diff --git a/content/Mechanics/PF2e Journals/Ancestries/Anadi.md b/content/Mechanics/Character Building/Ancestries/Anadi.md
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---
title: "Anadi"
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noteType: ":sticky-note:"
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foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.9dpHTBpL3j8ZpqTS
diff --git a/content/Mechanics/Traits/Aberration.md:Zone.Identifier b/content/Mechanics/Character Building/Ancestries/Anadi.md:Zone.Identifier
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diff --git a/content/Mechanics/PF2e Journals/Ancestries/Ancestries.md b/content/Mechanics/Character Building/Ancestries/Ancestries.md
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---
title: "Ancestries"
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diff --git a/content/Mechanics/PF2e Journals/Ancestries/Android.md b/content/Mechanics/Character Building/Ancestries/Android.md
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---
title: "Android"
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diff --git a/content/Mechanics/PF2e Journals/Ancestries/Automaton.md b/content/Mechanics/Character Building/Ancestries/Automaton.md
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---
title: "Automaton"
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diff --git a/content/Mechanics/PF2e Journals/Ancestries/Azarketi.md b/content/Mechanics/Character Building/Ancestries/Azarketi.md
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---
title: "Azarketi"
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diff --git a/content/Mechanics/PF2e Journals/Ancestries/Catfolk.md b/content/Mechanics/Character Building/Ancestries/Catfolk.md
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---
title: "Catfolk"
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diff --git a/content/Mechanics/PF2e Journals/Ancestries/Conrasu.md b/content/Mechanics/Character Building/Ancestries/Conrasu.md
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---
title: "Conrasu"
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diff --git a/content/Mechanics/PF2e Journals/Ancestries/Dwarf.md b/content/Mechanics/Character Building/Ancestries/Dwarf.md
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---
title: "Dwarf"
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---
title: "Elf"
-draft: true
noteType: ":sticky-note:"
aliases: "Elf"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.3cfdiId1IoxLsF9V
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---
title: "Fetchling"
-draft: true
noteType: ":sticky-note:"
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foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.RlMgeku1FNJjF7YR
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diff --git a/content/Mechanics/PF2e Journals/Ancestries/Fleshwarp.md b/content/Mechanics/Character Building/Ancestries/Fleshwarp.md
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---
title: "Fleshwarp"
-draft: true
noteType: ":sticky-note:"
aliases: "Fleshwarp"
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diff --git a/content/Mechanics/PF2e Journals/Ancestries/Ghoran.md b/content/Mechanics/Character Building/Ancestries/Ghoran.md
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---
title: "Ghoran"
-draft: true
noteType: ":sticky-note:"
aliases: "Ghoran"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.kRjkrWAqQNXj3LLP
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diff --git a/content/Mechanics/PF2e Journals/Ancestries/Gnoll.md b/content/Mechanics/Character Building/Ancestries/Gnoll.md
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---
title: "Gnoll"
-draft: true
noteType: ":sticky-note:"
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---
title: "Gnome"
-draft: true
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---
title: "Goblin"
-draft: true
noteType: ":sticky-note:"
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---
title: "Goloma"
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---
title: "Grippli"
-draft: true
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---
title: "Halfling"
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---
title: "Hobgoblin"
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diff --git a/content/Mechanics/PF2e Journals/Ancestries/Kashrishi.md b/content/Mechanics/Character Building/Ancestries/Kashrishi.md
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index 3e179c7c2..fe7e0a492
--- a/content/Mechanics/PF2e Journals/Archetypes/Exorcist.md
+++ b/content/Mechanics/Character Building/Archetypes/Exorcist.md
@@ -1,6 +1,5 @@
---
title: "Exorcist"
-draft: true
noteType: ":sticky-note:"
aliases: "Exorcist"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.WvleaXPfigawBvtN
diff --git a/content/Mechanics/Traits/Phantom.md:Zone.Identifier b/content/Mechanics/Character Building/Archetypes/Exorcist.md:Zone.Identifier
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diff --git a/content/Mechanics/PF2e Journals/Archetypes/Familiar Master.md b/content/Mechanics/Character Building/Archetypes/Familiar Master.md
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--- a/content/Mechanics/PF2e Journals/Archetypes/Familiar Master.md
+++ b/content/Mechanics/Character Building/Archetypes/Familiar Master.md
@@ -1,6 +1,5 @@
---
title: "Familiar Master"
-draft: true
noteType: ":sticky-note:"
aliases: "Familiar Master"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.yaR8E2drX6pFUFCK
diff --git a/content/Mechanics/Traits/Plant.md:Zone.Identifier b/content/Mechanics/Character Building/Archetypes/Familiar Master.md:Zone.Identifier
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diff --git a/content/Mechanics/PF2e Journals/Archetypes/Fighter.md b/content/Mechanics/Character Building/Archetypes/Fighter.md
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similarity index 95%
rename from content/Mechanics/PF2e Journals/Archetypes/Fighter.md
rename to content/Mechanics/Character Building/Archetypes/Fighter.md
index 8f72137e2..6990aea83
--- a/content/Mechanics/PF2e Journals/Archetypes/Fighter.md
+++ b/content/Mechanics/Character Building/Archetypes/Fighter.md
@@ -1,6 +1,5 @@
---
title: "Fighter"
-draft: true
noteType: ":sticky-note:"
aliases: "Fighter"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.inxtk4rYj2UZaytg
@@ -45,7 +44,7 @@ You gain 3 additional Hit Points for each fighter archetype class feat you have.
* * *
-You gain the [[Mechanics/Character Building/Actions/Reactive Strike]] reaction.
+You gain the [[Reactive Strike]] reaction.
## [[Advanced Maneuver]] Feat 6
diff --git a/content/Mechanics/Traits/Poison.md:Zone.Identifier b/content/Mechanics/Character Building/Archetypes/Fighter.md:Zone.Identifier
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diff --git a/content/Mechanics/PF2e Journals/Archetypes/Firebrand Braggart.md b/content/Mechanics/Character Building/Archetypes/Firebrand Braggart.md
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--- a/content/Mechanics/PF2e Journals/Archetypes/Firebrand Braggart.md
+++ b/content/Mechanics/Character Building/Archetypes/Firebrand Braggart.md
@@ -1,6 +1,5 @@
---
title: "Firebrand Braggart"
-draft: true
noteType: ":sticky-note:"
aliases: "Firebrand Braggart"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.F7W15pGOeSeNJD0C
diff --git a/content/Mechanics/Traits/Polymorph.md:Zone.Identifier b/content/Mechanics/Character Building/Archetypes/Firebrand Braggart.md:Zone.Identifier
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diff --git a/content/Mechanics/PF2e Journals/Archetypes/Firework Technician.md b/content/Mechanics/Character Building/Archetypes/Firework Technician.md
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@@ -1,6 +1,5 @@
---
title: "Firework Technician"
-draft: true
noteType: ":sticky-note:"
aliases: "Firework Technician"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.S4BZW9c5n6CctDxl
diff --git a/content/Mechanics/Traits/Possession.md:Zone.Identifier b/content/Mechanics/Character Building/Archetypes/Firework Technician.md:Zone.Identifier
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diff --git a/content/Mechanics/PF2e Journals/Archetypes/Flexible Spellcaster (Class Archetype).md b/content/Mechanics/Character Building/Archetypes/Flexible Spellcaster (Class Archetype).md
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@@ -1,6 +1,5 @@
---
title: "Flexible Spellcaster (Class Archetype)"
-draft: true
noteType: ":sticky-note:"
aliases: "Flexible Spellcaster (Class Archetype)"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.4YtHynO8i1a33zo9
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diff --git a/content/Mechanics/PF2e Journals/Archetypes/Folklorist.md b/content/Mechanics/Character Building/Archetypes/Folklorist.md
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@@ -1,6 +1,5 @@
---
title: "Folklorist"
-draft: true
noteType: ":sticky-note:"
aliases: "Folklorist"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.0pPtVXH6Duitakbp
diff --git a/content/Mechanics/Traits/Prediction.md:Zone.Identifier b/content/Mechanics/Character Building/Archetypes/Folklorist.md:Zone.Identifier
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diff --git a/content/Mechanics/PF2e Journals/Archetypes/Game Hunter.md b/content/Mechanics/Character Building/Archetypes/Game Hunter.md
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--- a/content/Mechanics/PF2e Journals/Archetypes/Game Hunter.md
+++ b/content/Mechanics/Character Building/Archetypes/Game Hunter.md
@@ -1,6 +1,5 @@
---
title: "Game Hunter"
-draft: true
noteType: ":sticky-note:"
aliases: "Game Hunter"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.8RYKz1WDPMJBmMNt
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diff --git a/content/Mechanics/PF2e Journals/Archetypes/Geomancer.md b/content/Mechanics/Character Building/Archetypes/Geomancer.md
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---
title: "Geomancer"
-draft: true
noteType: ":sticky-note:"
aliases: "Geomancer"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.I6FbkKYncDuu7eWq
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diff --git a/content/Mechanics/PF2e Journals/Archetypes/Ghost Eater.md b/content/Mechanics/Character Building/Archetypes/Ghost Eater.md
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+++ b/content/Mechanics/Character Building/Archetypes/Ghost Eater.md
@@ -1,6 +1,5 @@
---
title: "Ghost Eater"
-draft: true
noteType: ":sticky-note:"
aliases: "Ghost Eater"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.xMdIENo4w9bEzZuK
diff --git a/content/Mechanics/Traits/Psychic.md:Zone.Identifier b/content/Mechanics/Character Building/Archetypes/Ghost Eater.md:Zone.Identifier
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diff --git a/content/Mechanics/PF2e Journals/Archetypes/Ghost Hunter.md b/content/Mechanics/Character Building/Archetypes/Ghost Hunter.md
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@@ -1,6 +1,5 @@
---
title: "Ghost Hunter"
-draft: true
noteType: ":sticky-note:"
aliases: "Ghost Hunter"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.LL4YD16kPqcGibKG
diff --git a/content/Mechanics/Traits/Psychopomp.md:Zone.Identifier b/content/Mechanics/Character Building/Archetypes/Ghost Hunter.md:Zone.Identifier
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diff --git a/content/Mechanics/PF2e Journals/Archetypes/Ghost.md b/content/Mechanics/Character Building/Archetypes/Ghost.md
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+++ b/content/Mechanics/Character Building/Archetypes/Ghost.md
@@ -1,6 +1,5 @@
---
title: "Ghost"
-draft: true
noteType: ":sticky-note:"
aliases: "Ghost"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.aIpIUbupTjw2863C
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diff --git a/content/Mechanics/PF2e Journals/Archetypes/Ghoul.md b/content/Mechanics/Character Building/Archetypes/Ghoul.md
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---
title: "Ghoul"
-draft: true
noteType: ":sticky-note:"
aliases: "Ghoul"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.bKoV037XO3qiakGw
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+++ b/content/Mechanics/Character Building/Archetypes/Gladiator.md
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---
title: "Gladiator"
-draft: true
noteType: ":sticky-note:"
aliases: "Gladiator"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.gfhnRp2TEy9JCfHI
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diff --git a/content/Mechanics/PF2e Journals/Archetypes/Golden League Xun.md b/content/Mechanics/Character Building/Archetypes/Golden League Xun.md
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---
title: "Golden League Xun"
-draft: true
noteType: ":sticky-note:"
aliases: "Golden League Xun"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.4ZPZqbe0Ai8ZIfcp
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---
title: "Golem Grafter"
-draft: true
noteType: ":sticky-note:"
aliases: "Golem Grafter"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.qlQSYjCwnoCzfto2
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---
title: "Gray Gardener"
-draft: true
noteType: ":sticky-note:"
aliases: "Gray Gardener"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.DAVBjDSysgXgtVQu
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---
title: "Gunslinger"
-draft: true
noteType: ":sticky-note:"
aliases: "Gunslinger"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.CSVoyUvynmM5LzPW
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---
title: "Halcyon Speaker"
-draft: true
noteType: ":sticky-note:"
aliases: "Halcyon Speaker"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.pDmUITVao0FDMnVf
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---
title: "Hallowed Necromancer"
-draft: true
noteType: ":sticky-note:"
aliases: "Hallowed Necromancer"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.3B1PqqSZYQj9YXac
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---
title: "Harrower"
-draft: true
noteType: ":sticky-note:"
aliases: "Harrower"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.OtBPlgtudM4PlTWD
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--- a/content/Mechanics/PF2e Journals/Archetypes/Talisman Dabbler.md
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--- a/content/Mechanics/PF2e Journals/Archetypes/Thaumaturge.md
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--- a/content/Mechanics/PF2e Journals/Archetypes/Trapsmith.md
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--- a/content/Mechanics/PF2e Journals/Archetypes/Trick Driver.md
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title: "Trick Driver"
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title: "Undead Master"
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index 3b379cf7e..c51a909e3
--- a/content/Mechanics/PF2e Journals/Archetypes/Wellspring Mage (Class Archetype).md
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title: "Wellspring Mage (Class Archetype)"
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old mode 100755
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noteType: ":sticky-note:"
aliases: "Worm Caller"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.l76UxUsfrsPnP9U9
diff --git a/content/Mechanics/Character Building/Archetypes/Worm Caller.md:Zone.Identifier b/content/Mechanics/Character Building/Archetypes/Worm Caller.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Character Building/Archetypes/Worm Caller.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Archetypes/Wrestler.md b/content/Mechanics/Character Building/Archetypes/Wrestler.md
old mode 100755
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rename from content/Mechanics/PF2e Journals/Archetypes/Wrestler.md
rename to content/Mechanics/Character Building/Archetypes/Wrestler.md
index 68f430303..bec33b889
--- a/content/Mechanics/PF2e Journals/Archetypes/Wrestler.md
+++ b/content/Mechanics/Character Building/Archetypes/Wrestler.md
@@ -1,6 +1,5 @@
---
title: "Wrestler"
-draft: true
noteType: ":sticky-note:"
aliases: "Wrestler"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.drgCQcXZbIJU0Zhw
diff --git a/content/Mechanics/Character Building/Archetypes/Wrestler.md:Zone.Identifier b/content/Mechanics/Character Building/Archetypes/Wrestler.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Character Building/Archetypes/Wrestler.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
+HostUrl=about:internet
diff --git a/content/Mechanics/PF2e Journals/Archetypes/Zephyr Guard.md b/content/Mechanics/Character Building/Archetypes/Zephyr Guard.md
old mode 100755
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rename from content/Mechanics/PF2e Journals/Archetypes/Zephyr Guard.md
rename to content/Mechanics/Character Building/Archetypes/Zephyr Guard.md
index b5fd8d017..a3ccf84c3
--- a/content/Mechanics/PF2e Journals/Archetypes/Zephyr Guard.md
+++ b/content/Mechanics/Character Building/Archetypes/Zephyr Guard.md
@@ -1,6 +1,5 @@
---
title: "Zephyr Guard"
-draft: true
noteType: ":sticky-note:"
aliases: "Zephyr Guard"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.KORSADviZaSccs2W
diff --git a/content/Mechanics/Character Building/Archetypes/Zephyr Guard.md:Zone.Identifier b/content/Mechanics/Character Building/Archetypes/Zephyr Guard.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
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+++ b/content/Mechanics/Character Building/Archetypes/Zephyr Guard.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
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diff --git a/content/Mechanics/PF2e Journals/Archetypes/Zombie.md b/content/Mechanics/Character Building/Archetypes/Zombie.md
old mode 100755
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rename from content/Mechanics/PF2e Journals/Archetypes/Zombie.md
rename to content/Mechanics/Character Building/Archetypes/Zombie.md
index 09dc41eb4..377f42fef
--- a/content/Mechanics/PF2e Journals/Archetypes/Zombie.md
+++ b/content/Mechanics/Character Building/Archetypes/Zombie.md
@@ -1,6 +1,5 @@
---
title: "Zombie"
-draft: true
noteType: ":sticky-note:"
aliases: "Zombie"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.G38usCLuTDmFYw7V
diff --git a/content/Mechanics/Character Building/Archetypes/Zombie.md:Zone.Identifier b/content/Mechanics/Character Building/Archetypes/Zombie.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
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+++ b/content/Mechanics/Character Building/Archetypes/Zombie.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
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diff --git a/content/Mechanics/Character Building/Deities/zz_asset-files/desktop.ini b/content/Mechanics/Character Building/Archetypes/desktop.ini
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new file mode 100644
index 000000000..2d45b2b2f
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@@ -0,0 +1,3 @@
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diff --git a/content/Mechanics/PF2e Journals/Classes/Alchemist.md b/content/Mechanics/Character Building/Classes/Alchemist.md
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rename from content/Mechanics/PF2e Journals/Classes/Alchemist.md
rename to content/Mechanics/Character Building/Classes/Alchemist.md
index 04ad61705..17209c308
--- a/content/Mechanics/PF2e Journals/Classes/Alchemist.md
+++ b/content/Mechanics/Character Building/Classes/Alchemist.md
@@ -1,6 +1,5 @@
---
title: "Alchemist"
-draft: true
noteType: ":sticky-note:"
aliases: "Alchemist"
foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.Om4e4tsgNWrComie
diff --git a/content/Mechanics/Character Building/Classes/Alchemist.md:Zone.Identifier b/content/Mechanics/Character Building/Classes/Alchemist.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
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+++ b/content/Mechanics/Character Building/Classes/Alchemist.md:Zone.Identifier
@@ -0,0 +1,3 @@
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diff --git a/content/Mechanics/PF2e Journals/Classes/Barbarian.md b/content/Mechanics/Character Building/Classes/Barbarian.md
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rename to content/Mechanics/Character Building/Classes/Barbarian.md
index db0c7464f..853767f8e
--- a/content/Mechanics/PF2e Journals/Classes/Barbarian.md
+++ b/content/Mechanics/Character Building/Classes/Barbarian.md
@@ -1,6 +1,5 @@
---
title: "Barbarian"
-draft: true
noteType: ":sticky-note:"
aliases: "Barbarian"
foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.lvuutBI9BSCU6cWe
diff --git a/content/Mechanics/Character Building/Classes/Barbarian.md:Zone.Identifier b/content/Mechanics/Character Building/Classes/Barbarian.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
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+++ b/content/Mechanics/Character Building/Classes/Barbarian.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
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diff --git a/content/Mechanics/PF2e Journals/Classes/Bard.md b/content/Mechanics/Character Building/Classes/Bard.md
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rename from content/Mechanics/PF2e Journals/Classes/Bard.md
rename to content/Mechanics/Character Building/Classes/Bard.md
index be8084c0a..014f97568
--- a/content/Mechanics/PF2e Journals/Classes/Bard.md
+++ b/content/Mechanics/Character Building/Classes/Bard.md
@@ -1,6 +1,5 @@
---
title: "Bard"
-draft: true
noteType: ":sticky-note:"
aliases: "Bard"
foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.Tz0NWVqhZyt8EyUV
diff --git a/content/Mechanics/Character Building/Classes/Bard.md:Zone.Identifier b/content/Mechanics/Character Building/Classes/Bard.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Character Building/Classes/Bard.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Classes/Champion.md b/content/Mechanics/Character Building/Classes/Champion.md
old mode 100755
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rename from content/Mechanics/PF2e Journals/Classes/Champion.md
rename to content/Mechanics/Character Building/Classes/Champion.md
index 054293823..aac2acb42
--- a/content/Mechanics/PF2e Journals/Classes/Champion.md
+++ b/content/Mechanics/Character Building/Classes/Champion.md
@@ -1,6 +1,5 @@
---
title: "Champion"
-draft: true
noteType: ":sticky-note:"
aliases: "Champion"
foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.rebppVgBVi8J6TT2
@@ -171,7 +170,7 @@ You have one of the following causes. Your cause must match your alignment exact
* Chaotic good [[Liberator]]
* Lawful evil [[Tyrant]]
* Neutral evil [[Desecrator]]
-* Chaotic evil [[Mechanics/Bestiary/gm-guide/antipaladin]]
+* Chaotic evil [[Antipaladin]]
## Devotion Spells
diff --git a/content/Mechanics/Character Building/Classes/Champion.md:Zone.Identifier b/content/Mechanics/Character Building/Classes/Champion.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Character Building/Classes/Champion.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Classes/Classes.md b/content/Mechanics/Character Building/Classes/Classes.md
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rename from content/Mechanics/PF2e Journals/Classes/Classes.md
rename to content/Mechanics/Character Building/Classes/Classes.md
index fafcac233..671bc5780
--- a/content/Mechanics/PF2e Journals/Classes/Classes.md
+++ b/content/Mechanics/Character Building/Classes/Classes.md
@@ -1,6 +1,5 @@
---
title: "Classes"
-draft: true
noteType: ":book:"
aliases: "Classes"
foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6
diff --git a/content/Mechanics/Character Building/Classes/Classes.md:Zone.Identifier b/content/Mechanics/Character Building/Classes/Classes.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Character Building/Classes/Classes.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
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diff --git a/content/Mechanics/PF2e Journals/Classes/Cleric.md b/content/Mechanics/Character Building/Classes/Cleric.md
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rename from content/Mechanics/PF2e Journals/Classes/Cleric.md
rename to content/Mechanics/Character Building/Classes/Cleric.md
index e86367628..943cef15e
--- a/content/Mechanics/PF2e Journals/Classes/Cleric.md
+++ b/content/Mechanics/Character Building/Classes/Cleric.md
@@ -1,6 +1,5 @@
---
title: "Cleric"
-draft: true
noteType: ":sticky-note:"
aliases: "Cleric"
foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.N4ABcd6CcCbqmw3x
diff --git a/content/Mechanics/Character Building/Classes/Cleric.md:Zone.Identifier b/content/Mechanics/Character Building/Classes/Cleric.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Character Building/Classes/Cleric.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Classes/Druid.md b/content/Mechanics/Character Building/Classes/Druid.md
old mode 100755
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rename from content/Mechanics/PF2e Journals/Classes/Druid.md
rename to content/Mechanics/Character Building/Classes/Druid.md
index 245f36f48..75fcb945d
--- a/content/Mechanics/PF2e Journals/Classes/Druid.md
+++ b/content/Mechanics/Character Building/Classes/Druid.md
@@ -1,6 +1,5 @@
---
title: "Druid"
-draft: true
noteType: ":sticky-note:"
aliases: "Druid"
foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.8ElntNAGahQka70r
diff --git a/content/Mechanics/Character Building/Classes/Druid.md:Zone.Identifier b/content/Mechanics/Character Building/Classes/Druid.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Character Building/Classes/Druid.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
+HostUrl=about:internet
diff --git a/content/Mechanics/PF2e Journals/Classes/Fighter.md b/content/Mechanics/Character Building/Classes/Fighter.md
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rename from content/Mechanics/PF2e Journals/Classes/Fighter.md
rename to content/Mechanics/Character Building/Classes/Fighter.md
index 83ea100ec..11d510b73
--- a/content/Mechanics/PF2e Journals/Classes/Fighter.md
+++ b/content/Mechanics/Character Building/Classes/Fighter.md
@@ -1,6 +1,5 @@
---
title: "Fighter"
-draft: true
noteType: ":sticky-note:"
aliases: "Fighter"
foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.HZbrRRVzW7w17L2W
@@ -126,7 +125,7 @@ In addition to the abilities provided by your class at 1st level, you have the b
Ever watchful for weaknesses, you can quickly attack foes that leave an opening in their defenses. You gain the Reactive Strike reaction.
