits/ponderous-tv.md "Ponderous Armor Trait") + +## Class + +- [Aftermath](rules/traits/aftermath-da.md "Aftermath Class Trait") +- [Alchemist](rules/traits/alchemist.md "Alchemist Class Trait") +- [Any Class](rules/traits/any-class-som.md "Any Class Class Trait") +- [Barbarian](rules/traits/barbarian.md "Barbarian Class Trait") +- [Bard](rules/traits/bard.md "Bard Class Trait") +- [Champion](rules/traits/champion.md "Champion Class Trait") +- [Class](rules/traits/class-som.md "Class Class Trait") +- [Cleric](rules/traits/cleric.md "Cleric Class Trait") +- [Deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") +- [Druid](rules/traits/druid.md "Druid Class Trait") +- [Fighter](rules/traits/fighter.md "Fighter Class Trait") +- [Gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") +- [Inventor](rules/traits/inventor-g-g.md "Inventor Class Trait") +- [Investigator](rules/traits/investigator-apg.md "Investigator Class Trait") +- [Kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") +- [Magus](rules/traits/magus-som.md "Magus Class Trait") +- [Monk](rules/traits/monk.md "Monk Class Trait") +- [Oracle](rules/traits/oracle-apg.md "Oracle Class Trait") +- [Psychic](rules/traits/psychic-da.md "Psychic Class Trait") +- [Ranger](rules/traits/ranger.md "Ranger Class Trait") +- [Rogue](rules/traits/rogue.md "Rogue Class Trait") +- [Sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") +- [Spellshot](rules/traits/spellshot-g-g.md "Spellshot Class Trait") +- [Summoner](rules/traits/summoner-som.md "Summoner Class Trait") +- [Swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") +- [Thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") +- [Witch](rules/traits/witch-apg.md "Witch Class Trait") +- [Wizard](rules/traits/wizard.md "Wizard Class Trait") + +## Combat + +- [Attack](rules/traits/attack.md "Attack Combat Trait") +- [Aura](rules/traits/aura.md "Aura Combat Trait") +- [Certain Kill](rules/traits/certain-kill-frp3.md "Certain Kill Combat Trait") +- [Concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +- [Finisher](rules/traits/finisher-apg.md "Finisher Combat Trait") +- [Flourish](rules/traits/flourish.md "Flourish Combat Trait") +- [Hex](rules/traits/hex-apg.md "Hex Combat Trait") +- [Mindshift](rules/traits/mindshift-da.md "Mindshift Action & Ability Trait") +- [Move](rules/traits/move.md "Move Combat Trait") +- [Open](rules/traits/open.md "Open Combat Trait") +- [Press](rules/traits/press.md "Press Combat Trait") +- [Psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") +- [Rage](rules/traits/rage.md "Rage Combat Trait") +- [Stance](rules/traits/stance.md "Stance Combat Trait") + +## Creature + +- [Aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") +- [Aeon](rules/traits/aeon-b1.md "Aeon Creature Trait") +- [Amphibious](rules/traits/amphibious-b1.md "Amphibious Creature Trait") +- [Anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") +- [Angel](rules/traits/angel.md "Angel Creature Trait") +- [Aquatic](rules/traits/aquatic-b1.md "Aquatic Creature Trait") +- [Archon](rules/traits/archon.md "Archon Creature Trait") +- [Azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") +- [Azata](rules/traits/azata.md "Azata Creature Trait") +- [Boggard](rules/traits/boggard-b1.md "Boggard Creature Trait") +- [Caligni](rules/traits/caligni-b1.md "Caligni Creature Trait") +- [Catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") +- [Changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") +- [Charau-ka](rules/traits/charau-ka-lome.md "Charau-ka Creature Trait") +- [Conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") +- [Couatl](rules/traits/couatl-b2.md "Couatl Creature Trait") +- [Daemon](rules/traits/daemon-b1.md "Daemon Creature Trait") +- [Demon](rules/traits/demon.md "Demon Creature Trait") +- [Dero](rules/traits/dero-b1.md "Dero Creature Trait") +- [Devil](rules/traits/devil.md "Devil Creature Trait") +- [Dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") +- [Dinosaur](rules/traits/dinosaur.md "Dinosaur Creature Trait") +- [Drow](rules/traits/drow.md "Drow Creature Trait") +- [Duergar](rules/traits/duergar.md "Duergar Creature Trait") +- [Duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") +- [Dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") +- [Elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") +- [Ethereal](rules/traits/ethereal.md "Ethereal Creature Trait") +- [Fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") +- [Fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") +- [Ganzi](rules/traits/ganzi-loag.md "Ganzi Ancestry & Heritage Trait") +- [Genie](rules/traits/genie-b1.md "Genie Creature Trait") +- [Geniekin](rules/traits/geniekin-loag.md "Geniekin Ancestry & Heritage Trait") +- [Ghost](rules/traits/ghost-b1.md "Ghost Creature Trait") +- [Ghoul](rules/traits/ghoul-b1.md "Ghoul Creature Trait") +- [Gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") +- [Gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") +- [Goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") +- [Golem](rules/traits/golem-b1.md "Golem Creature Trait") +- [Goloma](rules/traits/goloma-lome.md "Goloma Ancestry & Heritage Trait") +- [Gremlin](rules/traits/gremlin-b1.md "Gremlin Creature Trait") +- [Grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") +- [Hag](rules/traits/hag.md "Hag Creature Trait") +- [Half-Elf](rules/traits/half-elf.md "Half-Elf Ancestry & Heritage Trait") +- [Half-Orc](rules/traits/half-orc.md "Half-Orc Ancestry & Heritage Trait") +- [Halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") +- [Hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") +- [Human](rules/traits/human.md "Human Ancestry & Heritage Trait") +- [Ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") +- [Incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait") +- [Inevitable](rules/traits/inevitable-b1.md "Inevitable Creature Trait") +- [Kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") +- [Kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") +- [Leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") +- [Lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") +- [Merfolk](rules/traits/merfolk-b1.md "Merfolk Creature Trait") +- [Mindless](rules/traits/mindless.md "Mindless Creature Trait") +- [Minion](rules/traits/minion.md "Minion Creature Trait") +- [Morlock](rules/traits/morlock-b2.md "Morlock Creature Trait") +- [Mummy](rules/traits/mummy-b1.md "Mummy Creature Trait") +- [Mutant](rules/traits/mutant-b1.md "Mutant Creature Trait") +- [Nymph](rules/traits/nymph-b1.md "Nymph Creature Trait") +- [Oni](rules/traits/oni-b2.md "Oni Creature Trait") +- [Orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") +- [Oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") +- [Phantom](rules/traits/phantom-som.md "Phantom Creature Trait") +- [Poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") +- [Protean](rules/traits/protean-b1.md "Protean Creature Trait") +- [Psychopomp](rules/traits/psychopomp-b1.md "Psychopomp Creature Trait") +- [Qlippoth](rules/traits/qlippoth-b2.md "Qlippoth Creature Trait") +- [Rakshasa](rules/traits/rakshasa-b1.md "Rakshasa Creature Trait") +- [Ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") +- [Reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") +- [Sea Devil](rules/traits/sea-devil-b1.md "Sea Devil Creature Trait") +- [Serpentfolk](rules/traits/serpentfolk-b2.md "Serpentfolk Creature Trait") +- [Shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") +- [Shoony](rules/traits/shoony-ec3.md "Shoony Ancestry & Heritage Trait") +- [Skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") +- [Skulk](rules/traits/skulk-b2.md "Skulk Creature Trait") +- [Soulbound](rules/traits/soulbound-b1.md "Soulbound Creature Trait") +- [Spirit](rules/traits/spirit.md "Spirit Creature Trait") +- [Spriggan](rules/traits/spriggan-b2.md "Spriggan Creature Trait") +- [Sprite](rules/traits/sprite-b1.md "Sprite Ancestry & Heritage Trait") +- [Strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") +- [Suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") +- [Summoned](rules/traits/summoned.md "Summoned Creature Trait") +- [Swarm](rules/traits/swarm-b1.md "Swarm Creature Trait") +- [Sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") +- [Tane](rules/traits/tane-b2.md "Tane Creature Trait") +- [Tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") +- [Troll](rules/traits/troll-b1.md "Troll Creature Trait") +- [Undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") +- [Urdefhan](rules/traits/urdefhan-b2.md "Urdefhan Creature Trait") +- [Vampire](rules/traits/vampire-b1.md "Vampire Creature Trait") +- [Velstrac](rules/traits/velstrac-b2.md "Velstrac Creature Trait") +- [Werecreature](rules/traits/werecreature-b1.md "Werecreature Creature Trait") +- [Wight](rules/traits/wight-b1.md "Wight Creature Trait") +- [Wraith](rules/traits/wraith-b1.md "Wraith Creature Trait") +- [Xulgath](rules/traits/xulgath-b1.md "Xulgath Creature Trait") +- [Zombie](rules/traits/zombie-b1.md "Zombie Creature Trait") + +## Creature Type + +- [Aberration](rules/traits/aberration.md "Aberration Creature Type Trait") +- [Animal](rules/traits/animal.md "Animal Creature Type Trait") +- [Astral](rules/traits/astral-b1.md "Astral Creature Type Trait") +- [Beast](rules/traits/beast.md "Beast Creature Type Trait") +- [Celestial](rules/traits/celestial.md "Celestial Creature Type Trait") +- [Construct](rules/traits/construct.md "Construct Creature Type Trait") +- [Dragon](rules/traits/dragon.md "Dragon Creature Type Trait") +- [Dream](rules/traits/dream-b2.md "Dream Creature Type Trait") +- [Eidolon](rules/traits/eidolon-som.md "Eidolon Creature Type Trait") +- [Elemental](rules/traits/elemental.md "Elemental Creature Type Trait") +- [Fey](rules/traits/fey.md "Fey Creature Type Trait") +- [Fiend](rules/traits/fiend.md "Fiend Creature Type Trait") +- [Fungus](rules/traits/fungus-b1.md "Fungus Creature Type Trait") +- [Giant](rules/traits/giant.md "Giant Creature Type Trait") +- [Humanoid](rules/traits/humanoid.md "Humanoid Creature Type Trait") +- [Monitor](rules/traits/monitor.md "Monitor Creature Type Trait") +- [Ooze](rules/traits/ooze.md "Ooze Creature Type Trait") +- [Petitioner](rules/traits/petitioner-b2.md "Petitioner Creature