-[[Mechanics/Character Building/Actions/Reactive Strike]] R
+[[Reactive Strike]] R
**Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
diff --git a/content/Mechanics/Character Building/Classes/Fighter.md:Zone.Identifier b/content/Mechanics/Character Building/Classes/Fighter.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Character Building/Classes/Fighter.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Classes/Gunslinger.md b/content/Mechanics/Character Building/Classes/Gunslinger.md
old mode 100755
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rename from content/Mechanics/PF2e Journals/Classes/Gunslinger.md
rename to content/Mechanics/Character Building/Classes/Gunslinger.md
index 141d85510..da3189cf3
--- a/content/Mechanics/PF2e Journals/Classes/Gunslinger.md
+++ b/content/Mechanics/Character Building/Classes/Gunslinger.md
@@ -1,6 +1,5 @@
---
title: "Gunslinger"
-draft: true
noteType: ":sticky-note:"
aliases: "Gunslinger"
foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.88K0xjShkhkckbhv
diff --git a/content/Mechanics/Character Building/Classes/Gunslinger.md:Zone.Identifier b/content/Mechanics/Character Building/Classes/Gunslinger.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
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diff --git a/content/Mechanics/PF2e Journals/Classes/Inventor.md b/content/Mechanics/Character Building/Classes/Inventor.md
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rename from content/Mechanics/PF2e Journals/Classes/Inventor.md
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index 2afca9000..f68319169
--- a/content/Mechanics/PF2e Journals/Classes/Inventor.md
+++ b/content/Mechanics/Character Building/Classes/Inventor.md
@@ -1,6 +1,5 @@
---
title: "Inventor"
-draft: true
noteType: ":sticky-note:"
aliases: "Inventor"
foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.gcRmL4Id1ggKDhvg
diff --git a/content/Mechanics/Character Building/Classes/Inventor.md:Zone.Identifier b/content/Mechanics/Character Building/Classes/Inventor.md:Zone.Identifier
new file mode 100644
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diff --git a/content/Mechanics/PF2e Journals/Classes/Investigator.md b/content/Mechanics/Character Building/Classes/Investigator.md
old mode 100755
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rename from content/Mechanics/PF2e Journals/Classes/Investigator.md
rename to content/Mechanics/Character Building/Classes/Investigator.md
index dd1ca1542..f5b432c57
--- a/content/Mechanics/PF2e Journals/Classes/Investigator.md
+++ b/content/Mechanics/Character Building/Classes/Investigator.md
@@ -1,6 +1,5 @@
---
title: "Investigator"
-draft: true
noteType: ":sticky-note:"
aliases: "Investigator"
foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.omDi7otL3UWLVgct
diff --git a/content/Mechanics/Character Building/Classes/Investigator.md:Zone.Identifier b/content/Mechanics/Character Building/Classes/Investigator.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
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@@ -0,0 +1,3 @@
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diff --git a/content/Mechanics/PF2e Journals/Classes/Kineticist.md b/content/Mechanics/Character Building/Classes/Kineticist.md
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rename from content/Mechanics/PF2e Journals/Classes/Kineticist.md
rename to content/Mechanics/Character Building/Classes/Kineticist.md
index d71b19391..4b8f2367f
--- a/content/Mechanics/PF2e Journals/Classes/Kineticist.md
+++ b/content/Mechanics/Character Building/Classes/Kineticist.md
@@ -1,6 +1,5 @@
---
title: "Kineticist"
-draft: true
noteType: ":sticky-note:"
aliases: "Kineticist"
foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.lNWQPwgT4vhYCOT7
diff --git a/content/Mechanics/Character Building/Classes/Kineticist.md:Zone.Identifier b/content/Mechanics/Character Building/Classes/Kineticist.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
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diff --git a/content/Mechanics/PF2e Journals/Classes/Magus.md b/content/Mechanics/Character Building/Classes/Magus.md
old mode 100755
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rename from content/Mechanics/PF2e Journals/Classes/Magus.md
rename to content/Mechanics/Character Building/Classes/Magus.md
index 7215719a7..f40bb65e9
--- a/content/Mechanics/PF2e Journals/Classes/Magus.md
+++ b/content/Mechanics/Character Building/Classes/Magus.md
@@ -1,6 +1,5 @@
---
title: "Magus"
-draft: true
noteType: ":sticky-note:"
aliases: "Magus"
foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.YVoyzV9v4QyP2UIC
diff --git a/content/Mechanics/Character Building/Classes/Magus.md:Zone.Identifier b/content/Mechanics/Character Building/Classes/Magus.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
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+++ b/content/Mechanics/Character Building/Classes/Magus.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
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diff --git a/content/Mechanics/PF2e Journals/Classes/Monk.md b/content/Mechanics/Character Building/Classes/Monk.md
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rename to content/Mechanics/Character Building/Classes/Monk.md
index 9181c94ac..4f0388c02
--- a/content/Mechanics/PF2e Journals/Classes/Monk.md
+++ b/content/Mechanics/Character Building/Classes/Monk.md
@@ -1,6 +1,5 @@
---
title: "Monk"
-draft: true
noteType: ":sticky-note:"
aliases: "Monk"
foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.hGKd722Kn4ZxIOJs
diff --git a/content/Mechanics/Character Building/Classes/Monk.md:Zone.Identifier b/content/Mechanics/Character Building/Classes/Monk.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Character Building/Classes/Monk.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Classes/Oracle.md b/content/Mechanics/Character Building/Classes/Oracle.md
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rename to content/Mechanics/Character Building/Classes/Oracle.md
index aa747276c..4ff25acc2
--- a/content/Mechanics/PF2e Journals/Classes/Oracle.md
+++ b/content/Mechanics/Character Building/Classes/Oracle.md
@@ -1,6 +1,5 @@
---
title: "Oracle"
-draft: true
noteType: ":sticky-note:"
aliases: "Oracle"
foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.bqaqOx3naiwTozBX
diff --git a/content/Mechanics/Character Building/Classes/Oracle.md:Zone.Identifier b/content/Mechanics/Character Building/Classes/Oracle.md:Zone.Identifier
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index 000000000..2d45b2b2f
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+++ b/content/Mechanics/Character Building/Classes/Oracle.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
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diff --git a/content/Mechanics/PF2e Journals/Classes/Psychic.md b/content/Mechanics/Character Building/Classes/Psychic.md
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rename to content/Mechanics/Character Building/Classes/Psychic.md
index 0a0d34fb4..24ecd4d0c
--- a/content/Mechanics/PF2e Journals/Classes/Psychic.md
+++ b/content/Mechanics/Character Building/Classes/Psychic.md
@@ -1,6 +1,5 @@
---
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--- a/content/Mechanics/PF2e Journals/Classes/Ranger.md
+++ b/content/Mechanics/Character Building/Classes/Ranger.md
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--- a/content/Mechanics/PF2e Journals/Classes/Sorcerer.md
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diff --git a/content/Mechanics/PF2e Journals/Classes/Swashbuckler.md b/content/Mechanics/Character Building/Classes/Swashbuckler.md
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diff --git a/content/Mechanics/PF2e Journals/Classes/Thaumaturge.md b/content/Mechanics/Character Building/Classes/Thaumaturge.md
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index 99a242189..19c1e3544
--- a/content/Mechanics/PF2e Journals/Classes/Thaumaturge.md
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index 3b39fcf0c..2380e6b45
--- a/content/Mechanics/PF2e Journals/Classes/Witch.md
+++ b/content/Mechanics/Character Building/Classes/Witch.md
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title: "Witch"
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diff --git a/content/Mechanics/PF2e Journals/Deep Backgrounds/Challenging Relationships.md b/content/Mechanics/Character Building/Deep Backgrounds/Challenging Relationships.md
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+++ b/content/Mechanics/Character Building/Deep Backgrounds/Challenging Relationships.md
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title: "Challenging Relationships"
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--- a/content/Mechanics/PF2e Journals/Deep Backgrounds/Deep Backgrounds.md
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title: "Deep Backgrounds"
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title: "Family Background"
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diff --git a/content/Mechanics/PF2e Journals/Deep Backgrounds/Homeland.md b/content/Mechanics/Character Building/Deep Backgrounds/Homeland.md
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title: "Homeland"
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noteType: ":sticky-note:"
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diff --git a/content/Mechanics/PF2e Journals/Deep Backgrounds/Influential Associate.md b/content/Mechanics/Character Building/Deep Backgrounds/Influential Associate.md
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title: "Influential Associate"
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title: "Inspiring Relationships"
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title: "Using Deep Backgrounds"
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diff --git a/content/Mechanics/PF2e Journals/GM Screen/Adjusting Treasure.md b/content/Mechanics/PF2e Journals/GM Screen/Adjusting Treasure.md
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index 886f93976..000000000
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-draft: true
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-tags:
- - JournalEntryPage
----
-
-# Adjusting Treasure
-The treasure you award to the party should be monitored and adjusted as you play. You might need to give out treasure you hadn't originally planned for, especially if the group bypasses part of an adventure. Keep an eye on the party's resources. If they're running out of consumables or money, or if they're having trouble in combat because their items aren't up to the task, you can make adjustments.
-
-This is especially common in adventures that have little downtime or that take place far from civilization. If the group goes a long time without being able to purchase or Craft useful items, the PCs will be flush with coins and valuables but behind on useful equipment. In a situation like this, you can either place more useful treasure in the adventure or introduce NPCs who are willing to trade.
-
-### Megadungeons and Sandboxes
-
-Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness. If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures.
-
-For a simple guideline to these situations, increase the treasure as though there were one more PC in the party. If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Animals & Barding.md b/content/Mechanics/PF2e Journals/GM Screen/Animals & Barding.md
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----
-title: "Animals & Barding"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Animals & Barding"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.DBxoE3TNDPtcKHxH
-tags:
- - JournalEntryPage
----
-
-# Animals & Barding
-## Animals
-
-The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become frightened 4 and fleeing as long as they're frightened. If you successfully Command your Animal using Nature, you can keep it from fleeing, though this doesn't remove its frightened condition. If the animal is attacked or damaged, it returns to frightened 4 and fleeing, with the same exceptions.
-
-Warhorses and warponies are combat trained. They don't become frightened or fleeing during encounters in this way.
-
-| Animal | Rental Price\* (per day) | Purchase Price |
-| --- | --- | --- |
-| Dog | | |
-| Guard Dog | 1 cp per day | 2 sp |
-| Service Dog | 6 cp per day | 4 gp |
-| Riding Dog | 6 cp per day | 4 gp |
-| Horse | | |
-| Pack Animal | 2 cp per day | 2 gp |
-| Riding Horse | 1 sp per day | 8 gp |
-| Warhorse | 1 gp per day | 30 gp (level 2) |
-| Pony | | |
-| Riding Pony | 8 cp per day | 7 gp |
-| Warpony | 8 sp per day | 24 gp (level 2) |
-
-## Barding
-
-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.
-
-| **Barding** | **Size** | **Price** | **AC Bonus** | **Dex Cap** | **Check Penalty** | **Speed Penalty** | **Bulk** | **Strength** |
-| --- | --- | --- | --- | --- | --- | --- | --- | --- |
-| Light | Small or Medium | 10 gp | +1 | +5 | \-1 | \-5 ft. | 2 | +3 |
-| Large | 20 gp | +1 | +5 | \-1 | \-5 ft. | 4 | +3 |
-| Heavy | Small or Medium | 25 gp | +3 | +3 | \-3 | \-10 ft. | 4 | +5 |
-| Large | 50 gp | +3 | +3 | \-3 | \-10 ft. | 8 | +5 |
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Armor Traits.md b/content/Mechanics/PF2e Journals/GM Screen/Armor Traits.md
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----
-title: "Armor Traits"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Armor Traits"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.6BXJUVvwvzljaCFT
-tags:
- - JournalEntryPage
----
-
-# [[Armor Traits]]
-
-|**Name**|**Description**|
-|---|---|
-| **Bulwark**|The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier.|
-| **Comfort**|The armor is so comfortable that you can rest normally while wearing it.|
-| **Flexible**|The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to Acrobatics or Athletics checks.|
-| **Noisy**|This armor is loud and likely to alert others to your presence when you're using the Avoid Notice exploration activity. The armor's check penalty applies to Stealth checks even if you meet the required Strength score.|
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Automatic Bonus Progression.md b/content/Mechanics/PF2e Journals/GM Screen/Automatic Bonus Progression.md
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--- a/content/Mechanics/PF2e Journals/GM Screen/Automatic Bonus Progression.md
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----
-title: "Automatic Bonus Progression"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Automatic Bonus Progression"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.SnSGU7DPiogZ9JOr
-tags:
- - JournalEntryPage
----
-
-# Automatic Bonus Progression
-This variant removes the item bonus to rolls and DCs usually provided by magic items (with the exception of armor's item bonus) and replaces it with a new kind of bonus—potency—to reflect a character's innate ability. In this variant, magic items, if they exist at all, can provide unique special abilities rather than numerical increases.
-
-Every character automatically gains the class features on the table below.
-
-**TABLE: AUTOMATIC BONUS PROGRESSION**
-
-| **Level** | **Benefits** |
-| --- | --- |
-| 1 | — |
-| 2 | Attack potency +1 |
-| 3 | Skill potency (one at +1) |
-| 4 | Devastating attacks (two dice) |
-| 5 | Defense potency +1 |
-| 6 | Skill potency (two at +1 each) |
-| 7 | Perception potency +1 |
-| 8 | Saving throw potency +1 |
-| 9 | Skill potency (one at +2, one at +1) |
-| 10 | Attack potency +2 |
-| 11 | Defense potency +2 |
-| 12 | Devastating attacks (three dice) |
-| 13 | Perception potency +2; skill potency (two at +2 each, one at +1) |
-| 14 | Saving throw potency +2 |
-| 15 | Skill potency (three at +2 each, one at +1) |
-| 16 | Attack potency +3 |
-| 17 | Ability apex; skill potency (one at +3, two at +2 each, two at +1 each) |
-| 18 | Defense potency +3 |
-| 19 | Devastating attacks (four dice), Perception potency +3 |
-| 20 | Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each) |
-
-### **Attack Potency**
-
-Starting at 2nd level, you gain a +1 potency bonus to attack rolls with all weapons and unarmed attacks. This increases to +2 at 10th level, and +3 at 16th level.
-
-### **Skill Potency**
-
-At 3rd level, choose a single skill. You gain a +1 potency bonus with that skill. At 6th level, choose a second skill to gain a +1 potency bonus. At 9th level, choose one of those skills and increase its potency bonus to +2. At 13th level, increase the potency bonus of your second skill to +2 and choose a third skill to gain a +1 potency bonus. At 15th level, increase the third skill's potency bonus to +2 and choose a fourth skill to gain a +1 potency bonus. At 17th level, choose one of your three skills with a +2 potency bonus to increase to +3, and choose a fifth skill to gain a +1 potency bonus. Finally, at 20th level, choose one of the two skills with a +2 potency bonus to increase to +3, choose one of the three skills at a +1 potency bonus to increase to +2, and choose one new skill to gain a +1 potency bonus. You can spend 1 week to retrain one of these assignments at any time.
-
-### **Devastating Attacks**
-
-At 4th level, your weapon and unarmed Strikes deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level.
-
-### **Defense Potency**
-
-At 5th level, you gain a +1 potency bonus to AC. At 11th level, this bonus increases to +2, and at 18th level, to +3.
-
-### **Perception Potency**
-
-At 7th level, you gain a +1 potency bonus to Perception, increasing to +2 at level 13 and +3 at level 19.
-
-### **Saving Throw Potency**
-
-At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20.
-
-### **Ability Apex**
-
-At 17th level, choose one attribute score to either increase by 2 or increase to 18 (whichever grants the higher score).
-
-## Adjusting Items and Treasure
-
-With this variant, you can ignore as much of [[Treasure#Treasure by Level|Treasure by Level]] as you want, though you'll usually want to provide consistent currency. The main area your choice will impact is in spellcasting items, such as scrolls and wands.
-
-Remove all _potency runes_, _striking runes_, and _resilient runes_. Items that normally grant an item bonus to statistics or damage dice no longer do, other than the base item bonus to AC from armor. Apex items do not increase ability scores. If your world still includes magic items, a safe bet is to continue to give out consumable items at roughly the rate on [[Treasure]].
-
-If you choose to eliminate runes entirely, this can reduce the PCs' damage since they won't have runes like _flaming_ or _holy_. If you've removed nearly all treasure, challenges might become more difficult, even with automatic bonuses.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Basic Actions.md b/content/Mechanics/PF2e Journals/GM Screen/Basic Actions.md
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----
-title: "Basic Actions"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Basic Actions"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.8qYJAx4O97sSxbUF
-tags:
- - JournalEntryPage
----
-
-# Basic Actions
-| **Action name** | **Traits** | **Summary** |
-| ---- | ---- | ---- |
-| [[Aid]] | \- | You try to help your ally with a task. |
-| [[Arrest a Fall]] R | \- | You attempt an Acrobatics check to slow your fall. |
-| [[Avert Gaze]] A | \- | You avert your gaze from danger. |
-| [[Burrow]] A | move | You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. |
-| [[Crawl]] A | move | You move 5 feet by crawling and continue to stay prone. |
-| [[Delay]] F | \- | You wait for the right moment to act. |
-| [[Drop Prone]] A | move | You fall prone. |
-| [[Escape]] A | attack | You attempt to escape from being grabbed, immobilized, or restrained. |
-| [[Fly]] A | move | You move through the air up to your fly Speed. |
-| [[Grab an Edge]] R | manipulate | When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. |
-| [[Interact]] A | manipulate | You use your hand or hands to manipulate an object or the terrain. |
-| [[Leap]] A | move | You take a careful, short jump. |
-| [[Mount]] A | move | You move onto the creature and ride it. |
-| [[Point Out]] A | auditory, manipulate, visual | You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. |
-| [[Raise a Shield]] A | \- | You position your shield to protect yourself. |
-| [[Ready]] D | concentrate | You prepare to use an action that will occur outside your turn. |
-| [[Release]] F | manipulate | You release something you're holding in your hand or hands. |
-| [[Seek]] A | concentrate, secret | You scan an area for signs of creatures or objects. |
-| [[Sense Motive]] A | secret | You try to tell whether a creature's behavior is abnormal. |
-| Speaking | \- | As long as you can act, you can also speak. |
-| [[Stand]] A | move | You stand up from prone. |
-| [[Step]] A | move | You carefully move 5 feet. |
-| [[Stride]] A | move | You move up to your Speed (page 463). |
-| [[Strike]] A | attack | You attack with a weapon you're wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). |
-| [[Take Cover]] A | \- | You press yourself against a wall or duck behind an obstacle to take better advantage of cover (page 477). |
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Basic Services.md b/content/Mechanics/PF2e Journals/GM Screen/Basic Services.md
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----
-title: "Basic Services"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Basic Services"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.FzzMt7ybWy03D9qZ
-tags:
- - JournalEntryPage
----
-
-# Basic Services
-| **Item** | **Price** | **Bulk** | **Hands** |
-| --- | --- | --- | --- |
-| **Beverages** | | | |
-| Mug of Ale | 1 cp | L | 1 |
-| Keg of Ale | 2 sp | 2 | 2 |
-| Pot of Coffee or Tea | 2 cp | L | 1 |
-| Bottle of Wine | 1 sp | L | 1 |
-| Bottle of Fine Wine | 1 gp | L | 1 |
-| **Hireling (1 day)** | | | |
-| Unskilled | 1 sp | | |
-| Skilled | 5 sp | | |
-| **Lodging (1 day)** | | | |
-| Floor Space | 3 cp | | |
-| Bed (for 1) | 1 sp | | |
-| Private Room (for 2) | 8 sp | | |
-| Extravagant Suite (for 6) | 10 gp | | |
-| **Meals** | | | |
-| Poor Meal | 1 cp | L | 2 |
-| Square Meal | 3 cp | L | 2 |
-| Fine Dining | 1 gp | L | 2 |
-| Stabling (1 day) | 2 cp | | |
-| Toll | at least 1 cp | | |
-| **Transportation (per 5 miles)** | | | |
-| Caravan | 3 cp | | |
-| Carriage | 2 sp | | |
-| Ferry or Riverboat | 4 cp | | |
-| Sailing Ship | 6 cp | | |
-
-## Hireling
-
-Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings' rates double if they're going adventuring with you.
-
-## Transportation
-
-The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on the table above. Arranging transportation into dangerous lands can be more expensive or impossible.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Bulk Conversions for Different Sizes.md b/content/Mechanics/PF2e Journals/GM Screen/Bulk Conversions for Different Sizes.md
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--- a/content/Mechanics/PF2e Journals/GM Screen/Bulk Conversions for Different Sizes.md
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----
-title: "Bulk Conversions for Different Sizes"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Bulk Conversions for Different Sizes"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.VR9UdfhZphZGZdsx
-tags:
- - JournalEntryPage
----
-
-# Bulk Conversions for Different Sizes
-As shown in the table below, Large or larger creatures are less encumbered by bulky items than Small or Medium creatures, while Tiny creatures become overburdened more quickly. A Large creature treats 10 items of 1 Bulk as 1 Bulk, a Huge creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A Tiny creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a Huge creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A Tiny creature doesn't treat any items as having negligible Bulk.
-
-| **Creature Size** | **Bulk Limit** | **Treats as Light** | **Treats as Negligible** |
-| --- | --- | --- | --- |
-| Tiny | Half | \- | none |
-| Small or Med. | Standard | L | \- |
-| Large | x2 | 1 Bulk | L |
-| Huge | x4 | 2 Bulk | 1 Bulk |
-| Gargantuan | x8 | 4 Bulk | 2 Bulk |
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Changing Equipment.md b/content/Mechanics/PF2e Journals/GM Screen/Changing Equipment.md
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----
-title: "Changing Equipment"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Changing Equipment"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.WL8YX3zIl4AhIrN9
-tags:
- - JournalEntryPage
----
-
-# Changing Equipment
-| Changing Equipment | | |
-| --- | --- | --- |
-| Change | Hands | Action |
-| Draw or put away a worn item, or pick up an item1 | 1 or 2 | Interact |
-| Pass an item to or take an item from a willing creature2 | 1 or 2 | Interact |
-| Drop an item to the ground | 1 or 2 | Release |
-| Detach a shield or item strapped to you | 1 | Interact |
-| Change your grip by removing a hand from an item | 2 | Release |
-| Change your grip by adding a hand to an item | 2 | Interact |
-| Retrieve an item from a backpack3, sack, or similar container | 2 | Interact |
-
-1 If you retrieve a two-handed item with only one hand, you still need to change your grip before you can wield or use it.
-
-2 A creature must have a hand free for someone to pass an item to them, and they might then need to change their grip if they receive an item requiring two hands to wield or use.
-
-3 Retrieving an item stowed in your own backpack requires first taking off the backpack with a separate Interact action.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Character Wealth.md b/content/Mechanics/PF2e Journals/GM Screen/Character Wealth.md
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index 691162075..000000000
--- a/content/Mechanics/PF2e Journals/GM Screen/Character Wealth.md
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----
-title: "Character Wealth"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Character Wealth"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.ts7gtyAhDEI4V7Ve
-tags:
- - JournalEntryPage
----
-
-# Character Wealth
-
-| **Level** | **Permanent Items** | **Currency** | **Lump Sum** |
-| --- | --- | --- | --- |
-| 1 | \- | 15 gp | 15 gp |
-| 2 | **1st**: 1 | 20 gp | 30 gp |
-| 3 | **2nd**: 1, **1st**: 2 | 25 gp | 75 gp |
-| 4 | **3rd**: 1, **2nd**: 2, **1st**: 1 | 30 gp | 140 gp |
-| 5 | **4th**: 1, **3rd**: 2, **2nd**: 1, **1st**: 2 | 50 gp | 270 gp |
-| 6 | **5th**: 1, **4th**: 2, **3rd**: 1, **2nd**: 2 | 80 gp | 450 gp |
-| 7 | **6th**: 1, **5th**: 2, **4th**: 1, **3rd**: 2 | 125 gp | 720 gp |
-| 8 | **7th**: 1, **6th**: 2, **5th**: 1, **4th**: 2 | 180 gp | 1,100 gp |
-| 9 | **8th**: 1, **7th**: 2, **6th**: 1, **5th**: 2 | 250 gp | 1,600 gp |
-| 10 | **9th**: 1, **8th**: 2, **7th**: 1, **6th**: 2 | 350 gp | 2,300 gp |
-| 11 | **10th**: 1, **9th**: 2, **8th**: 1, **7th**: 2 | 500 gp | 3,200 gp |
-| 12 | **11th**: 1, **10th**: 2, **9th**: 1, **8th**: 2 | 700 gp | 4,500 gp |
-| 13 | **12th**: 1, **11th**: 2, **10th**: 1, **9th**: 2 | 1,000 gp | 6,400 gp |
-| 14 | **13th**: 1, **12th**: 2, **11th**: 1, **10th**: 2 | 1,500 gp | 9,300 gp |
-| 15 | **14th**: 1, **13th**: 2, **12th**: 1, **11th**: 2 | 2,250 gp | 13,500 gp |
-| 16 | **15th**: 1, **14th**: 2, **13th**: 1, **12th**: 2 | 3,250 gp | 20,000 gp |
-| 17 | **16th**: 1, **15th**: 2, **14th**: 1, **13th**: 2 | 5,000 gp | 30,000 gp |
-| 18 | **17th**: 1, **16th**: 2, **15th**: 1, **14th**: 2 | 7,500 gp | 45,000 gp |
-| 19 | **18th**: 1, **17th**: 2, **16th**: 1, **15th**: 2 | 12,000 gp | 69,000 gp |
-| 20 | **19th**: 1, **18th**: 2, **17th**: 1, **16th**: 2 | 20,000 gp | 112,000 gp |
-
-When your new campaign starts at a higher level, a new player joins an existing group, or a current player's character dies and they need a new one, your campaign will have one or more PCs who don't start at 1st level. In these cases, refer to the table above, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well.
-
-These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures.
-
-## Item Selection
-
-You should work with the new character's player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game. At your discretion, you can grant the player character uncommon or rare items that fit their backstory and concept, keeping in mind how many items of those rarities you have introduced into your game. The player can also spend currency on consumables or lower-level permanent items, keeping the rest as coinage. As usual, you determine which items the character can find for purchase.
-
-A PC can voluntarily choose an item that has a lower level than any or all of the listed items, but they don't gain any more currency by doing so.
-
-If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the character's level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Conditions.md b/content/Mechanics/PF2e Journals/GM Screen/Conditions.md
deleted file mode 100755
index 4345eadf6..000000000
--- a/content/Mechanics/PF2e Journals/GM Screen/Conditions.md
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@@ -1,25 +0,0 @@
----
-title: "Conditions"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Conditions"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.duqPy1VMQYNJrw7q
-tags:
- - JournalEntryPage
----
-
-# Conditions
-| **Group** | **Conditions** | | | |
-| ---- | ---- | ---- | ---- | ---- |
-| **Degrees of Detection** | **[[Observed]]** | **[[Hidden]]** | **[[Undetected]]** | **[[Unnoticed]]** |
-| **Senses** | [[Blinded]] | [[Concealed]] | [[Dazzled]] | [[Deafened]] |
-| | [[Invisible]] | | | |
-| **Death and Dying** | [[Doomed\|Doomed]] | [[Dying\|Dying]] | [[Unconscious]] | [[Wounded\|Wounded]] |
-| **Attitudes** | [[Hostile]] | [[Unfriendly]] | [[Indifferent]] | [[Friendly]] |
-| | [[Helpful]] | | | |
-| **Lowered Ability** | [[Broken]] | [[Clumsy 1\|Clumsy]] | [[Confused]] | [[Controlled]] |
-| | [[Drained 1\|Drained]] | [[Encumbered]] | [[Enfeebled 1\|Enfeebled]] | [[Fascinated]] |
-| | [[Fatigued]] | [[Off-Guard]] | [[Fleeing]] | [[Frightened\|Frightened]] |
-| | [[Grabbed]] | [[Immobilized]] | [[Paralyzed]] | [[Persistent Damage]] |
-| | [[Petrified]] | [[Prone]] | [[Quickened]] | [[Restrained]] |
-| | [[Sickened 1\|Sickened]] | [[Slowed\| Slowed]] | [[Stunned 1\|Stunned]] | [[Stupefied\|Stupefied]] |
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Counteract.md b/content/Mechanics/PF2e Journals/GM Screen/Counteract.md
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----
-title: "Counteract"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Counteract"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.mmfWcV3Iyql5nzTo
-tags:
- - JournalEntryPage
----
-
-# Counteract
-**Effect and Spell Counteract Levels and DCs**
-
-| **Effect** | **Spell** | **Counteract** | **DC** | **Effect** | **Spell** | **Counteract** | **DC** |
-| --- | --- | --- | --- | --- | --- | --- | --- |
-| **Level** | **Level** | **Level** | | **Level** | **Level** | **Level** | |
-| 0 | \- | 0 | 14 | 13 | 7th | 7 | 31 |
-| 1 | 1st | 1 | 15 | 14 | \- | 7 | 32 |
-| 2 | \- | 1 | 16 | 15 | 8th | 8 | 34 |
-| 3 | 2nd | 2 | 18 | 16 | \- | 8 | 35 |
-| 4 | \- | 2 | 19 | 17 | 9th | 9 | 36 |
-| 5 | 3rd | 3 | 20 | 18 | \- | 9 | 38 |
-| 6 | \- | 3 | 22 | 19 | 10th | 10 | 39 |
-| 7 | 4th | 4 | 23 | 20 | \- | 10 | 40 |
-| 8 | \- | 4 | 24 | 21 | \- | 11 | 42 |
-| 9 | 5th | 5 | 26 | 22 | \- | 11 | 44 |
-| 10 | \- | 5 | 27 | 23 | \- | 12 | 46 |
-| 11 | 6th | 6 | 28 | 24 | \- | 12 | 48 |
-| 12 | \- | 6 | 30 | 25 | \- | 13 | 50 |
-
-**Calculating the DC and Counteract Level**
-
-| If the effect is a magical hazard | The DC is in the hazard's stat block. | The counteract level is the spell level. |
-| --- | --- | --- |
-| If the effect is a spell (including Afflictions caused by a spell) | If you know caster's DC | The DC is the Caster's DC. The counteract level is the spell level. |
-| | If you don't know caster's DC | The DC is Level-Based. The counteract level is the spell level. |
-| If the effect is an Affliction If you know Affliction's DC | The DC is in the Affliction's stat block. | The counteract level is half the source's level rounded up. |
-| | If you don't know Affliction's DC | The DC is Level-Based. The counteract level is half the source's level rounded up. |
-
-**Calculating Countercheck Modifier and Countercheck Level**
-
-| If you are using a spell to counteract an effect | Add your spellcasting proficiency bonus plus your spellcasting ability modifier, plus any bonuses and penalties that specifially apply to counteract checks. Your counteract level is your spell's level. |
-| --- | --- |
-| If you aren't using a spell to counteract an effect | Add the relevant skill modifier or other appropriate modifier to your check. If you are using an item effect not based on a spell, the counteract level is half the source's level rounded up. Otherwise, your counteract level is half your level rounded up. |
-
-Roll a d20 and apply modifiers. Make a check against the effect's DC and determine results;
-
-# Counteracting
-
-Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise.
-
-When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target's DC. If you're counteracting an affliction, the DC is in the affliction's stat block. If it's a spell, use the caster's DC. The GM can also calculate a DC based on the target effect's level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the target's level. If an effect is a spell, its level is the counteract level. Otherwise, halve its level and round up to determine its counteract level. If an effect's level is unclear and it came from a creature, halve and round up the creature's level.
-
-| **Counteract Results** | |
-| --- | --- |
-| **Critical Success** | Counteract the target if its counteract level is no more than 3 levels higher than your effect's counteract level. |
-| **Success** | Counteract the target if its counteract level is no more than 1 level higher than your effect's counteract level. |
-| **Failure** | Counteract the target if its counteract level is lower than your effect's counteract level. |
-| **Critical Failure** | You fail to counteract the target. |
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diff --git a/content/Mechanics/PF2e Journals/GM Screen/Cover.md b/content/Mechanics/PF2e Journals/GM Screen/Cover.md
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----
-title: "Cover"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Cover"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.tJllU1E8g7W1QxYe
-tags:
- - JournalEntryPage
----
-
-# Cover
-Draw a line from the center of the attacker's space or burst to the center of the target's space.
-
-| **Lesser Cover** | +1 circumstance bonus to AC if line passes through creatures but no objects. |
-| --- | --- |
-| **Cover** | +2 circumstance bonus to AC, Reflex saves against area effects, and Stealth checks to [[Hide]] or [[Sneak]]. You can use [[Take Cover]] to increase this to greater cover. |
-| **Greater Cover** | As cover, but a +4 bonus. |
-
-When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to Stealth checks to [[Hide]], [[Sneak]], or otherwise avoid detection. You can increase this to greater cover using the [[Take Cover]] basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use Stealth to [[Hide]], but lesser cover isn't sufficient.
-
-Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have line of effect and typically can't target it at all.
-
-Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has Taken Cover). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.
-
-## Cover and Large Creatures
-
-If a creature between you and a target is two or more sizes larger than both you and your target, that creature's space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn't gain cover from terrain that it's significantly larger than. For example, a Huge dragon probably wouldn't receive any benefit from being behind a 1-foot-wide pillar.
-
-## Special Circumstances
-
-Your GM might allow you to overcome your target's cover in some situations. If you're right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center.
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diff --git a/content/Mechanics/PF2e Journals/GM Screen/Creature Identification.md b/content/Mechanics/PF2e Journals/GM Screen/Creature Identification.md
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----
-title: "Creature Identification"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Creature Identification"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.Z2xXPHkxGLFTXzdI
-tags:
- - JournalEntryPage
----
-
-# Creature Identification
-Use the creature's level, adjusted for rarity and fame. Success recalls a well-known attribute; critical success adds something more subtle.
-
-| Creature Trait | Skills | Creature Trait | Skills |
-| --- | --- | --- | --- |
-| **Aberration** | Occultism | **Fey** | Nature |
-| **Animal** | Nature | **Fiend** | Religion |
-| **Astral** | Occultism | **Fungus** | Nature |
-| **Beast** | Arcana, Nature | **Humanoid** | Society |
-| **Celestial** | Religion | **Monitor** | Religion |
-| **Construct** | Arcana, Crafting | **Ooze** | Occultism |
-| **Dragon** | Arcana | **Plant** | Nature |
-| **Elemental** | Arcana, Nature | **Spirit** | Occultism |
-| **Ethereal** | Occultism | **Undead** | Religion |
-
-A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions.
-
-The skill used to identify a creature usually depends on that creature's trait, as shown on the table above, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use Occultism to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Critical Specialization Effects.md b/content/Mechanics/PF2e Journals/GM Screen/Critical Specialization Effects.md
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----
-title: "Critical Specialization Effects"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Critical Specialization Effects"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.PVrMSF93KIejBTMm
-tags:
- - JournalEntryPage
----
-
-# Critical Specialization Effects
-Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make an attack with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.
-
-| **Name** | **Effect** |
-| --- | --- |
-| **Axe** | Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage. |
-| **Bomb** | Increase the radius of the bomb's splash damage (if any) to 10 feet. |
-| **Bow** | If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is [[Immobilized]] and must spend an [[Interact]] action to attempt a @Check\[type:athletics\|dc:10\] check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort. |
-| **Brawling** | The target must succeed at a Fortitude save against your class DC or be [[Slowed|Slowed]] 1 until the end of your next turn. |
-| **Club** | You knock the target away from you up to 10 feet (you choose the distance). This is forced movement. |
-| **Dart** | The target takes @Damage\[1d6\[bleed]] damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls. |
-| **Flail** | The target is knocked [[Prone]]. |
-| **Hammer** | The target is knocked [[Prone]]. |
-| **Knife** | The target takes @Damage\[1d6\[bleed]] damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls. |
-| **Pick** | The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die. |
-| **Polearm** | The target is moved 5 feet in a direction of your choice. This is forced movement. |
-| **Shield** | You knock the target back from you 5 feet. This is forced movement. |
-| **Sling** | The target must succeed at a Fortitude save against your class DC or be [[Stunned 1\|Stunned]] 1. |
-| **Spear** | The weapon pierces the target, weakening its attacks. The target is [[Clumsy 1\|Clumsy]] 1 until the start of your next turn. |
-| **Sword** | The target is made off-balance by your attack, becoming [[Off-Guard]] until the start of your next turn. |
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Death and Dying.md b/content/Mechanics/PF2e Journals/GM Screen/Death and Dying.md
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----
-title: "Death and Dying"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Death and Dying"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.uxdPLsxY8fNrenDR
-tags:
- - JournalEntryPage
----
-
-# Death and Dying
-| **DEATH AND DYING** |
-| --- |
-| **Knocked Out** When reduced to 0 HP, move your initiative to directly before the creature or effect that reduced you to 0 HP. Gain [[Dying \|Dying 1]], or [[Dying\|Dying 2]] if the damage came from a critical hit or your critical failure on a save. A nonlethal effect makes you [[Unconscious]] at 0 HP and doesn't give you the Dying condition. |
-| **Dying** You are [[Unconscious]] . If you ever reach Dying 4, you die. Attempt a recovery check at the start of your turn to determine whether you get better or worse. If you ever have 1 HP or more, you lose the Dying condition. Any time you lose the Dying condition, increase your [[Wounded\|Wounded]] value by 1. If you take damage while Dying increase the Dying value by 1 (or 2 on an enemy's critical success or your critical failure). |
-| **Recovery Checks** At the start of your turn when you're dying, attempt a flat check (DC 10 + your dying value).
**Critical Success** Your Dying value is reduced by 2.
**Success** Your Dying value is reduced by 1.
**Failure** Your Dying value increases by 1.
**Critical Failure** Your Dying value increases by 2 |
-| **Wounded** Anytime you lose the Dying condition, you become wounded 1 if you didn't already have the Wounded condition. If you already have the Wounded condition, your Wounded condition value instead increases by 1. If you gain the Dying condition while Wounded, increase the Dying condition's value by your Wounded value. The Wounded condition ends if someone successfully restores Hit Points to you with [[Treat Wounds]], or if you are restored to full Hit Points and rest for 10 minutes. |
-| **Doomed** The maximum Dying value at which you die is reduced by your [[Doomed\|Doomed]] value. If your maximum Dying value is reduced to 0, you instantly die. Your Doomed value decreases by 1 each time you get a full night's rest. |
-| **UNCONSCIOUS** |
-| You can't wake up from unconsciousness while you have 0 Hit Points. If you're unconscious and have 1 or more Hit Points, you wake up in one of five ways. |
-| * You take damage, provided the damage doesn't drop you to 0 HP. * You receive healing, other than natural healing from resting. * Someone nudges or shakes you awake with an Interact action. * If there's loud noise, at the start of your turn attempt a Perception check against the noise's DC, waking up if you succeed. If creatures are attempting to stay quiet, this uses their Stealth DC. * The GM decides you wake up either because you have had a restful night's sleep or something disrupted that restful sleep. |
-
-## Hit Points, Healing, and Dying
-
-All creatures and objects have Hit Points (HP). Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your class, and any you gain from other sources (like the [[Toughness]] general feat). When you take damage, you reduce your current Hit Points by a number equal to the damage dealt.
-
-Some spells, items, and other effects, as well as simply resting, can heal living or undead creatures. When you are healed, you regain Hit Points equal to the amount healed, up to your maximum Hit Points.
-
-## Knocked Out and Dying
-
-Creatures cannot be reduced to fewer than 0 Hit Points. When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out for a significant amount of time (usually 1 minute or more). When undead and construct creatures reach 0 Hit Points, they are destroyed.
-
-Player characters, their companions, and other significant characters and creatures don't automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GM's discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well.
-
-As a player character, when you are reduced to 0 Hit Points, you're knocked out with the following effects:
-
-* You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.
-* You gain the [[Dying|Dying 1]] condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the dying 2 condition instead. If you have the [[Wounded]] condition, increase your dying value by an amount equal to your wounded value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you are instead [[Unconscious]] with 0 Hit Points.
-
-## Taking Damage while Dying
-
-If you take damage while you already have the [[Dying|Dying]] condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker's critical hit or your own critical failure. If you have the [[Wounded]] condition, remember to add the value of your wounded condition to your dying value.
-
-## Recovery Checks
-
-When you're dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are asfollows.
-
-**Critical Success** Your dying value is reduced by 2.
-
-**Success** Your dying value is reduced by 1.
-
-**Failure** Your dying value increases by 1.
-
-**Critical Failure** Your dying value increases by 2.
-
-## Conditions Related to Death and Dying
-
-To understand the rules for getting knocked out and how dying works in the game, you'll need some more information on the conditions used in those rules. Presented below are the rules for the dying, unconscious, wounded, and doomed conditions.
-
-### Dying
-
-You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Dying always includes a value. If this value ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse.
-
-If you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described on page 460. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition.
-
-### Unconscious
-
-You're sleeping, or you've been knocked out. You can't act. You take a -4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and off-guard conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't.
-
-**If you're unconscious because you're dying**, you can't wake up as long as you have 0 Hit Points. If you're restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.
-
-**If you are unconscious and at 0 Hit Points, but not dying**, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.
-
-**If you're unconscious and have more than 1 Hit Point** (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways. Each causes you to lose the unconscious condition.
-
-* You take damage, provided the damage doesn't reduce you to 0 Hit Points. (If the damage reduces you to 0 Hit Points, you remain unconscious and gain the dying condition as normal.)
-* You receive healing, other than the natural healing you get from resting.
-* Someone nudges or shakes you awake using an Interact action.
-* Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their Stealth DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.
-* If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest.
-
-### Wounded
-
-You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn't already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition's value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.
-
-### Doomed
-
-Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were doomed 1, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed.
-
-Your doomed value decreases by 1 each time you get a full night's rest.
-
-## Death
-
-After you die, you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the _[[Resurrect]]_ ritual or the _[[Raise Dead]]_ spell.
-
-## Heroic Recovery
-
-If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value.
-
-## Death Effects and Instant Death
-
-Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve void energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points.
-
-## Massive Damage
-
-You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow.
-
-## Temporary Hit Points
-
-Some spells or abilities give you temporary Hit Points. Track these separately from your current and maximum Hit Points; when you take damage, reduce your temporary Hit Points first. Most temporary Hit Points last for a limited duration. You can't regain lost temporary Hit Points through healing, but you can gain more via other abilities. You can have temporary Hit Points from only one source at a time. If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration.
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diff --git a/content/Mechanics/PF2e Journals/GM Screen/Deep Backgrounds.md b/content/Mechanics/PF2e Journals/GM Screen/Deep Backgrounds.md
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----
-title: "Deep Backgrounds"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Deep Backgrounds"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.kAMseeY0TewNmnLQ
-tags:
- - JournalEntryPage
----
-
-# Deep Backgrounds
-
-The decision of a character background is not necessarily a complicated one; the player simply selects from the available background options to reflect their character's life before adventuring. While this is a good method for determining a character's backstory, some players might want more insight into their character's early life or family.
-
-## Using Deep Backgrounds
-
-This variant replaces Step 4 of Character Creation. The player rolls on the tables in this section to determine their character's family background, homeland, major childhood event, influential associate, relationships, and drawbacks. Each element of the player's background adds options to the final list of ability boosts, skills, feats, and other options that their background can grant. The player writes these options down as they build their character's background. At the end of the process, they select the following from among the options written down.
-
-* Two ability boosts, each to a different ability score.
-* Training in a skill.
-* One skill feat (or possibly another feat or piece of equipment). If the player chooses a skill feat, they become trained in its prerequisite skill, or one of its possible prerequisite skills if it has multiple (such as [[Quick Identification]]). If the random results include a feat that isn't a skill feat and the player selects that feat, they don't gain training in a skill. If they choose a piece of equipment instead of a skill feat, the entry indicates what skill training, if any, they receive.
-
-### Rerolling and Selecting
-
-At your discretion, the players don't have to be bound by any results from the following tables. Depending on how your group wants to use deep backgrounds, players can reroll any result they don't like, or even select a specific option from a table that fits their emerging vision of their character. However, if you allow players to reroll or directly select options (and potentially even if you don't), you might want to exclude options that grant feats other than skill feats; these options are unusual enough that they might put too much pressure on players to select only these options. Note that the following tables reflect the _Core Rulebook_ and the Age of Lost Omens setting—if your game takes place in a different setting, feel free to adjust the tables or allow players to select the options that best fit your setting.
-
-## Generating Deep Backgrounds
-
-As a player, follow the steps below to generate your character's deep background.
-
-### Step 1: Family Background
-
-The word family means something different to everyone. You might have a biological family, adopted family, stepfamily, or any other kind and combination you choose; family bonds come in all types. To determine the number of family members you grew up with as an active part of your life, roll 1d% on the following table. Use the medium family for most ancestries, small if you're a half-elf or half-orc, and large if you're a goblin or halfling. For ancestries other than those in the _Core Rulebook_, use the column that best suits the ancestry. It's up to you whether these family members are parents, siblings, grandparents, or other close relatives.
-
-**TABLE: FAMILY SIZE**
-
-| 1d100 | **Small Family** | **Medium Family** | **Large Family** |
-| --- | --- | --- | --- |
-| 1-4 | 0 | 0 | 0 |
-| 5-8 | 0 | 0 | 1 |
-| 9-20 | 0 | 0 | 2 |
-| 21-34 | 0 | 1 | 3 |
-| 35-39 | 1 | 2 | 3 |
-| 40-50 | 1 | 2 | 4 |
-| 51-60 | 2 | 3 | 4 |
-| 61-65 | 2 | 3 | 5 |
-| 66-69 | 2 | 4 | 5 |
-| 70-78 | 3 | 4 | 5 |
-| 79-80 | 4 | 4 | 6 |
-| 81-87 | 4 | 5 | 6 |
-| 88-90 | 5 | 5 | 6 |
-| 91-93 | 5 | 6 | 7 |
-| 94-95 | 6 | 6 | 7 |
-| 96-97 | 6 | 7 | 7 |
-| 98-99 | 7 | 7 | 8+ |
-| 100 | 8+ | 8+ | 8+ |
-
-* If you grew up with no family, you had to learn to survive on your own. Add a Strength ability boost and a Constitution ability boost to your options.
-* If you grew up with one or two family members, your closeness to them made you highly aware of their feelings, and you. Add an Intelligence ability boost and a Wisdom ability boost to your options.
-* If you grew up with three or more family members, you had to mediate family conflicts and negotiate a crowded home. Add a Charisma ability boost and a Dexterity ability boost to your options.
-
-### Step 2: Homeland
-
-Where you grew up is highly formative. Roll on the following table to determine the nature of your homeland. If your character is a dwarf, subtract 3; if an elf, add 2; if a goblin, subtract 4. For ancestries other than those in the Core Rulebook, apply a modifier that best suits the ancestry, if needed. Work with your GM to flesh your homeland out in further detail. With any of these options, you add a Lore skill based on your homeland's terrain to your background options, such as Forest Lore for a wooded frontier or Absalom Lore if you grew up in that city.
-
-**TABLE: HOMELAND**
-
-| 1d20 | **Result** |
-| --- | --- |
-| 1 or less | **Underground** You grew up in a partly or wholly underground region, such as a human mining town, a goblin warren, or a dwarf-held cavern. Add Engineering Lore, Labor Lore, and Mining Lore to your background options. |
-| 2-3 | **Frontier** You grew up at the edge of a settled region. This might have been isolated hills if you are a dwarf, a ranch or farm if you are a human, or another similar frontier. Add Farming Lore, Fishing Lore, Hunting Lore, Scouting Lore, and Lore pertaining to a type of creature that threatened your homeland regularly (such as Giant Lore) to your background options. |
-| 4-5 | **Trade Town People** frequently passed through your homeland. You might have been raised near a major thoroughfare or crossroads, or in a small trade town. Add Accounting Lore, Guild Lore, Mercantile Lore, Stabling Lore, and Lore of a common ancestry (such as Dwarf Lore) to your background options. |
-| 6-7 | **Simple Village** You were raised in a sleepy village such as a bucolic gnome hamlet, a close-knit human town, or an established goblin fort. Add Herbalism Lore, Midwifery Lore, Milling Lore, Tanning Lore, and Lore of a type of food, drink, or product the village was known for producing (such as Alcohol Lore or Wagon Lore) to your background options. |
-| 8-9 | **Cosmopolitan City** You were raised in a community where no single ancestry predominated. This might have created tensions, but the community might also have pulled together from diverse foundations. Add Art Lore, Guild Lore, Legal Lore, and Underworld Lore to your background options. |
-| 10-11 | **Metropolis** You grew up in one of the largest cities in the world, such as Absalom or Westcrown. Add Architecture Lore, Gladiatorial Lore, Guild Lore, Legal Lore, and Theater Lore to your background options. |
-| 12 | **Front Lines** You grew up in a homeland torn by war. Even if you didn't personally participate, it was never far away. Add Heraldry Lore, Scouting Lore, and Warfare Lore to your background options. |
-| 13-14 | **Itinerant** You never had a single place to call home. You might have been part of a nomadic caravan, a traveling group of entertainers, or a smuggling ring. Add Circus Lore, Fortune-Telling Lore, Games Lore, Labor Lore, and Underworld Lore to your background options. |
-| 15 | **Another Ancestry's Settlement** Randomly determine another common ancestry; you grew up surrounded by that ancestry. Reroll on this table (with a modifier for the new ancestry, if applicable) to determine the type of community in which you grew up (for example, if your gnome grew up among dwarves and rolls a 3, they grew up underground). Add the [[Adopted Ancestry]] feat and the Lore skill related to your adopted ancestry (such as Dwarf Lore) to your background options. If you select this feat instead of a skill feat, you aren't trained in a background skill. |
-| 16 | **Coastal Community** You grew up along a wide river, in a wetland, beside an ocean, or on an island. Add Fishing Lore, Sailing Lore, and Lore of a specific type of sea creature (such as Shark Lore) to your background options. |
-| 17-18 | **Religious Community** You were raised in a community of religious scholars, such as the town around an abbey, a remote elven forest shrine, or a dwarven temple-city. Add Art Lore, Scribing Lore, Lore about a deity that was the focus or enemy of your community (such as [[Pharasma]] Lore), and Lore about a plane (other than the Material Plane) where that deity resides to your background options. |
-| 19+ | **Academic Community** You were raised in or near a university, academy, or other center of learning. Add Academia Lore, Genealogy Lore, Library Lore, and Scribing Lore to your background options. |
-
-### Step 3: Major Childhood Event
-
-During your childhood, you were influenced by a significant event that helped shape the person you became. Roll on the table below to determine the type of event that shaped you.