Type Trait") +- [Plant](rules/traits/plant.md "Plant Creature Type Trait") +- [Spirit](rules/traits/spirit.md "Spirit Creature Trait") +- [Time](rules/traits/time-b2.md "Time Creature Type Trait") +- [Undead](rules/traits/undead.md "Undead Creature Type Trait") + +## Effect + +- [Auditory](rules/traits/auditory.md "Auditory Effect Trait") +- [Consecration](rules/traits/consecration.md "Consecration Effect Trait") +- [Curse](rules/traits/curse.md "Curse Effect Trait") +- [Darkness](rules/traits/darkness.md "Darkness Effect Trait") +- [Death](rules/traits/death.md "Death Effect Trait") +- [Detection](rules/traits/detection.md "Detection Effect Trait") +- [Disease](rules/traits/disease.md "Disease Effect Trait") +- [Emotion](rules/traits/emotion.md "Emotion Effect Trait") +- [Extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") +- [Fear](rules/traits/fear.md "Fear Effect Trait") +- [Fortune](rules/traits/fortune.md "Fortune Effect Trait") +- [Healing](rules/traits/healing.md "Healing Effect Trait") +- [Incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") +- [Light](rules/traits/light.md "Light Effect Trait") +- [Linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") +- [Mental](rules/traits/mental.md "Mental Effect Trait") +- [Misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") +- [Morph](rules/traits/morph.md "Morph Effect Trait") +- [Olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") +- [Poison](rules/traits/poison.md "Poison Effect Trait") +- [Polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") +- [Possession](rules/traits/possession.md "Possession Effect Trait") +- [Prediction](rules/traits/prediction.md "Prediction Effect Trait") +- [Revelation](rules/traits/revelation.md "Revelation Effect Trait") +- [Scrying](rules/traits/scrying.md "Scrying Effect Trait") +- [Sleep](rules/traits/sleep.md "Sleep Effect Trait") +- [Teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") +- [Visual](rules/traits/visual.md "Visual Effect Trait") + +## Energy & Element + +- [Acid](rules/traits/acid.md "Acid Energy & Element Trait") +- [Air](rules/traits/air.md "Air Energy & Element Trait") +- [Cold](rules/traits/cold.md "Cold Energy & Element Trait") +- [Earth](rules/traits/earth.md "Earth Energy & Element Trait") +- [Electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") +- [Energy](rules/traits/energy-loag.md "Energy Energy & Element Trait") +- [Fire](rules/traits/fire.md "Fire Energy & Element Trait") +- [Force](rules/traits/force.md "Force Energy & Element Trait") +- [Metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") +- [Negative](rules/traits/negative.md "Negative Energy & Element Trait") +- [Positive](rules/traits/positive.md "Positive Energy & Element Trait") +- [Sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") +- [Water](rules/traits/water.md "Water Energy & Element Trait") +- [Wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") + +## Equipment + +- [Spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") + +## Feat + +- [Additive](rules/traits/additive.md "Additive Feat Trait") +- [Aftermath](rules/traits/aftermath-da.md "Aftermath Class Trait") +- [Amp](rules/traits/amp-da.md "Amp Feat Trait") +- [Archetype](rules/traits/archetype.md "Archetype Feat Trait") +- [Dedication](rules/traits/dedication.md "Dedication Feat Trait") +- [Deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") +- [Esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") +- [Evolution](rules/traits/evolution-som.md "Evolution Feat Trait") +- [General](rules/traits/general.md "General Feat Trait") +- [Modification](rules/traits/modification-g-g.md "Modification Feat Trait") +- [Multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") +- [Oath](rules/traits/oath.md "Oath Feat Trait") +- [Skill](rules/traits/skill.md "Skill Feat Trait") +- [Social](rules/traits/social-apg.md "Social Feat Trait") +- [Vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") + +## General + +- [Academic](rules/traits/academic-locg.md "Academic General Trait") +- [Manipulate](rules/traits/manipulate.md "Manipulate General Trait") +- [Metamagic](rules/traits/metamagic.md "Metamagic General Trait") +- [Militaristic](rules/traits/militaristic-locg.md "Militaristic General Trait") +- [Pervasive Magic](rules/traits/pervasive-magic-som.md "Pervasive Magic General Trait") +- [Revolutionary](rules/traits/revolutionary-locg.md "Revolutionary General Trait") +- [Secret](rules/traits/secret.md "Secret General Trait") +- [Shadow](rules/traits/shadow.md "Shadow General Trait") +- [Spellshape](rules/traits/spellshape-roe.md "Spellshape General Trait") +- [Structure](rules/traits/structure.md "Structure General Trait") +- [True Name](rules/traits/true-name-som.md "True Name General Trait") +- [Wayfaring](rules/traits/wayfaring-locg.md "Wayfaring General Trait") + +## Gravity + +- [High Gravity](rules/traits/high-gravity-gmg.md "High Gravity Gravity Trait") +- [Low Gravity](rules/traits/low-gravity-gmg.md "Low Gravity Gravity Trait") +- [Metamorphic](rules/traits/metamorphic-gmg.md "Metamorphic Gravity Trait") +- [Microgravity](rules/traits/microgravity-gmg.md "Microgravity Gravity Trait") +- [Strange Gravity](rules/traits/strange-gravity-gmg.md "Strange Gravity Gravity Trait") +- [Subjective Gravity](rules/traits/subjective-gravity-gmg.md "Subjective Gravity Gravity Trait") + +## Hazard + +- [Complex](rules/traits/complex.md "Complex Hazard Trait") +- [Environmental](rules/traits/environmental.md "Environmental Hazard Trait") +- [Haunt](rules/traits/haunt.md "Haunt Hazard Trait") +- [Mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") +- [Trap](rules/traits/trap.md "Trap Hazard Trait") + +## Item + +- [Alchemical](rules/traits/alchemical.md "Alchemical Item Trait") +- [Apex](rules/traits/apex.md "Apex Item Trait") +- [Artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") +- [Barding](rules/traits/barding-tv.md "Barding Item Trait") +- [Bomb](rules/traits/bomb.md "Bomb Item Trait") +- [Catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") +- [Coda](rules/traits/coda-tv.md "Coda Item Trait") +- [Companion](rules/traits/companion.md "Companion Item Trait") +- [Consumable](rules/traits/consumable.md "Consumable Item Trait") +- [Contact](rules/traits/contact.md "Contact Item Trait") +- [Contract](rules/traits/contract-lol.md "Contract Item Trait") +- [Cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") +- [Deflecting](rules/traits/deflecting-tv.md "Deflecting Item Trait") +- [Drug](rules/traits/drug-gmg.md "Drug Item Trait") +- [Elixir](rules/traits/elixir.md "Elixir Item Trait") +- [Expandable](rules/traits/expandable-tv.md "Expandable Item Trait") +- [Extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") +- [Focused](rules/traits/focused.md "Focused Item Trait") +- [Foldaway](rules/traits/foldaway-tv.md "Foldaway Item Trait") +- [Fulu](rules/traits/fulu-som.md "Fulu Item Trait") +- [Grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") +- [Harnessed](rules/traits/harnessed-tv.md "Harnessed Item Trait") +- [Hefty](rules/traits/hefty-tv.md "Hefty Item Trait") +- [Infused](rules/traits/infused.md "Infused Item Trait") +- [Ingested](rules/traits/ingested.md "Ingested Item Trait") +- [Inhaled](rules/traits/inhaled.md "Inhaled Item Trait") +- [Injury](rules/traits/injury.md "Injury Item Trait") +- [Integrated](rules/traits/integrated-tv.md "Integrated Item Trait") +- [Intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") +- [Invested](rules/traits/invested.md "Invested Item Trait") +- [Launching](rules/traits/launching-tv.md "Launching Item Trait") +- [Lozenge](rules/traits/lozenge-tv.md "Lozenge Item Trait") +- [Magical](rules/traits/magical.md "Magical Item Trait") +- [Missive](rules/traits/missive-tv.md "Missive Item Trait") +- [Mutagen](rules/traits/mutagen.md "Mutagen Item Trait") +- [Oil](rules/traits/oil.md "Oil Item Trait") +- [Poison](rules/traits/poison.md "Poison Effect Trait") +- [Potion](rules/traits/potion.md "Potion Item Trait") +- [Precious](rules/traits/precious.md "Precious Item Trait") +- [Processed](rules/traits/processed-tv.md "Processed Item Trait") +- [Relic](rules/traits/relic-tv.md "Relic Item Trait") +- [Scroll](rules/traits/scroll.md "Scroll Item Trait") +- [Shield Throw](rules/traits/shield-throw-tv.md "Shield Throw Item Trait") +- [Snare](rules/traits/snare.md "Snare Item Trait") +- [Spellgun](rules/traits/spellgun-tv.md "Spellgun Item Trait") +- [Staff](rules/traits/staff.md "Staff Item Trait") +- [Talisman](rules/traits/talisman.md "Talisman Item Trait") +- [Tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") +- [Virulent](rules/traits/virulent.md "Virulent Item Trait") +- [Wand](rules/traits/wand.md "Wand Item Trait") + +## Morphic + +- [Metamorphic](rules/traits/metamorphic-gmg.md "Metamorphic Gravity Trait") +- [Sentient](rules/traits/sentient-gmg.md "Sentient Morphic Trait") + +## Planar + +- [Air](rules/traits/air.md "Air Energy & Element Trait") +- [Chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") +- [Earth](rules/traits/earth.md "Earth Energy & Element Trait") +- [Erratic](rules/traits/erratic-gmg.md "Erratic Planar Trait") +- [Evil](rules/traits/evil.md "Evil Alignment Trait") +- [Finite](rules/traits/finite-gmg.md "Finite Planar Trait") +- [Fire](rules/traits/fire.md "Fire Energy & Element Trait") +- [Flowing](rules/traits/flowing-gmg.md "Flowing Planar Trait") +- [Good](rules/traits/good.md "Good Alignment Trait") +- [High Gravity](rules/traits/high-gravity-gmg.md "High Gravity Gravity Trait") +- [Immeasurable](rules/traits/immeasurable-gmg.md "Immeasurable Planar Trait") +- [Lawful](rules/traits/lawful.md "Lawful Alignment Trait") +- [Low Gravity](rules/traits/low-gravity-gmg.md "Low Gravity Gravity Trait") +- [Metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") +- [Microgravity](rules/traits/microgravity-gmg.md "Microgravity Gravity Trait") +- [Sentient](rules/traits/sentient-gmg.md "Sentient Morphic Trait") +- [Static](rules/traits/static-gmg.md "Static Planar Trait") +- [Strange Gravity](rules/traits/strange-gravity-gmg.md "Strange Gravity Gravity Trait") +- [Subjective Gravity](rules/traits/subjective-gravity-gmg.md "Subjective Gravity Gravity Trait") +- [Timeless](rules/traits/timeless-gmg.md "Timeless Planar