-
-**TABLE: MAJOR CHILDHOOD EVENT**
-
-| 1d12 | **Result** |
-| --- | --- |
-| 1 | **Abandoned in a Distant Land** Due to some mischance (such as wandering off while on a trip or being press-ganged onto a seagoing ship), you had to survive in a distant land for a while. Add the [[Multilingual]] skill feat to your background options. |
-| 2 | **Academy Trained** You attended an academy where you studied a number of topics and skills. Whether you were a studious pupil or a dropout, the academy was your home for a good portion of your formative years. Add the [[Additional Lore]] skill feat to your background options. If you select Additional Lore as your skill feat, instead of becoming trained in Lore, you become trained in your choice of Arcana, Occultism, or Society. |
-| 3 | **Attained a Magical Gift** When you were a child, you found, stole, or were given a magic item that gave you an extraordinary ability. Add the [[Arcane Sense]] skill feat to your background options. |
-| 4 | **Betrayed** A friend or family member whom you trusted more than anyone else betrayed you. Add the skill feat to your background options. |
-| 5 | **Bullied** In your early life, you were often picked on. The callousness of bullies sharpened your resolve to stand up for yourself and others. Add the skill feat to your background options. |
-| 6 | **Captured by Giants** You were captured by marauding giants and fought your way free. Add the [[Titan Wrestler]] skill feat to your background options. |
-| 7 | **Claimed an Inheritance** You were bequeathed great wealth or property at an early age. You retained some of it; add a piece of common adventuring gear worth 15 gp or less to your background options. If you select it instead of a skill feat, you are trained in Society. |
-| 8 | **Died** You died or came so close that you walked the boundary between life and death. Add the [[Diehard]] feat to your background options. If you select it instead of a skill feat, you aren't trained in a background skill. |
-| 9 | **Fell In with a Bad Crowd** In your youth, you ran with a criminal element: a gang, thieves' guild, or similar organization. Add the [[Experienced Smuggler]] skill feat to your background options. |
-| 10 | **Had an Ordinary Childhood** Your childhood was fairly ordinary, with no major catastrophe—a stark contrast to most adventurers. Add the [[Assurance]] skill feat for a skill of your choice to your background options. |
-| 11 | **Had Your First Kill** You've had blood on your hands since your youth, when you first took the life of another. You still have the weapon you used for the deed; add a common weapon worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in Athletics. |
-| 12 | **Kidnapped** You were kidnapped at some point in your childhood and had to escape, perhaps by pirates, slavers, a cult, or someone else. Add the [[Quick Squeeze]] skill feat to your background options. |
-| 13 | **Lost in the Wilderness** Whether lured to the wilderness by a malevolent force or simply lost, you had to survive on your own for a while. Add the [[Survey Wildlife]] skill feat to your background options. |
-| 14 | **Met a Fantastic Creature** When you were a child, you made contact with a magical creature, such as a dragon, unicorn, genie, pixie, or similar creature. Add the [[Recognize Spell]] skill feat to your background options. |
-| 15 | **Raided** A horde of raiders attacked your settlement and killed and wounded several of your people. This could have been a band of highway robbers or a conquering army. You have a relic from those times; add an armor or shield worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in Medicine. |
-| 16 | **Robbed** Your family's possessions were stolen, and you vowed to catch the next burglar in the act. Add the skill feat to your background options. |
-| 17 | **Survived a Disaster** You witnessed and survived a major disaster in your childhood years—such as a great fire, flood, earthquake, volcano, or storm—by relying on what was at hand. Add the [[Quick Repair]] skill feat to your background options. |
-| 18 | **Trained by a Mentor** A mentor or patron took an interest in your development and volunteered to train or sponsor you. Add the [[Experienced Professional]] skill feat to your background options. |
-| 19 | **Witnessed War** You grew up against the backdrop of a major military conflict that affected much of your childhood world. Add the [[Battle Medicine]] skill feat to your background options. |
-| 20 | **Won a Competition** You distinguished yourself at an early age when you won a competition. This might have been a martial contest of arms, a showing of apprentice magicians, high-stakes gambling, or something more mundane, like an eating contest. Add the [[Fascinating Performance]] skill feat to your background options. |
-
-### Step 4: Influential Associate
-
-You may have had several people who played key roles in developing their skills and personality, but one likely stands out as the most influential. Use one of the results below as a template to develop an NPC in deeper detail. Work with your GM to determine the current fate of this NPC and whether you can still call upon the NPC for aid.
-
-**TABLE: INFLUENTAL ASSOCIATE**
-
-| 1d12 | **Result** |
-| --- | --- |
-| 1 | **The Academic** One of your associates had a thirst for knowledge that could never be satisfied with simple answers. Through this association, you developed a keen appreciation for numbers, geometry, logic, hard study, and problem-solving. Add an Intelligence ability boost to your background options. |
-| 2 | **The Boss** You once gained employment under a powerful individual with far-reaching influence. When the boss spoke up, everyone listened. This could have been a military commander, village leader, guild head, or gang boss. From the boss, you learned how to make people listen and keep them in line. Add a Charisma ability boost to your background options. |
-| 3 | **The Champion** You were close to someone who excelled at athletic endeavors and tests of strength or skill. Through your friendship or rivalry, you developed a competitive spirit that continues to drive you in everything you do. Add a Strength ability boost to your background options. |
-| 4 | **The Confidante** You could tell this person anything. They know your deepest secrets and vulnerabilities just as you know theirs, and thinking critically about another's perspective became second nature to you. Add an Intelligence ability boost to your background options. |
-| 5 | **The Crafter** One of your major influences cherished perfection through art. From this person, you developed a disciplined mind, a solitary focus, and the ability to create something useful and beautiful. Add an Intelligence ability boost to your background options. |
-| 6 | **The Criminal** One of your associates committed crimes regularly. They regaled you with many stories of daring robberies and break-ins—perhaps even murders. You learned what you know of the criminal element from this friend. Add a Dexterity ability boost to your background options. |
-| 7 | **The Dead One** One of your greatest influences was a sapient undead creature, such as a ghost, lich, graveknight, or vampire. Through this strange relationship, you learned of its mortal life, giving you perspective on your own life. Add a Constitution ability boost to your background options. |
-| 8 | **The Fiend** You dealt with, or were possessed by, a fiend who lent you power at a time of great need. Some part of it remains inside you, influencing you toward destructive ends. Add a Strength ability boost to your background options. |
-| 9 | **The Fool** One of your close associates mocked propriety and custom, engaging in wild and somewhat random actions from time to time. After a while, you learned there was simple wisdom to this foolery—a careless worldview that taught you to cast off concern. Add a Wisdom ability boost to your background options. |
-| 10 | **The Hunter** This person was a lone wolf who cautiously allowed you to become a member of their solitary pack. They taught you how to remain quick and thrive on your own in spite of natural dangers. Add a Dexterity ability boost to your background options. |
-| 11 | **The Liege Lord** You became close with someone you were bound to serve, be it an employer, minor lord or lady, or even a king or queen. Though this person held power over you, they held you closer than a subject or servant. As a result, you're used to dealing with and being close to power. Add a Charisma ability boost to your background options. |
-| 12 | **The Lover** You had a romantic connection in your past, and this person deeply influenced your personality. Perhaps this was a first love, a casual partner you grew close to, or the one who got away. The experience bolstered your confidence in romantic interactions, even though your thoughts still stray toward that special someone from long ago. Add a Charisma ability boost to your background options. |
-| 13 | **The Mentor** You had a mentor who taught you everything worth knowing about life. This could have been the person who taught you your heroic abilities, or simply a kindred spirit who helped form your worldview. Add a Constitution ability boost to your background options. |
-| 14 | **The Mercenary** With this person, there was always a cost. No deed came without a trade for something of equal or greater value. You respected their cynical but fair dealings, and they influenced your philosophy. Add a Strength ability boost to your background options. |
-| 15 | **The Mystic** You were especially close to a holy person in your community who fundamentally changed your life, opening your eyes to the incredible powers that exist beyond the natural world. Regardless of whether you now follow a faith, certain religious artifacts, rituals, and texts played a large part in making you the person you are. Add a Wisdom ability boost to your background options. |
-| 16 | **The Pariah** You met a disgraced exile and found in their words something that spoke to you. What once seemed true in your religion, society, or family began to appear false, and you quickly learned not to trust everyone you meet. Add a Wisdom ability boost to your background options. |
-| 17 | **The Relative** You were especially close to a specific relative growing up. To you, this person was the meaning of family. They helped shepherd you into adulthood, teaching you everything you know about the world. You resolutely strive to keep a promise, vow, or oath that you made to them. Add a Constitution ability boost to your background options. |
-| 18 | **The Seer** You were close to a person who claimed to see the future—perhaps an oracle, seer, prophet, or merely some festival charlatan. The seer's influence either made you into an optimist with a drive to fulfill that future or a fatalist resigned to accept it. Add a Wisdom ability boost to your background options. |
-| 19 | **The Wanderer** You knew someone who traveled from place to place with the changing of the wind, such as a minstrel, merchant, outcast, mercenary, or sailor. This person brought you wondrous mementos and inspired a wanderlust within you. Add a Dexterity ability boost to your background options. |
-| 20 | **The Well-Connected Friend** In your circle of associates, there was someone everyone knew. This person had contacts in every social circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life. Add a Charisma ability boost to your background options. |
-
-### Step 5: Relationships
-
-This aspect of background generation determines the relationships you have with the other PCs and why your character might choose to adventure with them. This step is best performed when the entire group is sitting together and can generate and discuss these connections with each other. You should select another character and roll on the first table to generate an inspiring connection, then determine a different character and roll on the second table to generate a challenging connection. You might choose these characters randomly, or the group might decide that each character has an inspiring connection with the character of the player sitting to the left and a challenging connection with the character of the player sitting to the right.
-
-Other players can reject a relationship connection they don't feel fits with their vision of their own character; in this case, pick another character or a different relationship. Even though you and the other characters share a connection, only you add the skill feats from the relationships you roll to your background options.
-
-**TABLE: INSPIRING RELATIONSHIP**
-
-| 1d12 | **Result** |
-| --- | --- |
-| 1 | **Animal Helpers** When you and this character were younger, you worked together to nurse sick animals back to health. Add the [[Train Animal]] skill feat to your background options. |
-| 2 | **Comrade-in-Arms** You and this character were once comrades in military service, and you trained yourself and this character to improve your physical fitness. Add the [[Assurance]] skill feat for Athletics to your background options. |
-| 3 | **Desperate Intimidation** You had to frighten off pirates or slavers looking to capture you and this character. Add the [[Group Coercion]] skill feat to your background options. |
-| 4 | **Homelessness** At a time when you were both living on the streets, you taught this character valuable pointers to survive. Add the [[Streetwise]] skill feat to your background options. |
-| 5 | **Kindly Witch** This character connected you to a kindly but reclusive person who was living at the edge of civilization but had expansive knowledge to share. Add the [[Natural Medicine]] skill feat to your background options. |
-| 6 | **Liberators** You and this character worked together to free some captives—including one of your friends or relatives—from a gang of slavers. Add the [[Lengthy Diversion]] skill feat to your background options. |
-| 7 | **Magician** This character supported your brief dalliance with stage magic, which you took up as a precursor to learning actual magic or simply to keep your fingers nimble. Add the [[Subtle Theft]] skill feat to your background options. |
-| 8 | **Missing Child** When a young relative disappeared in a busy market, this character helped you question merchants and shoppers and find the child before they came to any harm. Add the [[Hobnobber]] skill feat to your background options. |
-| 9 | **Patron of the Arts** This character encouraged you to excel at a type of performance you loved, even going so far as to support you in lean times. Add the [[Virtuosic Performer]] skill feat to your background options. |
-| 10 | **Religious Students** You and this character shared some religious training in the past, even if you didn't stick with it, and you admired their piety. Add the [[Student of the Canon]] skill feat to your background options. |
-| 11 | **Timely Cure** When a family member of yours was dying and there didn't seem to be much hope, this character brought a simple but effective alchemical cure. You are determined to pay this favor forward. Add the [[Alchemical Crafting]] skill feat to your background options. |
-| 12 | **Wasteland Survivors** You and this character were lost in a dangerous wasteland together and depended upon each other for survival; you're still not certain that either of you would have survived the ordeal without the other's aid. Add the [[Forager]] skill feat to your background options. |
-
-**TABLE: CHALLENGING RELATIONSHIP**
-
-| 1d12 | **Result** |
-| --- | --- |
-| 1 | **Accidental Fall** This character once inadvertently shoved you off a ledge or balcony. You're mostly certain it was a mistake, but the fall was terrifying, and you've resolved to never be caught unaware like that again. Add the [[Cat Fall]] skill feat to your background options. |
-| 2 | **Accusation of Theft** You were once secretly certain that this character stole a cherished valuable from you. You were determined to steal it back, until you learned that this character wasn't in fact to blame and you'd only misplaced the item. Add the [[Pickpocket]] skill feat to your background options. |
-| 3 | **Called Before Judges** Information provided by this character—either intentionally or inadvertently given—required you to justify yourself in front of a group of bureaucrats or magistrates. Add the [[Group Impression]] skill feat to your background options. |
-| 4 | **Matter of Might** You have long considered this character your rival in a question of strength. You are determined to prove yourself to be mightier, perhaps by intelligent application of force if you aren't physically imposing. Add the [[Hefty Hauler]] skill feat to your background options. |
-| 5 | **Mercantile Expertise** To encourage an employer to hire you instead of this character, you worked hard to demonstrate your keen mercantile sense. It didn't work; the employer hired this character anyway. Add the [[Bargain Hunter]] skill feat to your background options. |
-| 6 | **Privileged Position** You once sought the favor of a powerful spellcaster as a mentor, but this character was plainly the mentor's favorite, no matter how hard you tried. Add the [[Quick Identification]] skill feat to your background options. |
-| 7 | **Relationship Ender** You once warned off an admirer seeking this character's affections. You still maintain that the match would have been a poor one and that you did this character a favor. Add the [[Quick Coercion]] skill feat to your background options. |
-| 8 | **Rival Trackers** You and this character worked for a time as rival hunters, whether tracking animals or escaped criminals. Add the skill feat to your background options. |
-| 9 | **Seeking Accolades** You never seemed to capture the attention of the crowds at the tavern as easily as this character did, so you worked hard to practice your showmanship. Add the [[Impressive Performance]] skill feat to your background options. |
-| 10 | **Slander** You and this character were rivals for the same person's affections, and you stooped to spreading vicious lies before the whole situation fell apart. Add the [[Charming Liar]] skill feat to your background options. |
-| 11 | **Social Maneuvering** You have always wanted to prove yourself better than this character in a fancy social situation but have yet to decisively do so. Add the [[Courtly Graces]] skill feat to your background options. |
-| 12 | **Spy** You spied upon this character in the past, either at the behest of someone else or because of your own suspicions. Add the [[Read Lips]] skill feat to your background options. |
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----
-title: "Detecting Creatures"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Detecting Creatures"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.Edn6qQNVcEVpkhPl
-tags:
- - JournalEntryPage
----
-
-# Detecting Creatures
-
-| | |
-| ---- | ---- |
-| **[[Observed]]** | A creature you're observed by knows where you are and can target you normally. |
-| **[[Concealed]]** | A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with a non-area effect. |
-| **[[Hidden]]** | A creature you're hidden from knows the space you're in. It is off-guard to you, and must succeed at a DC 11 flat check to affect you. You can Hide to become hidden, and Seek to find hidden creatures. |
-| **[[Undetected]]** | When you are undetected by a creature, it's off-guard to you, can't see you, has no idea what space you occupy, and can't target you. It can try to guess your square by picking a square and attempting an attack. This works like targeting a hidden creature, but the flat check and attack roll are rolled in secret by the GM. |
-| **[[Unnoticed]]** | A creature you're unnoticed by is totally unaware of your presence. |
-| **[[Invisible]]** | You're undetected by everyone. You can't become observed while invisible except via special abilities or magic. |
-
-There are three conditions that measure the degree to which you can sense a creature: [[Observed]], [[Hidden]], and [[Undetected]]. However, the [[Concealed]] and [[Invisible]] conditions can partially mask a creature, and the [[Unnoticed]] condition indicates you have no idea a creature is around.
-
-With the exception of invisible, these conditions are relative to the viewer—it's possible for a creature to be [[Observed]] to you but [[Hidden]] from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.
-
-Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to [[Sneak]] away. Or you might think a creature can't see you in the dark, but it has darkvision.
-
-You can attempt to avoid detection by using the Stealth skill to [[Avoid Notice]], [[Hide]], or [[Sneak]], or by using Deception to [[Create a Diversion]].
-
-### Observed
-
-In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are [[Observed]]. Observing requires a precise sense, which for most creatures means sight, but see the [[Detecting with Other Senses]] sidebar for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either [[Hidden]], [[Undetected]], or [[Unnoticed]], and you'll need to factor in the targeting restrictions. Even if a creature is [[Observed]], it might still be [[Concealed]].
-
-### Hidden
-
-A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been [[Blinded]] or the creature is under the effects of _[[Invisibility]]_, but you used the [[Seek]] basic action to determine its general location based on hearing alone. Regardless of the specifics, you're [[Off-Guard]] to a [[Hidden]] creature.
-
-When targeting a [[Hidden]] creature, before you roll to determine your effect, you must attempt a DC 11 flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain off-guard to the creature, whether you successfully target it or not.
-
-### Undetected
-
-If a creature is [[Undetected]], you don't know what space it occupies, you're [[Off-Guard]] to it, and you can't easily target it. Using the [[Seek]] basic action can help you find an [[Undetected]] creature, usually making it [[Hidden]] from you instead of [[Undetected]]. If a creature is [[Undetected]], that doesn't necessarily mean you're unaware of its presence—you might suspect an [[Undetected]] creature is in the room with you, even though you're unable to find its space. The unnoticed condition covers creatures you're entirely unaware of.
-
-Targeting an [[Undetected]] creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a [[Hidden]] creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. [[Undetected]] creatures are subject to area effects normally.
-
-For instance, suppose an enemy elf wizard cast _[[Invisibility]]_ and then [[Sneak|Sneaked]] away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!
-
-### Unnoticed
-
-If you have no idea a creature is even present, that creature is [[Unnoticed]] by you. A creature that is [[Undetected]] might also be [[Unnoticed]]. This condition usually matters for abilities that can be used only against targets totally unaware of your presence.
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diff --git a/content/Mechanics/PF2e Journals/GM Screen/Detecting with Other Senses.md b/content/Mechanics/PF2e Journals/GM Screen/Detecting with Other Senses.md
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-title: "Detecting with Other Senses"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Detecting with Other Senses"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.jEf21wTIEXzGtPU6
-tags:
- - JournalEntryPage
----
-
-# Detecting with Other Senses
-If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even invisible in the area of a silence spell.
-
-### Using Stealth with Other Senses
-
-The Stealth skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable Stealth action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.
-
-In some cases, rolling a Dexterity-based Stealth skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the Stealth check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Different Size Items.md b/content/Mechanics/PF2e Journals/GM Screen/Different Size Items.md
deleted file mode 100755
index 3e65f2901..000000000
--- a/content/Mechanics/PF2e Journals/GM Screen/Different Size Items.md
+++ /dev/null
@@ -1,26 +0,0 @@
----
-title: "Different Size Items"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Different Size Items"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.act12TfHpnKx6ZTu
-tags:
- - JournalEntryPage
----
-
-# Different Size Items
-Creatures of sizes other than Small or Medium need items appropriate to their size. These items have different Bulk and possibly a different Price. The table below provides the Price and Bulk conversion for such items.
-
-For example, a morningstar sized for a Medium creature has a Price of 1 gp and 1 Bulk, so one made for a Huge creature has a Price of 4 gp and 4 Bulk. One made for a Tiny creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk.
-
-Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, Tiny or Large (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a Medium creature.
-
-Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on the table below, then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information.
-
-| **Creature Size** | **Price** | **Bulk** | **Light Becomes** | **Negligible Becomes** |
-| --- | --- | --- | --- | --- |
-| Tiny | Standard | Half\* | none | \- |
-| Small or Med. | Standard | Standard | L | \- |
-| Large | x2 | x2 | 1 Bulk | L |
-| Huge | x4 | x4 | 2 Bulk | 1 Bulk |
-| Gargantuan | x8 | x8 | 4 Bulk | 2 Bulk |
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Difficulty Classes.md b/content/Mechanics/PF2e Journals/GM Screen/Difficulty Classes.md
deleted file mode 100755
index 341a4180f..000000000
--- a/content/Mechanics/PF2e Journals/GM Screen/Difficulty Classes.md
+++ /dev/null
@@ -1,98 +0,0 @@
----
-title: "Difficulty Classes"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Difficulty Classes"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.dRu66xNqJ9Ihe1or
-tags:
- - JournalEntryPage
----
-
-# Difficulty Classes
-**SIMPLE DC**
-
-| **Task Difficulty** | **Simple DC** |
-| --- | --- |
-| **Untrained** | 10 |
-| **Trained** | 15 |
-| **Expert** | 20 |
-| **Master** | 30 |
-| **Legendary** | 40 |
-
-**DC ADJUSTMENTS**
-
-| **Difficulty** | **Adjustment** | **Rarity** |
-| --- | --- | --- |
-| **Incredibly Easy** | \-10 | \- |
-| **Very Easy** | \-5 | \- |
-| **Easy** | \-2 | \- |
-| **Hard** | +2 | Uncommon |
-| **Very Hard** | +5 | Rare |
-| **Incredibly Hard** | 10 | Unique |
-
-**DCS BY LEVEL**
-
-| Level | DC | Level | DC |
-| --- | --- | --- | --- |
-| **0** | 14 | **13** | 31 |
-| **1** | 15 | **14** | 32 |
-| **2** | 16 | **15** | 34 |
-| **3** | 18 | **16** | 35 |
-| **4** | 19 | **17** | 36 |
-| **5** | 20 | **18** | 38 |
-| **6** | 22 | **19** | 39 |
-| **7** | 23 | **20** | 40 |
-| **8** | 24 | **21** | 42 |
-| **9** | 26 | **22** | 44 |
-| **10** | 27 | **23** | 46 |
-| **11** | 28 | **24** | 48 |
-| **12** | 30 | **25** | 50 |
-
-**SPELL DCS BY LEVEL**
-
-| **Spell Level** | **DC** |
-| --- | --- |
-| **1st** | 15 |
-| **2nd** | 18 |
-| **3rd** | 20 |
-| **4th** | 23 |
-| **5th** | 26 |
-| **6th** | 28 |
-| **7th** | 31 |
-| **8th** | 34 |
-| **9th** | 36 |
-| **10th** | 39 |
-
-As the Game Master, it's up to you to set the difficulty classes (DCs) for checks that don't use a predefined DC. The following sections offer advice on how to set appropriate DCs and tweak them as needed to feel natural for your story. Picking a simple DC and using a level-based DC each work well in certain circumstances, and you can adjust both types of DC using the advice on adjusting difficulty.
-
-## Simple DCs
-
-Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10-4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task). If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to Recall Knowledge, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.
-
-Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.
-
-## Level-Based DCs
-
-When you're determining a skill DC based on something that has a level, use Table 10-5 to set the DC. Find the level of the subject, and assign the corresponding DC. Since spells use a 1-10 scale, use the Spell Level column for them.
-
-Use these DCs when a PC needs to Identify a Spell or Recall Knowledge about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!
-
-Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.
-
-## Adjusting Difficulty
-
-You might decide a DC should differ from the baseline, whether to account for PCs' areas of expertise or to represent the rarity of spells or items. A DC adjustment represents an essential difference in the difficulty of a task and applies to anyone attempting a specific check for it. Adjustments happen most often with tasks whose DCs are based on their level. Adjustments use a scale of -10 to +10, from incredibly easy checks to incredibly hard ones, and are broken into increments of 2, 5, and 10. You'll often apply the adjustments for uncommon, rare, or unique subjects.
-
-The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.
-
-You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an Occultism check to Identify the Magic to 19, based on Table 10-5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using Arcana and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.
-
-### Group Attempts
-
-The DCs in this chapter give an individual character a strong and increasing chance of success if they have some proficiency. On occasion, though, you'll have a task that only one person in the group needs to succeed at, but that everyone can attempt. The number of dice being rolled means that there's a very high chance at least one of them will succeed. Most of the time, that's perfectly fine, but sometimes you'll want the task to be a challenge, with some uncertainty as to whether the party can succeed. In these cases, make the check very hard, or incredibly hard if you want it to be particularly difficult or at high levels. At these DCs, most of the party will probably fail, but someone will probably still succeed, likely a character who has heavily invested in the given skill, as is expected for specialized characters.
-
-## Minimum Proficiency
-
-Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of Thievery. A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in Arcana to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!
-
-For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Downtime Events.md b/content/Mechanics/PF2e Journals/GM Screen/Downtime Events.md
deleted file mode 100755
index 46a93a3d3..000000000
--- a/content/Mechanics/PF2e Journals/GM Screen/Downtime Events.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: "Downtime Events"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Downtime Events"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.INYPqM7rs9SNFRba
-tags:
- - JournalEntryPage
----
-
-# Downtime Events
-| **Craft or Earn Income (Crafting)** |
-| --- |
-| \-A shipment of important materials is delayed, and the PC must find out why. |
-| \-The PC creates a superlative work, which draws the attention of a collector or museum. |
-| \-The PC discovers a more efficient technique to work a material and must decide to share it or keep it secret. |
-| **Create a Forgery (Society)** |
-| \-The format for paperwork the PC is attempting to mimic gets changed, and they must adjust. |
-| \-The paperwork is spoiled by a freak accident, such as a leaky roof above the workshop or a clumsy assistant knocking over beakers of chemicals. |
-| \-A mysterious benefactor provides the PC with special tools or a source document they didn't have, but suggests they'll ask for a favor later to reciprocate. |
-| **Earn Income (General)** |
-| \-A fussy client demands multiple rounds of changes throughout the process. |
-| \-An accident at a work site puts someone in danger. |
-| \-Something the PC is working on becomes a fad or hit— demand skyrockets! |
-| \-A visitor is impressed with the PC's work and offers them a more lucrative task in a distant location. |
-| \-Conditions on the job site are abysmal, and other workers ask the PC to join them in confronting the bosses. |
-| \-The bosses or guildmasters are doing something illegal and attempt to bribe the PC to look the other way. |
-| \-The PC returns to their work one day to find someone has tampered with what they've done. |
-| **Earn Income (Performance)** |
-| \-Due to the performance's success, more shows are added, running the PC ragged. |
-| \-A competing show across town draws away customers. |
-| \-A powerful noble finances a special performance but demands some changes to the contents. |
-| \-One of the PC's fellow performers doesn't show up, but the show must go on! |
-| **Subsist (Survival)** |
-| \-Over a long time subsisting in a single area, the PC finds an unknown berry or herb that could be useful for making a new medicine. |
-| \-The PC finds signs indicating some large creature has been foraging as well—possibly a monster. |
-| **Buy and Sell Items** |
-| \-The PC sells an item of interest to members of a particular group, who pursue the PC. |
-| \-A merchant sells the PC a fraudulent item. |
-| \-A shop the PCs frequent is in trouble and about to go out of business without help. |
-| \-Someone else offers a higher bid for an item a PC wants, resulting in a negotiation or in the NPC offering a job the PC must perform to claim the item. |
-| **Retrain** |
-| \-The PC sustains an injury in physical training. |
-| \-Tapping into new magical powers inflicts a magical curse or creates an odd phenomenon. |
-| \-A retraining instructor falls ill or goes missing. |
-| \-Someone witnesses the PC retraining and asks to join them as they study or practice. |
-| \-The PC's training comes to a halt, and they need to acquire a rare book or something similar to continue. |
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Downtime Tasks.md b/content/Mechanics/PF2e Journals/GM Screen/Downtime Tasks.md
deleted file mode 100755
index 39cb92496..000000000
--- a/content/Mechanics/PF2e Journals/GM Screen/Downtime Tasks.md
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@@ -1,83 +0,0 @@
----
-title: "Downtime Tasks"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Downtime Tasks"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.SpWLU1ixQRT6rkUP
-tags:
- - JournalEntryPage
----
-
-# Downtime Tasks
-| **Academia, Library, Other Educational Lore** |
-| --- |
-| \-Work at a school or library |
-| \-Compile information on a distant land for an expedition |
-| \-Serve as administrator for a school or library |
-| \-Acquire a rare book on dragons for a local noble |
-| **Crafting** |
-| \-Make tools for local farmers |
-| \-Brew a crate of healing potions for a local church or hospital |
-| \-Sew a dress for a noble's debutante ball |
-| \-Supply magical weapons for the palace guard corps |
-| **Engineering Lore** |
-| \-Assess the fortifications built to protect a town |
-| \-Plan the mechanism for a drawbridge |
-| \-Create schematics for a new mill |
-| **Food or Drink Lore** |
-| \-Brew simple ale or cook an ordinary dish for the local inn |
-| \-Identify a dozen bottles of wine |
-| \-Create a showpiece dish for an upcoming festival |
-| \-Create a nine-course meal for a noble banquet |
-| **Genealogy Lore** |
-| \-Compile a family tree for a minor noble family |
-| \-Determine next of kin to settle an inheritance dispute |
-| \-Map the web of intermarriages of a sprawling royal family |
-| \-Determine the lineages of an ancient civilization |
-| \-Trace the lost heir of an ancient empire |
-| **Guild Lore** |
-| \-Recruit initiates for a guild |
-| \-Identify symbols of an ancient guild in a tome |
-| \-Consult on rearranging a guild's hierarchy |
-| \-Oversee the merger of two guilds or one guild splitting into two |
-| **Herbalism Lore** |
-| \-Supply poultices to a physician |
-| \-Prepare herbs for a small restaurant |
-| \-Identify the poisonous plant eaten by a local lord |
-| **Legal Lore** |
-| \-Clear some minor red tape |
-| \-Defend someone charged with theft |
-| \-Bring a corrupt noble to justice through the legal system |
-| \-Find loopholes in a contract made with a devil |
-| **Mercantile Lore** |
-| \-Price a crate of imported textiles |
-| \-Find the best trade route for a pirate crew to raid |
-| \-Set exchange rates for a trade consortium |
-| **Mining Lore** |
-| \-Work a shift in a coal mine |
-| \-Determine where a raw ingot was mined |
-| \-Prospect to find a site for a new mine |
-| **Performance** |
-| \-Busk for townsfolk at a street fair |
-| \-Play in the orchestra at an opera |
-| \-Attend a society figure's salon |
-| \-Perform for visiting nobles |
-| \-Impress a visiting maestro to bring glory to your hometown |
-| \-Put on a performance for a patron from another plane |
-| **Politics Lore** |
-| \-Lobby for a vote or decision to go a certain way |
-| \-Smear a noble to lower their station |
-| **Sailing Lore** |
-| \-Crew a ship on a short voyage |
-| \-Render a ship in dry-dock seaworthy |
-| \-Pilot a ship through monster-infested waters |
-| **Underworld Lore** |
-| \-Find out where a stolen item ended up |
-| \-Get someone an audience with the head of a thieves' guild |
-| \-Smuggle a shipment of valuables out of the city |
-| **Warfare Lore** |
-| \-Teach a spear fighting class at a dojo |
-| \-Instruct an officer in various military stratagems |
-| \-Advise a general in planning a battlefield offensive |
-
-Players will often look to you for tasks they might take on during downtime, especially if they're looking to Earn Income. You should also interject special events to surprise your players and add interesting scenes. If you need some quick ideas for tasks characters might offer a PC, look at the tables below for inspiration. The Earn Income tasks are arranged with tasks appropriate for low-level PCs first, but most can be adapted to the level you need. For the events, you might need to “zoom out” to focus on a special scene or even a short encounter or adventure.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Earn Income.md b/content/Mechanics/PF2e Journals/GM Screen/Earn Income.md
deleted file mode 100755
index 6f9bd18ba..000000000
--- a/content/Mechanics/PF2e Journals/GM Screen/Earn Income.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: "Earn Income"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Earn Income"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.aBALUjLyOqXKlhrP
-tags:
- - JournalEntryPage
----
-
-# Earn Income
-**INCOME EARNED**
-
-| Task Level | Failure | Trained | Expert | Master | Legendary |
-| --- | --- | --- | --- | --- | --- |
-| **0** | 1 cp | 5 cp | 5 cp | 5 cp | 5 cp |
-| **1** | 2 cp | 2 sp | 2 sp | 2 sp | 2 sp |
-| **2** | 4 cp | 3 sp | 3 sp | 3 sp | 3 sp |
-| **3** | 8 cp | 5 sp | 5 sp | 5 sp | 5 sp |
-| **4** | 1 sp | 7 sp | 8 sp | 8 sp | 8 sp |
-| **5** | 2 sp | 9 sp | 1 gp | 1 gp | 1 gp |
-| **6** | 3 sp | 1 gp, 5 sp | 2 gp | 2 gp | 2 gp |
-| **7** | 4 sp | 2 gp | 2 gp, 5 sp | 2 gp, 5 sp | 2 gp, 5 sp |
-| **8** | 5 sp | 2 gp, 5 sp | 3 gp | 3 gp | 3 gp |
-| **9** | 6 sp | 3 gp | 4 gp | 4 gp | 4 gp |
-| **10** | 7 sp | 4 gp | 5 gp | 6 gp | 6 gp |
-| **11** | 8 sp | 5 gp | 6 gp | 8 gp | 8 gp |
-| **12** | 9 sp | 6 gp | 8 gp | 10 gp | 10 gp |
-| **13** | 1 gp | 7 gp | 10 gp | 15 gp | 15 gp |
-| **14** | 1 gp, 5 sp | 8 gp | 15 gp | 20 gp | 20 gp |
-| **15** | 2 gp | 10 gp | 20 gp | 28 gp | 28 gp |
-| **16** | 2 gp, 5 sp | 13 gp | 25 gp | 36 gp | 40 gp |
-| **17** | 3 gp | 15 gp | 30 gp | 45 gp | 55 gp |
-| **18** | 4 gp | 20 gp | 45 gp | 70 gp | 90 gp |
-| **19** | 6 gp | 30 gp | 60 gp | 100 gp | 130 gp |
-| **20** | 8 gp | 40 gp | 75 gp | 150 gp | 200 gp |
-| **20 (critical success)** | — | 50 gp | 90 gp | 175 gp | 300 g |
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Elite_Weak Adjustments.md b/content/Mechanics/PF2e Journals/GM Screen/Elite_Weak Adjustments.md
deleted file mode 100755
index 2a9f9b031..000000000
--- a/content/Mechanics/PF2e Journals/GM Screen/Elite_Weak Adjustments.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: "Elite/Weak Adjustments"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Elite/Weak Adjustments"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.lcCPztCqmXpwdmWx
-tags:
- - JournalEntryPage
----
-
-# Elite/Weak Adjustments
-### Elite Adjustment
-
-* +2 to AC, attack bonus, DCs, saves, Perception, skills.
-* +2 to damage for Strikes and offensive abilities, or +4 to abilities that can be used a limited number of times.
-* Increase HP using the table below.
-
-| **Starting Level** | **HP Increase** |
-| --- | --- |
-| 1 or lower | 10 |
-| 2-4 | 15 |
-| 5-19 | 20 |
-| 20+ | 30 |
-
-### Weak Adjustment
-
-* \-2 to AC, attack bonus, DCs, saves, Perception, skills.
-* \-2 to damage for Strikes and offensive abilities, or +4 to abilities that can be used a limited number of times.
-* Decrease HP using the table below.
-
-| **Starting Level** | **HP Decrease** |
-| --- | --- |
-| 1-2 | 10 |
-| 3-5 | 15 |
-| 6-20 | 20 |
-| 21+ | 30 |
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Encounter Building & XP Awards.md b/content/Mechanics/PF2e Journals/GM Screen/Encounter Building & XP Awards.md
deleted file mode 100755
index 36b948504..000000000
--- a/content/Mechanics/PF2e Journals/GM Screen/Encounter Building & XP Awards.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: "Encounter Building & XP Awards"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Encounter Building & XP Awards"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.9hfEG4kJmEbrjGS1
-tags:
- - JournalEntryPage
----
-
-# Encounter Building & XP Awards
-**Encounter Budget**
-
-| **Difficulty** | **XP Budget** | **Character Adjustment** |
-| --- | --- | --- |
-| **Trivial** | 40 or less | 10 or less |
-| **Low** | 60 | 15 |
-| **Moderate** | 80 | 20 |
-| **Severe** | 120 | 30 |
-| **Extreme** | 160 | 40 |
-
-**XP Awards**
-
-| **Accomplishment** | **XP Award** |
-| --- | --- |
-| Minor | 10 XP |
-| Moderate\* | 30 XP |
-| Major\* | 80 XP |
-| \*Typically awards a Hero Point as well. | |
-
-**Level Adjustments**
-
-| **Adversary or Hazard Level** | **XP for Simple Hazard** | **XP for Creature or Complex Hazard** |
-| --- | --- | --- |
-| **Party Level - 4** | 2 XP | 10 XP |
-| **Party Level - 3** | 3 XP | 15 XP |
-| **Party Level - 2** | 4 XP | 20 XP |
-| **Party Level - 1** | 6 XP | 30 XP |
-| **Party Level** | 8 XP | 40 XP |
-| **Party Level + 1** | 12 XP | 60 XP |
-| **Party Level + 2** | 16 XP | 80 XP |
-| **Party Level + 3** | 24 XP | 120 XP |
-| **Party Level + 4** | 32 XP | 160 XP |
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Environmental Damage.md b/content/Mechanics/PF2e Journals/GM Screen/Environmental Damage.md
deleted file mode 100755
index e52973103..000000000
--- a/content/Mechanics/PF2e Journals/GM Screen/Environmental Damage.md
+++ /dev/null
@@ -1,20 +0,0 @@
----
-title: "Environmental Damage"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Environmental Damage"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.hOsFg2VpnOshaSOi
-tags:
- - JournalEntryPage
----
-
-# Environmental Damage
-
-| **Category** | **Damage** |
-| --- | --- |
-| Minor | 1d6-2d6 |
-| Moderate | 4d6-6d6 |
-| Major | 8d6-12d6 |
-| Massive | 18d6-24d6 |
-
-Some environmental features or natural disasters deal damage. Because the amount of damage can vary based on the specific circumstances, the rules for specific environments and natural disasters use damage categories to describe the damage, rather than exact numbers. Use the table above to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Exploration Activities.md b/content/Mechanics/PF2e Journals/GM Screen/Exploration Activities.md
deleted file mode 100755
index 81506a923..000000000
--- a/content/Mechanics/PF2e Journals/GM Screen/Exploration Activities.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: "Exploration Activities"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Exploration Activities"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.zB1mqE9IeyfyQDnn
-tags:
- - JournalEntryPage
----
-
-# Exploration Activities
-**TABLE: EXPLORATION ACTIVITIES**
-
-| **Activity name** | **Traits** | **Summary** |
-| --- | --- | --- |
-| [[Avoid Notice]] | _\-_ | You attempt a Stealth check to avoid notice while traveling at half speed. |
-| [[Defend]] | _\-_ | You move at half your travel speed with your shield raised. |
-| [[Detect Magic]] | _concentrate_ | You cast detect magicat regular intervals. |
-| [[Follow the Expert]] | _auditory, concentrate, visual_ | Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a skill check (like Avoiding Notice). |
-| [[Hustle]] | _move_ | You strain yourself to move at double your travel speed. |
-| [[Investigate]] | _concentrate_ | You seek out information about your surroundings while traveling at half speed. |
-| [[Refocus]] | _concentrate_ | You spend 10 minutes performing deeds to restore your magical connection. |
-| [[Repeat a Spell]] | _concentrate_ | You repeatedly cast the same spell while moving at half speed. |
-| [[Scout]] | _concentrate_ | You scout ahead and behind the group to watch danger, moving at half speed. |
-| [[Search]] | _concentrate_ | You Seek meticulously for hidden doors, concealed hazards, and so on. |
-
-**TABLE: SKILL EXPLORATION ACTIVITIES**
-
-| **Activity name** | **Skill** | **Traits** | **Summary** |
-| --- | --- | --- | --- |
-| [[Borrow an Arcane Spell]] | Arcana | _concentrate_ | If you're an arcane spellcaster who prepares from a spellbook, you can attempt to prepare a spell from someone else's spellbook. |
-| [[Coerce]] | Intimidation | _auditory, concentrate, emotion, linguistic, mental_ | With threats either veiled or overt, you attempt to bully a creature into doing what you want. |
-| [[Cover Tracks]] | Survival | _concentrate, move_ | You cover your tracks, moving up to half your travel Speed, using the rules on page 479. |
-| [[Decipher Writing]] | Arcana | _concentrate, secret_ | You attempt to decipher complicated writing or literature on an obscure topic. |
-| [[Gather Information]] | Diplomacy | _secret_ | You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. |
-| [[Identify Alchemy]] | Crafting | _concentrate, secret_ | You can identify the nature of an alchemical item with 10 minutes of testing using alchemist's tools. |
-| [[Identify Magic]] | Arcana | _concentrate, secret_ | Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. |
-| [[Impersonate]] | Deception | _concentrate, manipulate, secret_ | You create a disguise to pass yourself off as someone or something you are not. |
-| [[Learn a Spell]] | Arcana | _concentrate_ | You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. |
-| [[Make an Impression]] | Diplomacy | _auditory, concentrate, linguistic, mental_ | With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. |
-| [[Repair]] | Crafting | _manipulate_ | You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands. |
-| [[Sense Direction]] | Survival | _secret_ | Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild. |
-| [[Squeeze]] | Acrobatics | _move_ | You contort yourself to squeeze through a space so small you can barely fit through. |
-| [[Track]] | Survival | _concentrate, move_ | You follow tracks, moving at up to half your travel Speed, using the rules on page 479. |
-| [[Treat Wounds]] | Medicine | _healing, manipulate_ | You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). |
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Falling.md b/content/Mechanics/PF2e Journals/GM Screen/Falling.md
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--- a/content/Mechanics/PF2e Journals/GM Screen/Falling.md
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----
-title: "Falling"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Falling"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.7FsXXkrOUXHtROnq
-tags:
- - JournalEntryPage
----
-
-# Falling
-| Falling Damage |
-| --- |
-| When you fall more than 5 feet, take bludgeoning damage equal to half the distance you fell. If you take any damage, you land prone. If you fall into water or a soft substance, calculate damage as though the fall were 20 feet shorter, 30 if you intentionally dove in (up to the depth of the substance). |
-
-When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land [[Prone]]. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter.
-
-You can [[Grab an Edge]] as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can't be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).
-
-## Falling on a Creature
-
-If you land on a creature, that creature must attempt a DC15 Reflex save. Landing exactly on a creature after a long fall is almost impossible.
-
-**Critical Success** The creature takes no damage.
-
-**Success** The creature takes bludgeoning damage equal to one-quarter the falling damage you took.
-
-**Failure** The creature takes bludgeoning damage equal to half the falling damage you took.
-
-**Critical Failure** The creature takes the same amount of bludgeoning damage you took from the fall.
-
-## Falling Objects
-
-A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Force Open.md b/content/Mechanics/PF2e Journals/GM Screen/Force Open.md
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--- a/content/Mechanics/PF2e Journals/GM Screen/Force Open.md
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@@ -1,19 +0,0 @@
----
-title: "Force Open"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Force Open"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.oM0DobZe9uEkz9kb
-tags:
- - JournalEntryPage
----
-
-# Force Open
-| **Structure** | **Force Open DC** |
-| --- | --- |
-| **Stuck door or window** | 15 |
-| **Exceptionally stuck** | 20 |
-| **Lift wooden portcullis** | 20\* |
-| **Lift iron portcullis** | 30\* |
-| **Bend metal bars** | 30 |
-| \* Use the Thievery DC of the locking mechanism if it's higher. | |
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Formula Price.md b/content/Mechanics/PF2e Journals/GM Screen/Formula Price.md
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index 80609d53d..000000000
--- a/content/Mechanics/PF2e Journals/GM Screen/Formula Price.md
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----
-title: "Formula Price"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Formula Price"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.iVY32tNvfS1tPYU2
-tags:
- - JournalEntryPage
----
-
-# Formula Price
-| **Item Level** | **Formula Price** |
-| --- | --- |
-| 0\* | 5 sp |
-| 1 | 1 gp |
-| 2 | 2 gp |
-| 3 | 3 gp |
-| 4 | 5 gp |
-| 5 | 8 gp |
-| 6 | 13 gp |
-| 7 | 18 gp |
-| 8 | 25 gp |
-| 9 | 35 gp |
-| 10 | 50 gp |
-| 11 | 70 gp |
-| 12 | 100 gp |
-| 13 | 150 gp |
-| 14 | 225 gp |
-| 15 | 325 gp |
-| 16 | 500 gp |
-| 17 | 750 gp |
-| 18 | 1,200 gp |
-| 19 | 2,000 gp |
-| 20 | 3,500 gp |
-
-## Formulas
-
-Formulas are instructions for making items with the Craft activity. You can usually read a formula as long as you can read the language it's written in, though you might lack the skill to Craft the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals.
-
-You can buy common formulas at the Price listed on Table 6-13, or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else's formula book. If you have a formula, you can Craft a copy of it using the Crafting skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all!
-
-If you have an item, you can try to reverse-engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a Crafting check against the same DC it would take to Craft the item. If you succeed, you Craft the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, you're left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you'd normally be able to salvage.