Trait") +- [Unbounded](rules/traits/unbounded-gmg.md "Unbounded Planar Trait") +- [Water](rules/traits/water.md "Water Energy & Element Trait") +- [Wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") + +## Rarity + +- [Common](rules/traits/common.md "Common Rarity Trait") +- [Rare](rules/traits/rare.md "Rare Rarity Trait") +- [Uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") +- [Unique](rules/traits/unique.md "Unique Rarity Trait") + +## School + +- [Abjuration](rules/traits/abjuration.md "Abjuration School Trait") +- [Conjuration](rules/traits/conjuration.md "Conjuration School Trait") +- [Divination](rules/traits/divination.md "Divination School Trait") +- [Enchantment](rules/traits/enchantment.md "Enchantment School Trait") +- [Evocation](rules/traits/evocation.md "Evocation School Trait") +- [Illusion](rules/traits/illusion.md "Illusion School Trait") +- [Necromancy](rules/traits/necromancy.md "Necromancy School Trait") +- [Transmutation](rules/traits/transmutation.md "Transmutation School Trait") + +## Scope + +- [Finite](rules/traits/finite-gmg.md "Finite Planar Trait") +- [Immeasurable](rules/traits/immeasurable-gmg.md "Immeasurable Planar Trait") + +## Settlement + +- [City-state](rules/traits/city-state-loil.md "City-state Settlement Trait") +- [City](rules/traits/city-gmg.md "City Settlement Trait") +- [Metropolis](rules/traits/metropolis-gmg.md "Metropolis Settlement Trait") +- [Town](rules/traits/town-gmg.md "Town Settlement Trait") +- [Village](rules/traits/village-gmg.md "Village Settlement Trait") + +## Size + +- [Gargantuan](rules/traits/gargantuan-b1.md "Gargantuan Size Trait") +- [Huge](rules/traits/huge-b1.md "Huge Size Trait") +- [Large](rules/traits/large-b1.md "Large Size Trait") +- [Medium](rules/traits/medium-b1.md "Medium Size Trait") +- [Small](rules/traits/small-b1.md "Small Size Trait") +- [Tiny](rules/traits/tiny-b1.md "Tiny Size Trait") + +## Spell + +- [Amp](rules/traits/amp-da.md "Amp Feat Trait") +- [Cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") +- [Composition](rules/traits/composition.md "Composition Spell Trait") +- [Consecration](rules/traits/consecration.md "Consecration Effect Trait") +- [Contingency](rules/traits/contingency-som.md "Contingency Spell Trait") +- [Cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") +- [Incarnate](rules/traits/incarnate-som.md "Incarnate Spell Trait") +- [Litany](rules/traits/litany.md "Litany Spell Trait") + +## Time + +- [Erratic](rules/traits/erratic-gmg.md "Erratic Planar Trait") +- [Flowing](rules/traits/flowing-gmg.md "Flowing Planar Trait") +- [Timeless](rules/traits/timeless-gmg.md "Timeless Planar Trait") + +## Tradition + +- [Any Magical Tradition](rules/traits/any-magical-tradition-b1.md "Any Magical Tradition Tradition Trait") +- [Arcane](rules/traits/arcane.md "Arcane Tradition Trait") +- [Divine](rules/traits/divine.md "Divine Tradition Trait") +- [Occult](rules/traits/occult.md "Occult Tradition Trait") +- [Primal](rules/traits/primal.md "Primal Tradition Trait") + +## Weapon + +- [Agile](rules/traits/agile.md "Agile Weapon Trait") +- [Attached](rules/traits/attached.md "Attached Weapon Trait") +- [Backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait") +- [Backswing](rules/traits/backswing.md "Backswing Weapon Trait") +- [Bomb](rules/traits/bomb.md "Bomb Item Trait") +- [Brace](rules/traits/brace-tv.md "Brace Weapon Trait") +- [Brutal](rules/traits/brutal-b2.md "Brutal Weapon Trait") +- [Capacity](rules/traits/capacity-tv.md "Capacity Weapon Trait") +- [Climbing](rules/traits/climbing-aaws.md "Climbing Weapon Trait") +- [Cobbled](rules/traits/cobbled-g-g.md "Cobbled Weapon Trait") +- [Combination](rules/traits/combination-g-g.md "Combination Weapon Trait") +- [Concealable](rules/traits/concealable-g-g.md "Concealable Weapon Trait") +- [Concussive](rules/traits/concussive-g-g.md "Concussive Weapon Trait") +- [Critical Fusion](rules/traits/critical-fusion-g-g.md "Critical Fusion Weapon Trait") +- [Deadly](rules/traits/deadly.md "Deadly Weapon Trait") +- [Disarm](rules/traits/disarm.md "Disarm Weapon Trait") +- [Double Barrel](rules/traits/double-barrel-g-g.md "Double Barrel Weapon Trait") +- [Fatal Aim](rules/traits/fatal-aim-g-g.md "Fatal Aim Weapon Trait") +- [Fatal](rules/traits/fatal.md "Fatal Weapon Trait") +- [Finesse](rules/traits/finesse.md "Finesse Weapon Trait") +- [Forceful](rules/traits/forceful.md "Forceful Weapon Trait") +- [Free-Hand](rules/traits/free-hand.md "Free-Hand Weapon Trait") +- [Grapple](rules/traits/grapple.md "Grapple Weapon Trait") +- [Hampering](rules/traits/hampering-loag.md "Hampering Weapon Trait") +- [Injection](rules/traits/injection-g-g.md "Injection Weapon Trait") +- [Jousting](rules/traits/jousting.md "Jousting Weapon Trait") +- [Kickback](rules/traits/kickback-g-g.md "Kickback Weapon Trait") +- [Modular](rules/traits/modular-logm.md "Modular Weapon Trait") +- [Mounted](rules/traits/mounted-g-g.md "Mounted Weapon Trait") +- [Nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") +- [Parry](rules/traits/parry.md "Parry Weapon Trait") +- [Portable](rules/traits/portable-g-g.md "Portable Weapon