-
-The item's disassembled parts are worth half its Price in raw materials and can't be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like Crafting it from scratch; you use the disassembled parts as the necessary raw materials.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/GM Screen.md b/content/Mechanics/PF2e Journals/GM Screen/GM Screen.md
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index 8e2e5c88e..000000000
--- a/content/Mechanics/PF2e Journals/GM Screen/GM Screen.md
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@@ -1,48 +0,0 @@
----
-title: "GM Screen"
-draft: true
-noteType: ":sticky-note:"
-aliases: "GM Screen"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.lQ9MmX3zg4Bd9hjb
-tags:
- - JournalEntryPage
----
-Below you will find list of shortcuts to subjects that are useful for to GM's, grouped by theme
-
-**Reference Tables Actions & Skills**
-
-| | | | |
-| ---- | ---- | ---- | ---- |
-| [[Basic Actions]] | [[Conditions]] | [[Counteract]] | [[Creature Identification]] |
-| [[Detecting Creatures]] | [[Difficulty Classes]] | [[Earn Income]] | [[Exploration Activities]] |
-| [[Force Open]] | [[Learn a Spell]] | [[Light Effects]] | [[Senses]] |
-| [[Skill Actions]] | | | |
-
-**Death & Recovery Terrain & Environment**
-
-| | | | |
-| ---- | ---- | ---- | ---- |
-| [[Cover]] | [[Death and Dying]] | [[Environmental Damage]] | [[Falling]] |
-| [[Mechanics/PF2e Journals/GM Screen/Hero Points]] | [[Resting]] | [[Special Battles]] | [[Structures]] |
-| [[Temperature Effects]] | [[Terrain in Encounters]] | [[Travel Speed]] | [[Treat Wounds]] |
-| [[Material Hardness, Hit Points and Broken Threshold]] | | | |
-
-**Gamemastery Equipment & Services**
-
-| | | |
-| ---- | ---- | ---- |
-| [[Animals & Barding\|Animals & Barding]] | [[Armor Traits]] | [[Basic Services]] |
-| [[Bulk Conversions for Different Sizes]] | [[Character Wealth]] | [[Critical Specialization Effects]] |
-| [[Different Size Items]] | [[Elite_Weak Adjustments\|Elite/Weak Adjustments]] | [[Encounter Building & XP Awards\|Encounter Building & XP Awards]] |
-| [[Formula Price]] | [[Lifestyle Expenses]] | [[Quick Adventure Groups]] |
-| [[Reputation]] | [[Sample Chases]] | [[Scroll Prices]] |
-| [[Spellcasting Services]] | [[Treasure]] | [[Treasure Per Encounter]] |
-| [[Victory Points]] | [[Wand Prices]] | [[Weapon Traits]] |
-
-**Misc** **Variant Rules**
-
-| | | |
-| ---- | ---- | ---- |
-| [[Automatic Bonus Progression]] | [[Deep Backgrounds]] | [[Downtime Events]] |
-| [[Golarion Calendar]] | [[High-Quality Items]] | [[Mechanics/PF2e Journals/GM Screen/Item Quirks]] |
-| [[Proficiency Without Level]] | [[Stamina]] | |
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Golarion Calendar.md b/content/Mechanics/PF2e Journals/GM Screen/Golarion Calendar.md
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index d25bfdc01..000000000
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@@ -1,35 +0,0 @@
----
-title: "Golarion Calendar"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Golarion Calendar"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.KXAxZfdMpnHQZQoc
-tags:
- - JournalEntryPage
----
-
-# Golarion Calendar
-| # | Day |
-| --- | --- |
-| 1 | Moonday |
-| 2 | Toilday |
-| 3 | Wealday |
-| 4 | Oathday |
-| 5 | Fireday |
-| 6 | Starday |
-| 7 | Sunday |
-
-| # | Month | Number of Days |
-| --- | --- | --- |
-| 1 | Abadius | 31 |
-| 2 | Calistril | 28 (Leap Month) |
-| 3 | Pharast | 31 |
-| 4 | Gozran | 30 |
-| 5 | Desnus | 31 |
-| 6 | Sarenith | 30 |
-| 7 | Erastus | 31 |
-| 8 | Arodus | 31 |
-| 9 | Rova | 30 |
-| 10 | Lamashan | 31 |
-| 11 | Neth | 30 |
-| 12 | Kuthona | 31 |
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Hero Points.md b/content/Mechanics/PF2e Journals/GM Screen/Hero Points.md
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index d5fae8781..000000000
--- a/content/Mechanics/PF2e Journals/GM Screen/Hero Points.md
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----
-title: "Hero Points"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Hero Points"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.pEjd65isUfXKSB18
-tags:
- - JournalEntryPage
----
-
-# Hero Points
-| **HERO POINTS** |
-| --- |
-| Give out 1 Hero Point to each PC at the start of the session. Give out roughly 1 more per hour of play, for a heroic act or a moderate or major accomplishment. Hero Points can be spent in two ways. |
-| **Spend 1 Hero Point** to reroll a check and use the second result. This is a fortune effect. |
-| **Spend all your Hero Points** to avoid death. You can do this when your dying condition would increase. Lose the dying condition and stabilize with 0 Hit Points. Don't gain or increase your wounded value from losing the dying condition in this way, but if you already had that condition you don't lose it or decrease it. |
-
-## Hero Points
-
-Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.
-
-The GM is in charge of awarding Hero Points (guidelines for doing so can be found on page 507). Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.
-
-You can spend your Hero Points in one of two ways. Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.
-
-* **Spend 1 Hero Point** to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on acheck).
-* **Spend all your Hero Points** (minimum 1) to avoid death. You can do this when your dying condition would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value.
-
-## Describing Heroic Deeds
-
-Because spending Hero Points reflects heroic deeds or tasks that surpass normal expectations, if you spend a Hero Point, you should describe the deed or task your character accomplishes with it to the other players.
-
-Your character's deed might invoke a lesson learned in a past adventure, could be spurred by a determination to save someone else, or might depend on an item that ended up on their person due to a previous exploit. If you don't want to describe the deed or don't have any strong ideas about how to do so, ask the GM to come up with something for you. This can be a collaborative process, too. The GM might remind you of a long-forgotten event in the campaign, and all you have to do is fill in how that event comes to mind just at the right time, motivating you to push past your limits.
-
-## Hero Points (Rewards)
-
-Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.
-
-In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more over-the-top game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.
-
-Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.
-
-The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment.
-
-## Hero Points (GMG Advice)
-
-Page 507 of the _Core Rulebook_ offers guidelines for determining how many Hero Points to award and when to do so. These recommendations are flexible. Consider Hero Points a way to reinforce your personal style of Game Mastering and to reward what you value during play. The toughest part of awarding Hero Points can be remembering to do it! Keeping a Hero Point token on hand in front of you can provide a visual and tactile reminder. You can also solicit help from your players by asking them to remind you when they think a PC's action merits a Hero Point.
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diff --git a/content/Mechanics/PF2e Journals/GM Screen/High-Quality Items.md b/content/Mechanics/PF2e Journals/GM Screen/High-Quality Items.md
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index 13a03978c..000000000
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----
-title: "High-Quality Items"
-draft: true
-noteType: ":sticky-note:"
-aliases: "High-Quality Items"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.DUDsA3sIlOlibvIu
-tags:
- - JournalEntryPage
----
-
-# High-Quality Items
-In this variant, gear can provide bonuses even if it's not magical. This is useful for games and settings that set out to give fine, non-magical items the same prominence as magic items. High-quality gear requires the corresponding proficiency rank in Crafting to Craft.
-
-### High-Quality Weapons and Armor
-
-High-quality weapons and armor give the same benefits as weapon and armor potency runes (Tables High-Quality Weapons & High-Quality Armor). To remove magic from weapons and armor, you can use the devastating attacks and saving throw potency entries from the automatic bonus progression variant, or you can have quality also provide the effects of striking and resilient runes, using Table: Devastating Weapons and Table Resilient Armor. If you choose to still have magic weapons and armor, the effects don't stack with quality.
-
-**TABLE: HIGH-QUALITY WEAPONS**
-
-| **Quality** | **Item Bonus** | **Property Rune Slots** | **Item Level** | **Price** |
-| --- | --- | --- | --- | --- |
-| Expert | +1 | 1 | 2 | 35 gp |
-| Master | +2 | 2 | 10 | 935 gp |
-| Legendary | +3 | 3 | 16 | 8,935 gp |
-
-**TABLE: HIGH-QUALITY ARMOR**
-
-| **Quality** | **Bonus Increase** | **Property Rune Slots** | **Item Level** | **Price** |
-| --- | --- | --- | --- | --- |
-| Expert | +1 | 1 | 5 | 160 gp |
-| Master | +2 | 2 | 11 | 1,060 gp |
-| Legendary | +3 | 3 | 18 | 20,560 gp |
-
-**TABLE: DEVASTATING WEAPONS**
-
-| **Quality** | **Item Bonus** | **Damage Dice** | **Property Rune Slots** | **Item Level** | **Price** |
-| --- | --- | --- | --- | --- | --- |
-| Expert | +1 | 1 | 1 | 2 | 35 gp |
-| Expert devastating | +1 | 2 | 1 | 4 | 100 gp |
-| Master | +2 | 2 | 2 | 10 | 1,000 gp |
-| Master devastating | +2 | 3 | 2 | 12 | 2,000 gp |
-| Legendary | +3 | 3 | 3 | 16 | 10,000 gp |
-| Legendary devastating | +3 | 4 | 3 | 19 | 40,000 gp |
-
-**TABLE: RESILIENT ARMOR**
-
-| **Quality** | **Bonus Increase** | **Save Bonus** | **Property Rune Slots** | **Item Level** | **Price** |
-| --- | --- | --- | --- | --- | --- |
-| Expert | +1 | — | 1 | 5 | 160 gp |
-| Expert resilient | +1 | +1 | 1 | 8 | 500 gp |
-| Master | +2 | +1 | 2 | 11 | 1,400 gp |
-| Master resilient | +2 | +2 | 2 | 14 | 4,500 gp |
-| Legendary | +3 | +2 | 3 | 18 | 24,000 gp |
-| Legendary resilient | +3 | +3 | 3 | 20 | 70,000 gp |
-
-### High-Quality Skill Items
-
-Items with skill or Perception bonuses don't have fundamental runes. If an existing skill bonus item costs less than the listed Price for a high-quality skill item or has a lower level, it likely has a feature such as a limitation, so adjust accordingly. A character in a game with this variant can Craft or buy a non-magical item to boost Perception or a skill using the table below.
-
-**TABLE: HIGH-QUALITY SKILL ITEM**
-
-| **Quality** | **Item Bonus** | **Item Level** | **Price** |
-| --- | --- | --- | --- |
-| Expert | +1 | 3 | 40 gp |
-| Master | +2 | 9 | 550 gp |
-| Legendary | +3 | 17 | 11,000 gp |
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Learn a Spell.md b/content/Mechanics/PF2e Journals/GM Screen/Learn a Spell.md
deleted file mode 100755
index cd6408125..000000000
--- a/content/Mechanics/PF2e Journals/GM Screen/Learn a Spell.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: "Learn a Spell"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Learn a Spell"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.XCxK6OGFY0KvJPo3
-tags:
- - JournalEntryPage
----
-
-# Learn a Spell
-If you're a spellcaster, you can use the skill corresponding to your magical tradition to learn a new spell of that tradition. The table below lists the Price of the materials needed to Learn a Spell of each level.
-
-| **Spell Level** | **Price** | **Typical DC** |
-| --- | --- | --- |
-| 1st or cantrip | 2 gp | 15 |
-| 2nd | 6 gp | 18 |
-| 3rd | 16 gp | 20 |
-| 4th | 36 gp | 23 |
-| 5th | 70 gp | 26 |
-| 6th | 140 gp | 28 |
-| 7th | 300 gp | 31 |
-| 8th | 650 gp | 34 |
-| 9th | 1,500 gp | 36 |
-| 10th | 7,000 gp | 41 |
-
-## Skill Uses
-
-\[Arcana\] Learn a Spell from the arcane tradition.
-
-\[Nature\] Learn a Spell from the primal tradition.
-
-\[Occultism\] Learn a Spell from the occult tradition.
-
-\[Religion\] Learn a Spell from the divine tradition.
-
-## Learn a Spell \[Trained\]
-
-Concentrate, Exploration
-
-**Requirements** You have a spellcasting class feature, and the spell you want to learn is on your magical tradition's spell list.
-
-You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn't use Religion to add an occult spell to your bardic spell repertoire.
-
-To learn the spell, you must do the following:
-
-* Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.
-* Have materials with the Price indicated in the table above.
-* Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, [[Difficulty Classes]])
-
-If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it's added to your list; if you have a spell repertoire, you can select it when you add or swap spells.
-
-**Critical Success** You expend half the materials and learn the spell.
-
-**Success** You expend the materials and learn the spell.
-
-**Failure** You fail to learn the spell but can try again after you gain a level. The materials aren't expended.
-
-**Critical Failure** As failure, plus you expend half the materials.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Lifestyle Expenses.md b/content/Mechanics/PF2e Journals/GM Screen/Lifestyle Expenses.md
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----
-title: "Lifestyle Expenses"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Lifestyle Expenses"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.PfoKLAsQeXHsDgzf
-tags:
- - JournalEntryPage
----
-
-# Lifestyle Expenses
-# Cost of Living
-
-For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found in [[Basic Services]]. For long stretches of downtime, use the values on the table below. Deduct these costs from a character's funds after they gain any money from their other downtime activities.
-
-| **Standard of Living** | **Week** | **Month** | **Year** |
-| --- | --- | --- | --- |
-| Subsistence\* | 4 sp | 2 gp | 24 gp |
-| Comfortable | 1 gp | 4 gp | 52 gp |
-| Fine | 30 gp | 130 gp | 1,600 gp |
-| Extravagant | 100 gp | 430 gp | 5,200 gp |
-| \* You can attempt to Subsist using Society or Survival for free. | | | |
-
-A character can live off the land instead, but each day they do, they typically use the [[Subsist]] activity to the exclusion of any other downtime activity.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Light Effects.md b/content/Mechanics/PF2e Journals/GM Screen/Light Effects.md
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--- a/content/Mechanics/PF2e Journals/GM Screen/Light Effects.md
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@@ -1,24 +0,0 @@
----
-title: "Light Effects"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Light Effects"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.7jQ2x83KUFD8Wj6w
-tags:
- - JournalEntryPage
----
-
-# Light Effects
-The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.
-
-## Bright Light
-
-In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are [[Dazzled]] or [[Blinded]] by bright light.
-
-## Dim Light
-
-Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the [[Concealed]] condition, unless the seeker has darkvision or low-light vision ([[Senses]]), or a precise sense other than vision.
-
-## Darkness
-
-A creature or object within darkness is hidden or undetected unless the seeker has darkvision or a precise sense other than vision ([[Senses]]). A creature without darkvision or another means of perceiving in darkness has the [[Blinded]] condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you [[Dazzled]] for a short time, as determined by the GM.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Material Hardness, Hit Points and Broken Threshold.md b/content/Mechanics/PF2e Journals/GM Screen/Material Hardness, Hit Points and Broken Threshold.md
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----
-title: "Material Hardness, Hit Points and Broken Threshold"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Material Hardness, Hit Points and Broken Threshold"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.C4b2AvMpVpe5BcVv
-tags:
- - JournalEntryPage
----
-
-# Material Hardness, Hit Points and Broken Threshold
-| **Material** | **Hardness** | **HP** | **BT** | **Example Items** |
-| --- | --- | --- | --- | --- |
-| Paper | 0 | 1 | — | Book pages, paper fan, scroll |
-| Thin cloth | 0 | 1 | — | Kite, silk dress, undershirt |
-| Thin glass | 0 | 1 | — | Bottle, spectacles, window pane |
-| Cloth | 1 | 4 | 2 | Cloth armor, heavy jacket, sack, tent |
-| Glass | 1 | 4 | 2 | Glass block, glass table, heavy vase |
-| Glass structure | 2 | 8 | 4 | Glass block wall |
-| Thin leather | 2 | 8 | 4 | Backpack, jacket, pouch, strap, whip |
-| Thin rope | 2 | 8 | 4 | Standard adventuring rope |
-| Thin wood | 3 | 12 | 6 | Chair, club, sapling, wooden shield |
-| Leather | 4 | 16 | 8 | Leather armor, saddle |
-| Rope | 4 | 16 | 8 | Industrial rope, ship rigging |
-| Thin stone | 5 | 16 | 8 | Chalkboard, slate tiles, stone cladding |
-| Thin iron or steel | 5 | 20 | 10 | Chain, steel shield, sword |
-| Wood | 5 | 20 | 10 | Chest, simple door, table, tree trunk |
-| Stone | 7 | 28 | 14 | Paving stone, statue |
-| Iron or steel | 9 | 36 | 18 | Anvil, iron or steel armor, stove |
-| Wooden structure | 10 | 40 | 20 | Reinforced door, wooden wall |
-| Stone structure | 14 | 56 | 28 | Stone wall |
-| Iron or steel structure | 18 | 72 | 36 | Iron plate wall |
-
-The table above provides the Hardness, Hit Points, Broken Threshold, and example items for some types of common materials. The table has separate entries for thin items (like shields), ordinary items (like armor), and reinforced or durable structures (such as walls).
-
-Stone is a catchall for any hard stone, such as granite and marble. Likewise, wood covers ordinary woods, such as oak and pine. Metal weapons and armor are assumed to be made of iron or steel unless noted otherwise.
-
-If an object consists of more than one material, the GM typically uses the statistics for the strongest material involved. For instance, breaking a wall made of paper panels over a woven wooden framework would require damaging thin wood, not paper. However, the GM might choose the weaker material based on the item's function. For instance, breaking the wooden handle of a hammer rather than its iron head would still render the item unusable. Sometimes an item is even less sturdy than the Hardness and Hit Points provided for a thin object; for instance, a twig doesn't take 9 damage to break, even though it's made of thin wood. Similarly, a particularly sturdy item or structure might have even higher Hardness and Hit Points. Certain structures, particularly thick walls, are so reinforced that you have to break them down over time with tools.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Monster Abilities.md b/content/Mechanics/PF2e Journals/GM Screen/Monster Abilities.md
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----
-title: "Monster Abilities"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Monster Abilities"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.Yepac621abWWw5qj
-tags:
- - JournalEntryPage
----
-
-# Monster Abilities
-## [[All-Around Vision]]
-
-This monster can see in all directions simultaneously, and therefore can't be flanked.
-
-## [[Aquatic Ambush]]
-
-**Requirements** The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.
-
-**Effect** The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a [[Strike]] against it. The creature is [[Off-Guard]] against this Strike.
-
-## [[Attack of Opportunity]]
-
-**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
-
-**Effect** The monster attempts a melee [[Strike]] against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
-
-## [[At-Will Spells]]
-
-The monster can cast its at-will spells any number of times without using up spell slots.
-
-## [[Aura]]
-
-A monster's aura automatically affects everything within a specified emanation around that monster. The monster doesn't need to spend actions on the aura; rather, the aura's effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura.
-
-If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round.
-
-The GM might determine that a monster's aura doesn't affect its own allies. For example, a creature might be immune to a monster's frightful presence if they have been around each other for a long time.
-
-## [[Buck]]
-
-Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.
-
-**Trigger** A creature [[Mount|Mounts]] or uses the [[Command an Animal]] action while riding the monster.
-
-**Effect** The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.
-
-## [[Catch Rock]]
-
-**Requirements** The monster must have a free hand but can [[Release]] anything it's holding as part of this reaction.
-
-**Trigger** The monster is targeted with a thrown rock [[Strike]] or a rock would fall on the monster.
-
-**Effect** The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.
-
-## [[Change Shape]]
-
-(concentrate, \[magical tradition\], polymorph, transmutation) The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
-
-## [[Constant Spells]]
-
-A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
-
-## [[Constrict]]
-
-The monster deals the listed amount of damage to any number of creatures [[Grabbed]] or [[Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
-
-## [[Coven]]
-
-(divination, mental, occult) This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.
-
-Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-level _[[Cursed Metamorphosis]]_ spell and all the following spells, which the coven can cast at any level up to 5th: _[[Augury]]_, _[[Charm]]_, _[[Clairaudience]]_, _[[Clairvoyance]]_, _[[Dream Message]]_, _[[Illusory Disguise]]_, _[[Illusory Scene]]_, _[[Scouting Eye]]_, and _[[Talking Corpse]]_. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the _[[Control Weather]]_ ritual, with a DC of 23 instead of the standard DC.
-
-If a coven member leaving the coven or the death of a coven member brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells.
-
-## [[Darkvision]]
-
-A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level _darkness_ spell, block normal darkvision. A monster with greater darkvision, however, can see through even these forms of magical darkness.
-
-## [[Disease]]
-
-When a creature is exposed to a monster's disease, it attempts a Fortitude save or succumbs to the disease. The level of a disease is the level of the monster inflicting the disease. The disease follows the rules for afflictions.
-
-## [[Engulf]]
-
-The monster [[Stride|Strides]] up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.
-
-A creature that fails its save is pulled into the monster's body. It is [[Grabbed]], is [[Slowed]], and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by [[Escape|Escaping]] against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is [[Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.
-
-If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.
-
-## [[Fast Healing]]
-
-A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
-
-## [[Ferocity]]
-
-**Trigger** The monster is reduced to 0 HP.
-
-**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Wounded]] value increases by 1. When it is wounded 3, it can no longer use this ability.
-
-## [[Frightful Presence]]
-
-(aura, emotion, fear, mental) A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
-**Critical Success** The creature is unaffected by the presence.
-
-**Success** The creature is [[Frightened|Frightened 1]].
-
-**Failure** The creature is frightened 2.
-
-**Critical Failure** The creature is frightened 4.
-
-## [[Grab]]
-
-**Requirements** The monster's last action was a success with a [[Strike]] that lists Grab in its damage entry, or it has a creature grabbed using this action.
-
-**Effect** The monster automatically [[Grapple|Grabs]] the target until the end of the monster's next turn. The creature is [[Grabbed]] by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended.
-
-Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
-
-## [[Greater Constrict]]
-
-The monster deals the listed amount of damage to any number of creatures [[Grab]] or [[Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
-
-## [[Improved Grab]]
-
-The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has grabbed.
-
-## [[Improved Knockdown]]
-
-The monster can use Knockdown as a free action triggered by a hit with its initial attack.
-
-## [[Improved Push]]
-
-The monster can use Push as a free action triggered by a hit with its initial attack.
-
-## [[Knockdown]]
-
-**Requirements** The monster's last action was a success with a [[Strike]] that lists Knockdown in its damage entry.
-
-**Effect** The monster knocks the target [[Prone]].
-
-## [[Lifesense]]
-
-Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
-
-## [[Light Blindness]]
-
-When first exposed to bright light, the monster is blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Dazzled]].
-
-## [[Low-Light Vision]]
-
-The monster can see in dim light as though it were bright light, so it ignores the [[Concealed]] condition due to dim light.
-
-## [[Negative Healing]]
-
-A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
-
-## [[Poison]]
-
-When a creature is exposed to a monster's poison, it attempts a Fortitude save to avoid becoming poisoned. The level of a poison is the level of the monster inflicting the poison. The poison follows the rules for afflictions.
-
-## [[Push]]
-
-**Requirements** The monster's last action was a success with a [[Strike]] that lists Push in its damage entry.
-
-**Effect** The monster automatically knocks the target away from the monster. Unless otherwise noted in the ability description, the creature is pushed 5 feet. If the attack was a critical hit, this distance is doubled.
-
-## [[Regeneration]]
-
-This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Dying|Dying]] condition never increases beyond dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to dying 4.
-
-## [[Rend]]
-
-A Rend entry lists a [[Strike]] the monster has.
-
-**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
-
-**Effect** The monster automatically deals that Strike's damage again to the enemy.
-
-## [[Retributive Strike]]
-
-**Trigger** An enemy damages the monster's ally, and both are within 15 feet of the monster.
-
-**Effect** The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee [[Strike]] against it.
-
-## [[Scent]]
-
-Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
-
-If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
-
-## [[Shield Block]]
-
-**Trigger** The monster has its shield raised and takes damage from a physical attack.
-
-**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.
-
-## [[Sneak Attack]]
-
-When the monster [[Strike|Strikes]] a creature that has the [[Off-Guard]] condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.
-
-## [[Swallow Whole]]
-
-(attack) The monster attempts to swallow a creature of the listed size or smaller that it has [[Grabbed]] in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to [[Strike]] or Grab once again. The monster can't attack creatures it has swallowed.
-
-A swallowed creature is grabbed, is [[Slowed]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is [[Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
-
-If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
-
-## [[Swarm Mind]]
-
-This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.
-
-## [[Telepathy]]
-
-(aura, divination, magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
-
-## [[Throw Rock]]
-
-The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged [[Strike]].
-
-## [[Trample]]
-
-The monster [[Stride|Strides]] up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
-
-## [[Tremorsense]]
-
-Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
-
-## [[Wavesense]]
-
-This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Player Screen.md b/content/Mechanics/PF2e Journals/GM Screen/Player Screen.md
deleted file mode 100755
index b04b88449..000000000
--- a/content/Mechanics/PF2e Journals/GM Screen/Player Screen.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: "Player Screen"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Player Screen"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.ygboVjCAFRpcysUb
-tags:
- - JournalEntryPage
----
-
-# Player Screen
-Below you will find list of shortcuts to subjects that are useful for to players, grouped by theme
-**
-Reference Tables** **Actions & Skills**
-
-| | | | |
-| ---- | ---- | ---- | ---- |
-| [[Basic Actions]] | [[Conditions]] | [[Counteract]] | [[Creature Identification]] |
-| [[Detecting Creatures]] | [[Earn Income]] | [[Exploration Activities]] | [[Learn a Spell]] |
-| [[Light Effects]] | [[Senses]] | [[Skill Actions]] | |
-
-**Death & Recovery** **Terrain & Environment**
-
-| | | | |
-| ---- | ---- | ---- | ---- |
-| [[Cover]] | [[Death and Dying]] | [[Falling]] | [[Mechanics/PF2e Journals/GM Screen/Hero Points]] |
-| [[Resting]] | [[Special Battles]] | [[Terrain in Encounters]] | [[Travel Speed]] |
-| [[Treat Wounds]] | | | |
-
-**Equipment**
-
-| | | |
-| ---- | ---- | ---- |
-| [[Armor Traits]] | [[Bulk Conversions for Different Sizes]] | [[Critical Specialization Effects]] |
-| [[Different Size Items]] | [[Weapon Traits]] | |
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Proficiency Without Level.md b/content/Mechanics/PF2e Journals/GM Screen/Proficiency Without Level.md
deleted file mode 100755
index 9d8d7525e..000000000
--- a/content/Mechanics/PF2e Journals/GM Screen/Proficiency Without Level.md
+++ /dev/null
@@ -1,64 +0,0 @@
----
-title: "Proficiency Without Level"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Proficiency Without Level"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.XH3xabCB01FiCRal
-tags:
- - JournalEntryPage
----
-
-# Proficiency Without Level
-**TABLE: CREATURE XP (NO LEVEL)**
-
-| **Creature's Level** | **XP** |
-| --- | --- |
-| Party level - 7 | 9 |
-| Party level - 6 | 12 |
-| Party level - 5 | 14 |
-| Party level - 4 | 18 |
-| Party level - 3 | 21 |
-| Party level - 2 | 26 |
-| Party level - 1 | 32 |
-| Party level | 40 |
-| Party level + 1 | 48 |
-| Party level + 2 | 60 |
-| Party level + 3 | 72 |
-| Party level + 4 | 90 |
-| Party level + 5 | 108 |
-| Party level + 6 | 135 |
-| Party level + 7 | 160 |
-
-**TABLE: SIMPLE SKILL DCS (NO LEVEL)**
-
-| **Proficiency Rank** | **DC** |
-| --- | --- |
-| Untrained | 10 |
-| Trained | 15 |
-| Expert | 20 |
-| Master | 25 |
-| Legendary | 30 |
-
-This variant presents a change to the proficiency bonus system, scaling it differently for a style of game that's outside the norm. This is a significant change to the system.
-
-The proficiency rank progression in the _Core Rulebook_ is designed for heroic fantasy games where heroes rise from humble origins to world-shattering strength. For some games, this narrative arc doesn't fit. Such games are about hedging bets in an uncertain and gritty world, in which even the world's best fighter can't guarantee a win against a large group of moderately skilled brigands. In games like these, your group might want to consider removing the character's level from the proficiency bonus.
-
-The initial implementation is fairly straightforward: the proficiency bonus just becomes +2 for trained, +4 for expert, +6 for master, and +8 for legendary. We recommend giving an untrained character a -2 proficiency modifier instead of a +0 proficiency bonus.
-
-Additionally, for creatures, hazards, magic items, and so on, reduce each statistic that would include a proficiency bonus by the level of the creature or other rules element. These statistics are typically modifiers and DCs for attacks, ACs, saving throws, Perception, skills, and spells.
-
-Finally, decrease the skill DCs of most tasks to account for the level being removed. You can just subtract the level from the DC tables in the _Core Rulebook_, or you can reference Table: Simple Skill DCs (No Level) for a set of DCs that's easier to remember. The new DCs make it a little harder for high-level characters to succeed than it would be when using the default numbers from the _Core Rulebook_, in keeping with the theme mentioned earlier. Combat outcomes will tend to flatten out, with critical successes and critical failures being less likely across the game. This is particularly notable in spells, where you're less likely to see the extreme effects of critical failures on saves.
-
-### Adjusting Encounters
-
-Telling stories where a large group of low-level monsters can still be a significant threat to a high-level PC (and conversely, a single higher-level monster is not much of a threat to a group of PCs) requires some significant shifts in encounter building, including shifts in the PCs' rewards.
-
-Under the math in the _Core Rulebook_, two monsters of a certain level are roughly as challenging as a single monster 2 levels higher. However, with level removed from proficiency, this assumption is no longer true. The XP budget for creatures uses a different scale, as shown in Table: Creature XP (No Level). You'll still use the same XP budget for a given threat level as shown on [[Encounter Building & XP Awards|Encounter Building & XP Awards]] (80 XP for a moderate-threat encounter, 120 for a severe-threat encounter, and so on).
-
-### Table: Creature XP (No Level)
-
-While the XP values in Table: Creature XP (No Level) work well in most cases, sometimes they might not account for the effects of creatures' special abilities when facing a party of a drastically different level. For instance, a ghost mage could prove too much for 5th-level PCs with its incorporeality, flight, and high-level spells, even though it's outnumbered.
-
-### Adjusting Treasure
-
-Treasure and the cost of items in the _Core Rulebook_ are designed to make it as easy as possible for you to build encounters without worrying about awarding too much or too little treasure based on whether you use creatures who carry items. However, using this variant, the PCs might defeat a creature 5 levels higher than they are, or even more! Too many encounters with higher-level foes can wind up giving the PCs more treasure than you expected, or vice-versa if they're fighting weaker foes that put up more of a fight but still have poor treasure. You can nudge this in the right direction by making periodic adjustments if the PCs' treasure drifts too far from expectations. Making it so they can't easily sell or buy magic items will mean it's harder for them to exploit treasure they gain. To sidestep the treasure economy entirely, you can use the [[Automatic Bonus Progression]].
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Quick Adventure Groups.md b/content/Mechanics/PF2e Journals/GM Screen/Quick Adventure Groups.md
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----
-title: "Quick Adventure Groups"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Quick Adventure Groups"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.zVcfWP1ac0JhNEhY
-tags:
- - JournalEntryPage
----
-
-# Quick Adventure Groups
-| **Quick Adventure Groups** | |
-| --- | --- |
-| If you want an easy framework for building an encounter, you can use one of the following basic structures and slot in monsters and NPCs. | |
-| **Boss and Lackeys (120 XP)** | One creature of party level + 2, four creatures of party level - 4 |
-| **Boss and Lieutenant (120 XP)** | One creature of party level + 2, one creature of party level |
-| **Elite Enemies (120 XP)** | Three creatures of party level |
-| **Lieutenant and Lackeys (80 XP)** | One creature of party level, four creatures of party level - 4 |
-| **Mated Pair (80 XP)** | Two creatures of party level |
-| **Troop (80 XP)** | One creature of party level, two creatures of party level - 2 |
-| **Mook Squad (60 XP)** | Six creatures of party level - 4 |
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Quick Environmental Details.md b/content/Mechanics/PF2e Journals/GM Screen/Quick Environmental Details.md
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----
-title: "Quick Environmental Details"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Quick Environmental Details"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.3a9kFb9x9UXeLA1s
-tags:
- - JournalEntryPage
----
-
-# Quick Environmental Details
-| **Aquatic** | |
-| --- | --- |
-| **Sights** | choppy water, rolling waves, sunlight glinting, the curve of the horizon, driftwood |
-| **Sounds** | waves lapping against a ship, seabirds' cries, fluttering sails, creatures breaching the surface |
-| **Smells** | salt water, crisp fresh air, dead fish |
-| **Textures** | frigid water, slimy seaweed, crusty salt collecting on surfaces |
-| **Weather** | powerful winds, oncoming storms |
-| **Arctic** | |
-| **Sights** | blinding reflected sunlight, snowy plains, distant glaciers, deep crevasses, rocky cliffs, ice floes and bergs, animal tracks in snow |
-| **Sounds** | howling winds, drips of melting ice, utter quiet |
-| **Smells** | clean air, half-frozen bog, lichen, seaweed |
-| **Textures** | crunching snow, hard ice |
-| **Weather** | frigid gales, light snowfall, pounding blizzar |
-| **Forest** | |
-| **Sights** | towering trees, dense undergrowth, verdant canopies, colorful wildlife, dappled sunlight through the trees, mossy tree trunks, twisted root |
-| **Sounds** | rustling leaves, snapping branches, animal call |
-| **Smells** | decomposing vegetation, flowering plants, pine trees, earthy mushroom |
-| **Textures** | leaves crunching underfoot, scraping branches, water dripping from above, rough bark |
-| **Weather** | still air, cool shade, sporadic breeze, rain on the canopy, branches coated in thick snow |
-| **Mountain** | |
-| **Sights** | bare cliffs, snow caps, hardy trees, slopes littered with scree, fallen rocks, birds flying on currents, fog among the peaks |
-| **Sounds** | howling wind, falling rocks, clear echoes, crunch of rocks underfoot, distant avalanche |
-| **Smells** | blowing dust, pine trees, fresh snow |
-| **Textures** | rough stone, powdery snow, unstable rubble |
-| **Weather** | swirling clouds, chill of high altitude, direct sunlight, powerful wind and rain |
-| **Plains** | |
-| **Sights** | grass waving gently, scattered wildflowers, rocky outcroppings or boulders, the curve of the horizon |
-| **Sounds** | rustling wind, birdsong, distant sounds carried far |
-| **Smells** | fresh air, earthy soil, distant carcasses |
-| **Textures** | touch of tall grass, rasp of scrub brush, crunch of dry dirt |
-| **Weather** | cooling of gentle wind, heat of direct sunlight, massive black thunderclouds |
-| **Swamp** | |
-| **Sights** | lush leaves, clouds of gnats, algae-coated water, shacks on stilts, darting fish |
-| **Sounds** | croaking frogs, chirping insects, bubbling, splashing |
-| **Smells** | rich moss and algae, pungent swamp gases |
-| **Textures** | pushing through floating detritus, tangling creepers, thick mud |
-| **Weather** | oppressive humidity, still air, pouring rain, rays of sunlight |
-| **Underground** | |
-| **Sights** | winding passages, sputtering yellow torchlight, uneven or cracked floors, ancient writings or architecture, stalagmites and stalactites |
-| **Sounds** | dripping condensation, scurrying rats or insects, distant clunks of machinery, tinny echoes of your voices and footsteps |
-| **Smells** | staleness of still air, sulfur, tang of metal deposit |
-| **Textures** | rough rock walls, erosion-smoothed stone, cobwebs |
-| **Weather** | chill of underground air, geothermal heat |
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Reputation.md b/content/Mechanics/PF2e Journals/GM Screen/Reputation.md
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----
-title: "Reputation"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Reputation"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.VnR8gBBq1oCG7YQh
-tags:
- - JournalEntryPage
----
-
-# Reputation
-**TABLE: REPUTATIONS**
-
-| Reputation | Reputation Points | Raised By | Lowered By |
-| --- | --- | --- | --- |
-| Revered | 30 to 50 | Major favor | Moderate or major disservice |
-| Admired | 15 to 29 | Major favor | Any disservice |
-| Liked | 5 to 14 | Moderate or major favor | Any disservice |
-| Ignored | \-4 to 4 | Any favor | Any disservice |
-| Disliked | \-5 to -14 | Any favor | Moderate or major disservice |
-| Hated | \-15 to -29 | Any favor | Major disservice |
-| Hunted | \-30 -50 | Moderate or major favor | Major disservice |
-
-## Favors
-
-Each favor the PCs perform for a group normally grants the PCs Reputation Points with that group.
-
-* Minor favors are simple, basic tasks that don't take too much effort for a PC to perform or much time at the table. Minor favors grant 1 Reputation Point.
-* Moderate favors require a significant amount of effort and often take up a session or a noticeable chunk of a single session to complete. Moderate favors grant 2 Reputation Points.
-* Major favors are a sizable endeavor, typically an entire quest involving several sessions. Major favors grant 5 Reputation Points.
-
-## Disservices
-
-On the flip side, disservices are a catchall for ways the PCs might make a group angry, whether it's through actual malice and planning on the PCs' part or simply by accident. Unlike favors, disservices don't have as easy a correspondence with in-game time; a quick but particularly egregious action could easily still be a major disservice. Disservices normally lose the PCs Reputation Points.
-
-* Minor disservices could be small but significant missteps, or accumulated slights and inconveniences. Minor disservices take away 1 Reputation Point.
-* Moderate disservices are more than just a nuisance or annoyance, generally significantly hindering the group's efforts or violating a fundamental tenet of the group's beliefs in a significant but not egregious way. Moderate disservices take away 2 Reputation Points.
-* Major disservices are incredibly antagonistic to a group, usually a single brazen act, such as thwarting a cabal's apocalyptic doomsday plan. Major disservices take away at least 5 Reputation Points, or more if they are particularly egregious. They might be so terrible that the PCs immediately lose all their Reputation Points and _then_ lose 5 more Reputation Points.
-
-## Reputations
-
-### Ignored
-
-The PCs either aren't on this group's radar or the group knows about the PCs but is generally ambivalent to them. This is the default for most PCs with most groups, and it carries no special benefits or detriments.
-
-### Liked
-
-The PCs have gained this group's favor. Many members of the group know about the PCs, and those who do are usually friendly to them. At this reputation, only moderate and major favors accrue Reputation Points; it takes more to impress the group further.
-
-### Admired
-
-The PCs have earned this group's admiration. The majority of the group knows about the PCs and have an extremely favorable opinion toward them. Many members of the group are helpful toward the PCs, and those who aren't are friendly. Only major favors accrue Reputation Points.
-
-### Revered
-
-The group reveres the PCs as heroes and celebrities. Every member has heard of the PCs, is helpful toward them, and would take major risks to assist them. Only major favors accrue Reputation Points, and only moderate or major disservices can reduce them.
-
-### Disliked
-
-The PCs have a poor reputation among members of this group. Many members of the group know about the PCs, and are usually unfriendly to them. At this reputation, only moderate and major disservices reduce Reputation Points.
-
-### Hated
-
-The PCs have earned this group's ire. The vast majority of the group knows about the PCs and have an extremely unfavorable opinion toward them. Many members of the group are hostile toward the PCs, and those who aren't are unfriendly. When presented an easy opportunity to hurt the PCs, the group will jump at the chance. Only major disservices can still reduce Reputation Points.
-
-### Hunted
-
-The group actively hunts the PCs as scapegoats or nemeses, even at significant cost to itself. Every member has heard of the PCs, is hostile toward them, and would take major risks to thwart or destroy them. Only major disservices can still reduce Reputation Points, and only moderate or major favors can increase them.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Resting.md b/content/Mechanics/PF2e Journals/GM Screen/Resting.md
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--- a/content/Mechanics/PF2e Journals/GM Screen/Resting.md
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----
-title: "Resting"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Resting"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.I6lHRH3mWjfvhJrR
-tags:
- - JournalEntryPage
----
-
-# Resting
-Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways:
-
-* The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).
-* The character loses the [[fatigued]] condition.
-* The character reduces the severity of the [[doomed]] and [[drained]] conditions by 1.
-* Most spellcasters need to rest before they regain their spells for the day.
-
-A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.
-
-Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it.
-
-If a character goes more than 16 hours without going to sleep, they become [[fatigued]].
-
-Taking [[long-term rest]] for faster recovery is part of downtime and can't be done during exploration.
-
-## Daily Preperations
-
-Just before setting out to explore, or after a night's rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following.
-
-* Spellcasters who prepare spells choose which spells they'll have available that day.
-* Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.
-* Each character equips their gear. This includes donning their armor and strapping on their weapons.
-* Characters invest up to 10 worn magic items to gain their benefits for the day (page 531).
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Sample Chases.md b/content/Mechanics/PF2e Journals/GM Screen/Sample Chases.md
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----
-title: "Sample Chases"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Sample Chases"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.0RnXjFday2Lp4ECG
-tags:
- - JournalEntryPage
----
-
-# Sample Chases
-
-|Underground Obstacles | |
-|---|---|
-|**Crumbling Corridor (1st)**|DC 13 Acrobatics to avoid disturbing the walls, DC 15 Crafting to shore up the walls;
**Quaking Corridor (11th)** DC 25 Acrobatics, DC 30 Crafting|
-|**Fungus Grotto (1st)**|DC 15 Fortitude to endure poisonous spore, DC 13 Survival to avoid the mushrooms;
**Virulent Fungi (5th)** DC 20 Fortitude, DC 18 Survival|
-|**Pit Trap (1st)**|DC 13 Athletics to quickly climb out, DC 15 Perception to spot the trap before it's triggered;
**Exceptional Pit Trap (5th)** DC 20 Athletics, DC 18 Perception|
-|**Wandering Gelatinous Cube (1st)**|DC 18 Occultism to identify its deficiencies, DC 15 Stealth to sneak past;
**Wandering Black Pudding (7th)** DC 24 Occultism, DC 19 Stealth|
-|**Collapsed Tunnel (5th)**|DC 20 Athletics to dig through, DC 18 Perception to find a secret door around;
**Ancient Collapse (12th)** DC 30 Athletics, DC 28 Perception|
-|**Pendulum Trap (5th)**|DC 20 Reflex to dodge the blades, DC 15 Thievery to disable the tap;
**Panoply of Pendulums (12th)** DC 30 Reflex, DC 28 Thievery|
-|**Wooden Portcullis (8th)**|DC 25 Acrobatics to squeeze through, DC 20 Athletics to lift the gate;
**Iron Portcullis (11th)** DC 25 Acrobatics, DC 30 Athletics|
-
-|Urban Obstacles | |
-|---|---|
-|**Crowd (1st)**|DC 15 Acrobatics or Athletics to weave or push through, DC 13 Society to follow the flow;
**Festival Crowd (4th)** DC 20 Athletics, DC 18 Society|
-|**Fruit Cart (1st)**|DC 13 Athletics to vault over or smash through, DC 15 Intimidation to make the merchant move it;
**Merchant Pavilion (5th)** DC 20 Athletics, DC 22 Intimidation|
-|**Guard Dog (1st)**|DC 14 Nature to calm, DC 16 Stealth to sneak past;
**Guard Roc (9th)** DC 26 Nature, DC 28 Stealth|
-|**Rickety Rooftops (1st)**|DC 15 Acrobatics to cross clotheslines, DC 13 Athletics to jump from roof to roof;
**Crumbling, Steep Rooftops (5th)** DC 18 Acrobatics, DC 20 Athletics|
-|**Wooden Fence (1st)**|DC 13 Athletics to climb over, DC 15 Thievery to unlock a gate;
**High Iron Fence (8th)** DC 20 Athletics, DC 25 Thievery|
-|**Gang of Hooligans (2nd)**|DC 13 Deception to trick, DC 15 Stealth to sneak past;
**Elite Criminals (12th)** DC 28 Deception, DC 30 Stealth|
-|**Twisting Alleyways (2nd)**|DC 17 Perception to find a path, DC 13 Society to recall a map;
**Multi-Story Maze (7th)** DC 22 Perception, DC 20 Society|
-
-|Wilderness Obstacles | |
-|---|---|
-|**Deep Mud (1st)**|DC 15 Athletics to slog through, DC 13 Perception to find a path;
**Horrid Bog (5th)** DC 20 Athletics, DC 18 Perception|
-|**Downpour (1st)**|DC 13 Fortitude to push through, DC 15 Nature to predict the weather;
**Magical Thunderstorm (5th)** DC 30 Fortitude, DC 25 Nature|
-|**Rope Bridge (1st)**|DC 15 Acrobatics to cross carefully, DC 13 Crafting to make repairs;
**Solitary Frayed Rope (11th)** DC 25 Acrobatics, DC 30 Crafting|
-|**Rushing River (1st)**|DC 15 Athletics to swim or hop across stones, DC 13 Survival to find a ford nearby;
**Flash Flood (5th)** DC 20 Athletics, DC 18 Survival|
-|**Steep Hills (1st)**|DC 13 Athletics to climb across, DC 15 Perception to find easier path;
**Rugged Mountain (5th)** DC 20 Athletics, DC 18 Perception|
-|**Swarm of Wasps (1st)**|DC 15 Fortitude to endure stings, DC 13 Survival to smoke them out;
**Those Aren't Wasps! (5th)** DC 20 Fortitude, DC 18 Survival|
-|**Tangled Forest (2nd)**|DC 17 Perception to find the way, DC 13 Survival to plot a path;
**Enchanted Forest (5th)** DC 20 Perception, DC 18 Survival|
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Scroll Prices.md b/content/Mechanics/PF2e Journals/GM Screen/Scroll Prices.md
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--- a/content/Mechanics/PF2e Journals/GM Screen/Scroll Prices.md
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----
-title: "Scroll Prices"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Scroll Prices"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.l0rlB52Pzy6Vt1Ic
-tags:
- - JournalEntryPage
----
-
-# Scroll Prices
-| **Name** | **Level** | **Price** | **Bulk** |
-| --- | --- | --- | --- |
-| 1st-Level Scroll | 1 | 4 gp | L |
-| 2nd-Level Scroll | 3 | 12 gp | L |
-| 3rd-Level Scroll | 5 | 30 gp | L |
-| 4th-Level Scroll | 7 | 70 gp | L |
-| 5th-Level Scroll | 9 | 150 gp | L |
-| 6th-Level Scroll | 11 | 300 gp | L |
-| 7th-Level Scroll | 13 | 600 gp | L |
-| 8th-Level Scroll | 15 | 1,300 gp | L |
-| 9th-Level Scroll | 17 | 3,000 gp | L |
-| 10th-Level Scroll | 19 | 8,000 gp | L |
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Senses.md b/content/Mechanics/PF2e Journals/GM Screen/Senses.md
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--- a/content/Mechanics/PF2e Journals/GM Screen/Senses.md
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----
-title: "Senses"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Senses"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.SiMXtLf4YQeigzIE
-tags:
- - JournalEntryPage
----
-
-# Senses
-The ways a creature can use Perception depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in:[[Observed]], [[Hidden]], or [[Undetected]]. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.
-
-## Precise Senses
-
-Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the [[Seek]] basic action to better detect the creature.
-
-## Imprecise Senses
-
-Hearing is an imprecise sense—it cannot detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the [[Hidden]] condition instead of the observed condition. It might be undetected by you if it's using Stealth or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the [[Seek]] basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didn't even know was there) merely [[Hidden]]—it can't make the creature [[Observed]].
-
-## Vague Senses
-
-A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an unnoticed creature, making it undetected. Even then, the vague sense isn't sufficient to make the creature [[Hidden]] or [[Observed]].
-
-When one creature might detect another, the GM almost always uses the most precise sense available.
-
-Pathfinder's rules assume that a given creature has vision as its only precise sense and hearing as its only imprecise sense. Some characters and creatures, however, have precise or imprecise senses that don't match this assumption. For instance, a character with poor vision might treat that sense as imprecise, an animal with the scent ability can use its sense of smell as an imprecise sense, and a creature with echolocation or a similar ability can use hearing as a precise sense. Such senses are often given special names and appear as “echolocation (precise),” “scent (imprecise) 30 feet,” or the like.
-
-# Special Senses
-
-While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.
-
-Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in Detecting Creatures below) when it comes to situations that foil average vision. The following are a few examples of common special senses.
-
-## Darkvision and Greater Darkvision
-
-A creature with darkvision or greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level _[[Darkness]]_ spell, block normal darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.
-
-## Low-Light Vision
-
-A creature with low-light vision can see in dim light as though it were bright light, so it ignores the [[Concealed]] condition due to dim light.