Trait") +- [Propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") +- [Range Increment](rules/traits/range-increment.md "Range Increment Weapon Trait") +- [Ranged Trip](rules/traits/ranged-trip-b1.md "Ranged Trip Weapon Trait") +- [Razing](rules/traits/razing-tv.md "Razing Weapon Trait") +- [Reach](rules/traits/reach.md "Reach Weapon Trait") +- [Recovery](rules/traits/recovery-tv.md "Recovery Weapon Trait") +- [Reload](rules/traits/reload.md "Reload Weapon Trait") +- [Repeating](rules/traits/repeating-g-g.md "Repeating Weapon Trait") +- [Resonant](rules/traits/resonant-loag.md "Resonant Weapon Trait") +- [Scatter](rules/traits/scatter-g-g.md "Scatter Weapon Trait") +- [Shove](rules/traits/shove.md "Shove Weapon Trait") +- [Splash](rules/traits/splash.md "Splash Weapon Trait") +- [Sweep](rules/traits/sweep.md "Sweep Weapon Trait") +- [Tethered](rules/traits/tethered-b1.md "Tethered Weapon Trait") +- [Thrown](rules/traits/thrown.md "Thrown Weapon Trait") +- [Training](rules/traits/training-tv.md "Training Weapon Trait") +- [Trip](rules/traits/trip.md "Trip Weapon Trait") +- [Twin](rules/traits/twin.md "Twin Weapon Trait") +- [Two-Hand](rules/traits/two-hand.md "Two-Hand Weapon Trait") +- [Unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") +- [Vehicular](rules/traits/vehicular-tv.md "Vehicular Weapon Trait") +- [Versatile](rules/traits/versatile.md "Versatile Weapon Trait") +- [Volley](rules/traits/volley.md "Volley Weapon Trait") \ No newline at end of file diff --git a/content/Mechanics/Traits/troll-b1.md b/content/Mechanics/Traits/troll-b1.md new file mode 100644 index 000000000..257991447 --- /dev/null +++ b/content/Mechanics/Traits/troll-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Troll"] +--- +# Troll +*Source: Bestiary p. 347* + +Trolls are giant, brutish creatures and are well known for their ability to regenerate. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/true-name-som.md b/content/Mechanics/Traits/true-name-som.md new file mode 100644 index 000000000..3d006599b --- /dev/null +++ b/content/Mechanics/Traits/true-name-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/general +aliases: ["True Name"] +--- +# True Name +*Source: Secrets of Magic p. 244* + +Certain spells, feats, and items have the true name trait. This trait means they require you to know a creature's true name to use them. But even without these specialized abilities, knowing a creature's true name gives you certain advantages. If you know a creature's true name, you have a +2 circumstance bonus to the following checks. + +- Checks to [Recall Knowledge](rules/actions/recall-knowledge.md) about the creature +- [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) checks relating to the creature, such as [Deciphering its Writing](rules/actions/decipher-writing.md), [Identifying its Magic](rules/actions/identify-magic.md), or [Learning its Spells](rules/actions/learn-a-spell.md) +- [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), and [Intimidation](compendium/skills.md#Intimidation) checks used on or related to the creature, such as to [Coerce](rules/actions/coerce.md) it, [Gather Information](rules/actions/gather-information.md) on it, or [Impersonate](rules/actions/impersonate.md) it + +- **Categories**: General \ No newline at end of file diff --git a/content/Mechanics/Traits/twin.md b/content/Mechanics/Traits/twin.md new file mode 100644 index 000000000..bab4d2d82 --- /dev/null +++ b/content/Mechanics/Traits/twin.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Twin"] +--- +# Twin +*Source: Core Rulebook p. 283* + +These weapons are used as a pair, complementing each other. When you attack with a twin weapon, you add a circumstance bonus to the damage roll equal to the weapon's number of damage dice if you have previously attacked with a different weapon of the same type this turn. The weapons must be of the same type to benefit from this trait, but they don't need to have the same runes. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/two-hand.md b/content/Mechanics/Traits/two-hand.md new file mode 100644 index 000000000..fe85db2dd --- /dev/null +++ b/content/Mechanics/Traits/two-hand.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Two-Hand"] +--- +# Two-Hand +*Source: Core Rulebook p. 283* + +This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon's damage dice, such as those from _striking_ runes. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/unbounded-gmg.md b/content/Mechanics/Traits/unbounded-gmg.md new file mode 100644 index 000000000..4c8af5005 --- /dev/null +++ b/content/Mechanics/Traits/unbounded-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/planar +aliases: ["Unbounded"] +--- +# Unbounded +*Source: Gamemastery Guide p. 255* + +Planes with this trait loop back on themselves when a creature reaches the plane's "edge". + +- **Categories**: Planar \ No newline at end of file diff --git a/content/Mechanics/Traits/undine-b2.md b/content/Mechanics/Traits/undine-b2.md new file mode 100644 index 000000000..b42f27b7b --- /dev/null +++ b/content/Mechanics/Traits/undine-b2.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Undine"] +--- +# Undine +*Source: Bestiary 2 p. 310* + +Undines are planar scions descended from marids. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/unique.md b/content/Mechanics/Traits/unique.md new file mode 100644 index 000000000..54a583947 --- /dev/null +++ b/content/Mechanics/Traits/unique.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/rarity +aliases: ["Unique"] +--- +# Unique +*Source: Core Rulebook p. 637* + +A rules element with this trait is one-of-a-kind. + +A creature with this rarity is one of a kind. The DC of Recall Knowledge checks related to this creature is increased by 10. + +- **Categories**: Rarity \ No newline at end of file diff --git a/content/Mechanics/Traits/unstable-g-g.md b/content/Mechanics/Traits/unstable-g-g.md new file mode 100644 index 000000000..0dc9d3b37 --- /dev/null +++ b/content/Mechanics/Traits/unstable-g-g.md @@ -0,0 +1,11 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/g&g +aliases: ["Unstable"] +--- +# Unstable +*Source: Guns & Gears p. 236* + +Unstable actions rely on experimental functions of your innovation that even you can't fully predict. After an unstable action is used on an innovation, using another one is dangerous. \ No newline at end of file diff --git a/content/Mechanics/Traits/urdefhan-b2.md b/content/Mechanics/Traits/urdefhan-b2.md new file mode 100644 index 000000000..14c2d95d9 --- /dev/null +++ b/content/Mechanics/Traits/urdefhan-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Urdefhan"] +--- +# Urdefhan +*Source: Bestiary 2 p. 310* + +Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/vampire-b1.md b/content/Mechanics/Traits/vampire-b1.md new file mode 100644 index 000000000..4b80c9d1f --- /dev/null +++ b/content/Mechanics/Traits/vampire-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Vampire"] +--- +# Vampire +*Source: Bestiary p. 347* + +Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/vanara-loil.md b/content/Mechanics/Traits/vanara-loil.md new file mode 100644 index 000000000..2f2da81b7 --- /dev/null +++ b/content/Mechanics/Traits/vanara-loil.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loil +- trait/category/ancestry-heritage +aliases: ["Vanara"] +--- +# Vanara +*Source: Lost Omens: Impossible Lands p. 343* + +An inquisitive ancestry with primate-like features and prehensile tails. + +- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/vehicular-tv.md b/content/Mechanics/Traits/vehicular-tv.md new file mode 100644 index 000000000..da339a764 --- /dev/null +++ b/content/Mechanics/Traits/vehicular-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/weapon +aliases: ["Vehicular"] +--- +# Vehicular +*Source: Treasure Vault p. 26* + +A vehicular weapon is attached to a vehicle or worn by a mount and can typically only be wielded by the driver of the vehicle or the mount's primary rider. The driver or rider can control a vehicular weapon with the same hands they use to steer the vehicle or guide the mount. A vehicular weapon can be [Disarmed](rules/actions/disarm.md) by knocking the controls (typically reins for a mount or a steering device for a vehicle) out of the wielder's hands. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/velstrac-b2.md b/content/Mechanics/Traits/velstrac-b2.md new file mode 100644 index 000000000..3a1accc9a --- /dev/null +++ b/content/Mechanics/Traits/velstrac-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Velstrac"] +--- +# Velstrac +*Source: Bestiary 2 p. 310* + +A family of fiends from the Shadow Plane that are associated with pain and agony. All velstracs possess some form of disturbing gaze. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/versatile.md b/content/Mechanics/Traits/versatile.md new file mode 100644 index 000000000..9c896f377 --- /dev/null +++ b/content/Mechanics/Traits/versatile.md @@ -0,0 +1,13 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +- trait/category/weapon +aliases: ["Versatile"] +--- +# Versatile +*Source: Core Rulebook p. 283* + +A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack. \ No newline at end of file diff --git a/content/Mechanics/Traits/vigilante-apg.md b/content/Mechanics/Traits/vigilante-apg.md new file mode 100644 index 000000000..cb47aad33 --- /dev/null +++ b/content/Mechanics/Traits/vigilante-apg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/feat +aliases: ["Vigilante"] +--- +# Vigilante +*Source: Advanced Player's Guide p. 271* + +Using actions and abilities with the vigilante trait while in your social identity risks exposing you as a [vigilante](compendium/character/archetypes/vigilante-apg.md). + +- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Traits/village-gmg.md b/content/Mechanics/Traits/village-gmg.md new file mode 100644 index 000000000..6f227f56d --- /dev/null +++ b/content/Mechanics/Traits/village-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/settlement +aliases: ["Village"] +--- +# Village +*Source: Gamemastery Guide p. 255* + +Settlements with this trait tend to be small and usually have a level no higher than 1. + +- **Categories**: Settlement \ No newline at end of file diff --git a/content/Mechanics/Traits/virulent.md b/content/Mechanics/Traits/virulent.md new file mode 100644 index 000000000..58616123d --- /dev/null +++ b/content/Mechanics/Traits/virulent.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Virulent"] +--- +# Virulent +*Source: Core Rulebook p. 638* + +Afflictions with the virulent trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/vishkanya-loil.md b/content/Mechanics/Traits/vishkanya-loil.md new file mode 100644 index 000000000..c0367ead8 --- /dev/null +++ b/content/Mechanics/Traits/vishkanya-loil.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loil +- trait/category/ancestry-heritage +aliases: ["Vishkanya"] +--- +# Vishkanya +*Source: Lost Omens: Impossible Lands p. 343* + +An ancestry with snake-like features and powerful venom. + +- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Traits/volley.md b/content/Mechanics/Traits/volley.md new file mode 100644 index 000000000..7397b1bf9 --- /dev/null +++ b/content/Mechanics/Traits/volley.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Volley"] +--- +# Volley +*Source: Core Rulebook p. 283* + +This ranged weapon is less effective at close distances. Your attacks against targets that are at a distance within the range listed take a –2 penalty. + +- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Traits/wand.md b/content/Mechanics/Traits/wand.md new file mode 100644 index 000000000..1f5a05f96 --- /dev/null +++ b/content/Mechanics/Traits/wand.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Wand"] +--- +# Wand +*Source: Core Rulebook p. 638* + +A wand contains a single spell which you can cast once per day. + +- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Traits/wayfaring-locg.md b/content/Mechanics/Traits/wayfaring-locg.md new file mode 100644 index 000000000..3b3fc186b --- /dev/null +++ b/content/Mechanics/Traits/wayfaring-locg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/locg +- trait/category/general +aliases: ["Wayfaring"] +--- +# Wayfaring +*Source: Lost Omens: Character Guide p. 135* + +Wayfaring entities are focused on exploration and discovery. + +- **Categories**: General \ No newline at end of file diff --git a/content/Mechanics/Traits/werecreature-b1.md b/content/Mechanics/Traits/werecreature-b1.md new file mode 100644 index 000000000..564903926 --- /dev/null +++ b/content/Mechanics/Traits/werecreature-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Werecreature"] +--- +# Werecreature +*Source: Bestiary p. 347* + +These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/wight-b1.md b/content/Mechanics/Traits/wight-b1.md new file mode 100644 index 000000000..7c7e4f47c --- /dev/null +++ b/content/Mechanics/Traits/wight-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Wight"] +--- +# Wight +*Source: Bestiary p. 332* + +A wight is an undead creature that drains life and stands vigil over its burial site. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/witch-apg.md b/content/Mechanics/Traits/witch-apg.md new file mode 100644 index 000000000..ffdd3dc4c --- /dev/null +++ b/content/Mechanics/Traits/witch-apg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/class +aliases: ["Witch"] +--- +# Witch +*Source: Advanced Player's Guide p. 271* + +This trait indicates abilities from the witch class. + +- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Traits/wood-roe.md b/content/Mechanics/Traits/wood-roe.md new file mode 100644 index 000000000..d1c248d47 --- /dev/null +++ b/content/Mechanics/Traits/wood-roe.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/roe +- trait/category/energy-element +- trait/category/planar +aliases: ["Wood"] +--- +# Wood +*Source: Rage of Elements p. 238* + +Effects with the metal trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood. + +- **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/content/Mechanics/Traits/wraith-b1.md b/content/Mechanics/Traits/wraith-b1.md new file mode 100644 index 000000000..5d9546816 --- /dev/null +++ b/content/Mechanics/Traits/wraith-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Wraith"] +--- +# Wraith +*Source: Bestiary p. 335* + +A wraith is an incorporeal undead creature infused with negative energy and driven by a hatred of all life. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/xulgath-b1.md b/content/Mechanics/Traits/xulgath-b1.md new file mode 100644 index 000000000..2430c92cf --- /dev/null +++ b/content/Mechanics/Traits/xulgath-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Xulgath"] +--- +# Xulgath +*Source: Bestiary p. 347* + +These subterranean reptilian creatures tend to have [darkvision](rules/abilities/darkvision.md) and smell awful. + +- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Traits/zombie-b1.md b/content/Mechanics/Traits/zombie-b1.md new file mode 100644 index 000000000..28cfc7bbf --- /dev/null +++ b/content/Mechanics/Traits/zombie-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclasses: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Zombie"] +--- +# Zombie +*Source: Bestiary p. 347* + +These undead are mindless rotting corpses that hunger for living flesh. + +- **Categories**: Creature \ No newline at end of file