-
-## Scent
-
-Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
-
-If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
-
-## Tremorsense
-
-Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Skill Actions.md b/content/Mechanics/PF2e Journals/GM Screen/Skill Actions.md
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----
-title: "Skill Actions"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Skill Actions"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.uWJfFysCcoU1o2Hs
-tags:
- - JournalEntryPage
----
-
-# Skill Actions
-**TABLE: SKILL ACTIONS**
-
-| **Acrobatics** | **Proficiency** | **Summary** |
-| --- | --- | --- |
-| [[Balance]] A | Untrained | You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. |
-| [[Tumble Through]] A | Untrained | You Stride up to your Speed. |
-| [[Maneuver in Flight]] A | Trained | You try a difficult maneuver while flying. |
-| [[Squeeze]] | Trained | You contort yourself to squeeze through a space so small you can barely fit through. |
-| **Arcana** | **Proficiency** | **Summary** |
-| [[Recall Knowledge\|Recall Knowledge (Arcana)]] A | Untrained | You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. |
-| [[Borrow an Arcane Spell]] | Trained | If you're an arcane spellcaster who prepares from a spellbook, you can attempt to prepare a spell from someone else's spellbook. |
-| [[Decipher Writing]] | Trained | You attempt to decipher complicated writing or literature on an obscure topic. |
-| [[Identify Magic]] | Trained | Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. |
-| [[Learn a Spell]] | Trained | You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. |
-| **Athletics** | **Proficiency** | **Summary** |
-| [[Climb]] A | Untrained | You move up, down, or across an incline. |
-| [[Force Open]] A | Untrained | Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. |
-| [[Grapple]] A | Untrained | You attempt to grab an opponent with your free hand. |
-| [[High Jump]] D | Untrained | You Stride, then make a vertical Leap and attempt a @Check\[type:athletics\|dc:30\] check to increase the height of your jump. |
-| [[Long Jump]] D | Untrained | You Stride, then make a horizontal Leap and attempt an Athletics check to increase the length of your jump. |
-| [[Shove]] A | Untrained | You push an opponent away from you. |
-| [[Swim]] A | Untrained | You propel yourself through water. |
-| [[Trip]] A | Untrained | You try to knock an opponent to the ground. |
-| [[Disarm]] A | Trained | You try to knock something out of an opponent's grasp. |
-| **Crafting** | **Proficiency** | **Summary** |
-| [[Recall Knowledge\|Recall Knowledge (Crafting)]] A | Untrained | You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. |
-| [[Repair]] | Untrained | You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands. |
-| [[Craft]] | Trained | You can make an item from raw materials. |
-| [[Earn Income]] | Trained | You use one of your skills to make money during downtime. |
-| [[Identify Alchemy]] | Trained | You can identify the nature of an alchemical item with 10 minutes of testing using alchemist's tools. |
-| **Deception** | **Proficiency** | **Summary** |
-| [[Create a Diversion]] A | Untrained | With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. |
-| [[Impersonate]] | Untrained | You create a disguise to pass yourself off as someone or something you are not. |
-| [[Lie]] | Untrained | You try to fool someone with an untruth. |
-| [[Feint]] A | Trained | With a misleading flourish, you leave an opponent unprepared for your real attack. |
-| **Diplomacy** | **Proficiency** | **Summary** |
-| [[Gather Information]] | Untrained | You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. |
-| [[Make an Impression]] | Untrained | With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. |
-| [[Request]] A | Untrained | You can make a request of a creature that's friendly or helpful to you. |
-| **Intimidation** | **Proficiency** | **Summary** |
-| [[Coerce]] | Untrained | With threats either veiled or overt, you attempt to bully a creature into doing what you want. |
-| [[Demoralize]] A | Untrained | With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. |
-| **Lore** | **Proficiency** | **Summary** |
-| [[Recall Knowledge\|Recall Knowledge (Lore)]] A | Untrained | You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. |
-| [[Earn Income]] | Trained | You use one of your skills to make money during downtime. |
-| **Medicine** | **Proficiency** | **Summary** |
-| [[Administer First Aid]] D | Untrained | You perform first aid on an adjacent creature that is dying or bleeding. |
-| [[Recall Knowledge\|Recall Knowledge (Medicine)]] A | Untrained | You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. |
-| [[Treat Disease]] | Trained | You spend at least 8 hours caring for a diseased creature. |
-| [[Treat Poison]] A | Trained | You treat a patient to prevent the spread of poison. |
-| [[Treat Wounds]] | Trained | You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). |
-| **Nature** | **Proficiency** | **Summary** |
-| [[Command an Animal]] A | Untrained | You issue an order to an animal. |
-| [[Recall Knowledge\|Recall Knowledge (Nature)]] A | Untrained | You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. |
-| [[Identify Magic]] | Trained | Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. |
-| [[Learn a Spell]] | Trained | You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. |
-| **Occultism** | **Proficiency** | **Summary** |
-| [[Recall Knowledge\|Recall Knowledge (Occultism)]] A | Untrained | You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. |
-| [[Decipher Writing]] | Trained | You attempt to decipher complicated writing or literature on an obscure topic. |
-| [[Identify Magic]] | Trained | Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. |
-| [[Learn a Spell]] | Trained | You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. |
-| **Performance** | **Proficiency** | **Summary** |
-| [[Perform]] A | Untrained | When making a brief performance—one song, a quick dance, or a few jokes—you use the Perform action. |
-| [[Earn Income]] | Trained | You use one of your skills to make money during downtime. |
-| **Religion** | **Proficiency** | **Summary** |
-| [[Recall Knowledge\|Recall Knowledge (Religion)]] A | Untrained | You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. |
-| [[Decipher Writing]] | Trained | You attempt to decipher complicated writing or literature on an obscure topic. |
-| [[Identify Magic]] | Trained | Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. |
-| [[Learn a Spell]] | Trained | You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. |
-| **Society** | **Proficiency** | **Summary** |
-| [[Recall Knowledge\|Recall Knowledge (Society)]] A | Untrained | You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. |
-| [[Subsist]] | Untrained | You try to provide food and shelter for yourself, and possibly others as well, with a standard of living described on page 294. |
-| [[Create Forgery]] | Trained | You create a forged document, usually over the course of a day or a week. |
-| [[Decipher Writing]] | Trained | You attempt to decipher complicated writing or literature on an obscure topic. |
-| **Stealth** | **Proficiency** | **Summary** |
-| [[Conceal an Object]] A | Untrained | You hide a small object on your person (such as a weapon of light Bulk). |
-| [[Hide]] A | Untrained | You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. |
-| [[Sneak]] A | Untrained | You can attempt to move to another place while becoming or staying undetected. |
-| **Survival** | **Proficiency** | **Summary** |
-| [[Sense Direction]] | Untrained | Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild. |
-| [[Subsist]] | Untrained | You try to provide food and shelter for yourself, and possibly others as well, with a standard of living described on page 294. |
-| [[Cover Tracks]] | Trained | You cover your tracks, moving up to half your travel Speed, using the rules on page 479. |
-| [[Track]] | Trained | You follow tracks, moving at up to half your travel Speed, using the rules on page 479. |
-| **Thievery** | **Proficiency** | **Summary** |
-| [[Palm an Object]] A | Untrained | Palming a small, unattended object without being noticed requires you to roll a single Thievery check against the Perception DCs of all creatures who are currently observing you. |
-| [[Steal]] A | Untrained | You try to take a small object from another creature without being noticed. |
-| [[Disable a Device]] D | Trained | This action allows you to disarm a trap or another complex device. |
-| [[Pick a Lock]] D | Trained | Opening a lock without a key is very similar to Disabling a Device, but the DC of the check is determined by the complexity and construction of the lock you are attempting to pick (locks and their DCs are found on page 290). |
-
-## Recall Knowledge
-
-### Tasks
-
-The following examples use Society or Religion.
-
-**Untrained** name of a ruler, head of state, key noble, or major deity
-
-**Trained** line of succession for a major noble family, core doctrines of a major deity
-
-**Expert** genealogy of a minor noble, teachings of an ancient priest
-
-**Master** hierarchy of a genie noble court, major extraplanar temples of a deity
-
-**Legendary** existence of a long-lost noble heir, secret doctrines of a religion
-
-### Skills
-
-The following skills can be used to Recall Knowledge about the listed topics. Some topics might appear on multiple lists, but the skills could give different information. For example, Arcana might tell you about the magical defenses of a construct, whereas Crafting could tell you about its sturdy resistance to physical attacks.
-
-* Arcana: Arcane theories, magical traditions, creatures of arcane significance, and arcane planes.
-* Crafting: Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs.
-* Lore: The subject of the Lore skill's subcategory.
-* Medicine: Diseases, poisons, wounds, and forensics.
-* Nature: The environment, flora, geography, weather, creatures of natural origin, and natural planes.
-* Occultism: Ancient mysteries, folk superstition, obscure philosophy, creatures of occult significance, and esoteric planes.
-* Religion: Divine agents, divine planes, theology, obscure myths, and creatures of religious significance.
-* Society: Local history, key personalities, legal institutions, societal structure, and humanoid culture.
-
-Using an applicable Lore to Recall Knowledge about a topic, such as Engineering Lore instead of Crafting to find structural weaknesses in a bridge, typically comes with a lower DC. Your special interests can pay off! In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. The GM might allow checks to Recall Knowledge using other skills. For example, you might assess the skill of an acrobat using Acrobatics. If you're using a physical skill (like in this example), the GM will most likely have you use a mental modifier—typically Intelligence—instead of the skill's normal physical attribute modifier.
-
-### Questions
-
-When encountering a subject for the first time, your first question will likely be a basic "What is it?", which the GM can answer with a name and basic description like, "That's an ogre, a tough and cruel giant" or "This is the symbol of Urgathoa, a goddess of disease, gluttony, and undeath." If you already know this base level of detail on the subject, the list below includes some reasonable questions. The GM determines what other questions to allow. Usually this is simple as long as you stick to one question. Any question must be about something observable in the game world, not the abstract numbers of the rules. The GM might tell you a lumbering monster's Reflex save is its weakest—translating a concept your character could understand using the game term for clarity—but wouldn't reveal the exact Reflex modifier. The GM can find more guidance on page 54 of GM Core.
-
-**Creatures:** "Can it be reasoned with?" "What environments does it live in?" "What's its most notable offensive ability?" "Is it highly vulnerable or resistant to anything?" "Are any of its defenses weak?"
-
-**Magic:** "How can it be avoided?" "What type of people use this magic?" "How long does it last?"
-
-**Organizations:** "What kind of influence does it have?" "Where is it headquartered?" "How large is it?" "What kind of members does it have?" "Who are its major authorities?" "Do they have any notable allies and enemies?"
-
-**People:** "What's their personality like?" "What do they look like?" "Do they have any notable talents?" "Do they have notable allies and enemies?" "What kind of influence do they have?" "Do they have any vices?"
-
-**Sites:** "What's its general location?" "How large is it?" "What's the government like?" "Do any notable people live there?" "What kind of monsters dwell there?" "What's the environment and terrain like?"
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diff --git a/content/Mechanics/PF2e Journals/GM Screen/Special Battles.md b/content/Mechanics/PF2e Journals/GM Screen/Special Battles.md
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----
-title: "Special Battles"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Special Battles"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.G1Rje9eYCFEByzjg
-tags:
- - JournalEntryPage
----
-
-# Special Battles
-Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.
-
-## Mounted Combat
-
-You can ride some creatures into combat. As noted in the [[Mount]] specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the Command an Animal action to get your mount to spend its actions. If you don't, the animal wastes its actions. If you have the Ride general feat, you succeed automatically when you [[Command an Animal]] that's your mount.
-
-For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to Command an Animal and succeeded, you could get your mount to [[Stride]]. You could spend your next action to attack or to command the horse to attack, but not both.
-
-### **Mounted Attacks**
-
-You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you [[Strike]] and then Command an Animal to have your mount Strike, your mount's attack takes a -5 multiple attack penalty.
-
-You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach.
-
-### **Mounted Defenses**
-
-When you're mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you're mounted if the mount would be in the way.
-
-Because you can't move your body as freely while you're riding a mount, you take a -2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount.
-
-## Aerial Combat
-
-Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the [[Fly]] action to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using Acrobatics to [[Maneuver in Flight]]. Creatures might fall from the sky, using the falling rules. At the GM's discretion, some ground-based actions might not work in the air. For instance, a flying creature couldn't [[Leap]].
-
-## Aquatic Combat
-
-Use these rules for battles in water or underwater:
-
-* You're off-guard unless you have a swim Speed.
-* You gain resistance 5 to acid and fire.
-* You take a -2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.
-* Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.
-* You can't cast fire spells or use actions with the fire trait underwater.
-* At the GM's discretion, some ground-based actions might not work underwater or while floating.
-
-### **Drowning and Suffocation**
-
-You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.
-
-When you run out of air, you fall unconscious and start suffocating. You can't recover from being unconscious and must attempt a @Check\[type:fortitude|dc:20\] save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points).
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diff --git a/content/Mechanics/PF2e Journals/GM Screen/Spellcasting Services.md b/content/Mechanics/PF2e Journals/GM Screen/Spellcasting Services.md
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----
-title: "Spellcasting Services"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Spellcasting Services"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.qMNBD91gc5kIKPs2
-tags:
- - JournalEntryPage
----
-
-# Spellcasting Services
-Spellcasting services, listed on the table below, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It's hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.
-
-| Spell Level | Price\* | | Spell Level | Price\* | |
-| --- | --- | --- | --- | --- | --- |
-| 1st | 3 gp | | 6th | 160 gp | |
-| 2nd | 7 gp | | 7th | 360 gp | |
-| 3rd | 18 gp | | 8th | 720 gp | |
-| 4th | 40 gp | | 9th | 1,800 gp | |
-| 5th | 80 gp | | | | |
-| \* Plus any cost required to cast the specific spell. | | | | | |
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diff --git a/content/Mechanics/PF2e Journals/GM Screen/Stamina.md b/content/Mechanics/PF2e Journals/GM Screen/Stamina.md
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----
-title: "Stamina"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Stamina"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.IliVJaEHaOklcg86
-tags:
- - JournalEntryPage
----
-
-# Stamina
-
-**TABLE: STAMINA AND HIT POINTS BY CLASS
-
-| **Normal Class HP** | **Class Stamina Points** | **Class Hit Points** | **Classes** |
-| --- | --- | --- | --- |
-| 6 + Con modifier | 3 + Con modifier | 3 | Sorcerer, wizard |
-| 8 + Con modifier | 4 + Con modifier | 4 | Alchemist, bard, cleric, druid, rogue |
-| 10 + Con modifier | 5 + Con modifier | 5 | Champion, fighter, monk, ranger |
-| 12 + Con modifier | 6 + Con modifier | 6 | Barbarian |
-
-In some fantasy stories, the heroes are able to avoid any serious injury until the situation gets dire, getting by with a graze or a flesh wound and needing nothing more than a quick rest to get back on their feet. If your group wants to tell tales like those, you can use the stamina variant to help make that happen.
-
-## Stamina Points
-
-Stamina Points represent a character's energy and readiness. They're reduced by damage just like Hit Points, but a character always loses their Stamina Points first, and loses Hit Points only if they're out of Stamina Points. If a character takes damage exceeding their remaining Stamina Points, the excess damage reduces their Hit Points. However, they lose any temporary Hit Points before losing Stamina Points.
-
-Though Stamina Points and Hit Points function similarly when a character takes damage, a character recovers them differently. A _heal_ spell restores Hit Points, not Stamina Points, and the actions described below (like Take a Breather) restore only Stamina Points, not Hit Points. A character regains all their Stamina Points after a full night's rest. Hit Points still determine whether a character remains conscious—a character at 0 HP is unconscious, no matter how many Stamina Points they have. In addition to their ancestry Hit Points, a PC gains the number of Stamina Points and Hit Points indicated in the second and third columns of table above at 1st level. Both values increase by the same amount at each level thereafter. This replaces the Hit Points a character gains from their class in a standard game.
-
-## Resolve Points
-
-In this variant, each PC also has a pool of Resolve Points, representing their intrinsic grit and luck. A character's maximum Resolve Points is equal to their key ability modifier, and a character regains all their Resolve Points with a full night's rest. In addition to spending Resolve Points to regain Stamina Points (as described under Stamina Actions), characters can spend Resolve Points in the following way.
-
-### Stabilize
-
-If a character is dying at the start of their turn, their player can spend 1 Resolve Point to stabilize at 0 HP, gaining or increasing the wounded condition as normal for stabilizing. At the start of the character's next turn, they gain 1 HP and wake up (unless they started dying again). The character can act on that turn. Consider this an optional rule best suited for groups that have little access to healing. When using this rule, you might remove the ability for characters to use Hero Points to stabilize.
-
-## Stamina Actions
-
-* [[Take a Breather]]
-* [[Rally]]
-
-## Stamina Feats
-
-* [[Encouraging Words]]
-* [[Steel Your Resolve]]
-
-## Other Creatures
-
-There's no need to give Stamina Points to monsters that are expected to be encountered once and likely defeated. However, you might use Stamina Points for a recurring character, especially an NPC who fights alongside the PCs. Usually, it's easiest to turn half the creature's Hit Points into Stamina Points. While enemy healers still work as they're intended to, players might be upset about the enemies' ability to heal their allies to full Hit Points, while the PCs are left not being able to heal their allies' Stamina Points. In this case, give more enemies Stamina Points to compensate.
-
-## No-Limit Stamina
-
-If you want a fast-paced, almost superheroic game, you can skip the Resolve Point component of this subsystem and simply make Taking a Breather and Rally free. This gives the characters a lot of staying power, meaning that the group will typically keep adventuring until they run out of spells for the day, rather than having the additional pressure of running out of Resolve Points. If you use this approach, omit the Steel Your Resolve feat, as it's too powerful if there's no cost to use it! Alternatively, if you want to keep it, you can require a character to Take a Breather before they can Steel their Resolve again.
-
-## Stamina's Impact
-
-The main gameplay consequence of using these stamina rules is that a quick 10- or 20-minute rest can restore most groups to full or nearly full health via Taking a Breather and Treating Wounds as necessary, allowing more encounters with shorter breaks in between. Additionally, charismatic or otherwise diplomatic characters gain fun and useful ways to bolster their allies.
-
-Because spells that heal Hit Points don't restore Stamina Points, it's a little harder to heal up completely in the middle of a fight. This can mean that fights become deadly after characters have been beaten down, possibly causing retreats to be more frequent, but the retreats themselves are shorter. The focus of the game can stay consistently within encounters, with less managing of time and resources outside of battle.
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diff --git a/content/Mechanics/PF2e Journals/GM Screen/Structures.md b/content/Mechanics/PF2e Journals/GM Screen/Structures.md
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----
-title: "Structures"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Structures"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.FOI43M8DJe2lkMwl
-tags:
- - JournalEntryPage
----
-
-# Structures
-
-| **Door** | **Climb DC** | **Hardness, HP (BT)** |
-| --- | --- | --- |
-| Wood | 20 | 10, 40 (20) |
-| Stone | 30 | 14, 56 (28) |
-| Reinforced Wood | 15 | 15, 60 (30) |
-| Iron | 30 | 18, 72 (36) |
-| **Wall** | **Climb DC** | **Hardness, HP (BT)** |
-| Crumbling Masonry | 15 | 10, 40 (20) |
-| Wooden Slats | 15 | 10, 40 (20) |
-| Masonry | 20 | 14, 56 (28) |
-| Hewn Stone | 30 | 14, 56 (28) |
-| Iron | 40 | 18, 72 (36) |
-| **Portcullis** | **Climb DC** | **Hardness, HP (BT)** |
-| Wood | 10 | 10, 40 (20) |
-| Iron | 10 | 18, 72 (36) |
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Temperature Effects.md b/content/Mechanics/PF2e Journals/GM Screen/Temperature Effects.md
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----
-title: "Temperature Effects"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Temperature Effects"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.kxDloJH5ImKnIV9P
-tags:
- - JournalEntryPage
----
-
-# Temperature Effects
-
-| Category | Temperature | Fatigue | Damage |
-| --- | --- | --- | --- |
-| **Incredible cold** | \-80º F or colder | 2 hours | Moderate cold every minute |
-| **Extreme cold** | \-79º F to -20º F | 4 hours | Minor cold every 10 minutes |
-| **Severe cold** | \-21º F to 12º F | 4 hours | Minor cold every hour |
-| **Mild cold** | 13º F to 32º F | 4 hours | None |
-| **Normal** | 33º F to 94º F | 8 hours | None |
-| **Mild heat** | 95º F\* to 104º F\* | 4 hours | None |
-| **Severe heat** | 105º F\* to 114º F | 4 hours | Minor fire every hour |
-| **Extreme heat** | 115º F to 139º F | 4 hours | Minor fire every 10 minutes |
-| **Incredible heat** | 140º F or warmer | 2 hours | Moderate fire every minute |
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Terrain in Encounters.md b/content/Mechanics/PF2e Journals/GM Screen/Terrain in Encounters.md
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----
-title: "Terrain in Encounters"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Terrain in Encounters"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.cjD6YVPQpmYiOPdC
-tags:
- - JournalEntryPage
----
-
-# Terrain in Encounters
-| | **TERRAIN IN ENCOUNTERS** |
-| --- | --- |
-| **Difficult Terrain** | Each square costs 5 extra feet of movement |
-| **Greater Difficult Terrain** | Each square costs 10 extra feet of movement |
-| **Hazardous Terrain** | Moving through terrain deals damage. |
-| **Narrow Surface** | [[Off-Guard]] and must [[Balance]] to cross. When you're hit or fail a save, succeed at a Reflex save or fall. |
-| **Uneven Ground** | [[Off-Guard]] and might need to [[Balance]] or fall prone. When you're hit or fail a save, succeed at a Reflex save or fall. |
-| **Incline** | You need to [[Climb]] to ascend an incline. You're [[Off-Guard]] while Climbing. |
-
-# Terrain
-
-Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.
-
-## Difficult Terrain
-
-Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of difficult terrain (or moving 5 feet into or within an area of difficult terrain, if you're not using a grid) costs an extra 5 feet of movement. Moving into a square of greater difficult terrain instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. You can't [[Step]] into difficult terrain.
-
-Movement you make while you are jumping ignores the terrain you're jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain. Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn't let you ignore greater difficult terrain unless the ability specifies otherwise.
-
-## Hazardous Terrain
-
-Hazardous terrain damages you whenever you move through it. An acid pool and a pit of burning embers are both examples of hazardous terrain. The amount and type of damage depend on the specific hazardous terrain.
-
-## Narrow Surfaces
-
-A narrow surface is so precariously thin that you need to [[Balance]] (see Acrobatics) or risk falling. Even on a success, you are [[Off-Guard]] on a narrow surface. Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the Acrobatics check to [[Balance]]) or fall.
-
-## Uneven Ground
-
-Uneven ground is an area unsteady enough that you need to [[Balance]] (see Acrobatics) or risk falling [[Prone]] and possibly injuring yourself, depending on the specifics of the uneven ground. You are [[Off-Guard]] on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to [[Balance]]) or fall prone.
-
-## Inclines
-
-An incline is an area so steep that you need to [[Climb]] using the Athletics skill in order to progress upward. You're [[Off-Guard]] hen [[Climb|Climbing]] an incline.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Three-Dimensional Combat.md b/content/Mechanics/PF2e Journals/GM Screen/Three-Dimensional Combat.md
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----
-title: "Three-Dimensional Combat"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Three-Dimensional Combat"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.ok2IPQGIrxj8h1vs
-tags:
- - JournalEntryPage
----
-
-# Three-Dimensional Combat
-In aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods:
-
-* Find platforms to place flying creatures' miniatures on.
-* Set a die next to a creature with the number indicating how many squares up in the air it is.
-* Make a stack of dice or tokens, 1 per 5 feet of elevation.
-* Write the elevation next to the monster on the grid.
-
-In underwater combat, choose a plane to be the baseline, typically the waterline, the sea floor, or a stationary object you can measure from.
-
-As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions— creatures above and below an enemy can flank it just as effectively as they can from opposite sides.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Travel Speed.md b/content/Mechanics/PF2e Journals/GM Screen/Travel Speed.md
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----
-title: "Travel Speed"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Travel Speed"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.YVLMgNxXTUQuDJgp
-tags:
- - JournalEntryPage
----
-
-# Travel Speed
-Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below.
-
-| **Speed** | **Feet per Minute** | **Miles per Hour** | **Miles per Day** |
-| --- | --- | --- | --- |
-| 10 | 100 | 1 | 8 |
-| 15 | 150 | 1-1/2 | 12 |
-| 20 | 200 | 2 | 16 |
-| 25 | 250 | 2-1/2 | 20 |
-| 30 | 300 | 3 | 24 |
-| 35 | 350 | 3-1/2 | 28 |
-| 40 | 400 | 4 | 32 |
-| 50 | 500 | 5 | 40 |
-| 60 | 600 | 6 | 48 |
-
-The rates in the table above assume traveling over flat and clear terrain at a determined pace, but one that's not exhausting. Moving through difficult terrain halves the listed movement rate. Greater difficult terrain reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Treasure.md b/content/Mechanics/PF2e Journals/GM Screen/Treasure.md
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----
-title: "Treasure"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Treasure"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.Ly8l2GT6dbvuY3A2
-tags:
- - JournalEntryPage
----
-
-# Treasure
-
-**Party Treasure by Level**
-
-| **Level** | **Total Value** | **Permanent Items**
**(By Item Level)** | **Consumables**
**(By Item Level)** | **Party Currency** | **Currency per**
**Additional PC** |
-| --- | --- | --- | --- | --- | --- |
-| 1 | 175 gp | **2nd**: 2, **1st**: 2 | **2nd**: 2, **1st**: 3 | 40 gp | 10 gp |
-| 2 | 300 gp | **3rd**: 2, **2nd**: 2 | **3rd**: 2, **2nd**: 2, **1st**: 2 | 70 gp | 18 gp |
-| 3 | 500 gp | **4th**: 2, **3rd**: 2 | **4th**: 2, **3rd**: 2, **2nd**: 2 | 120 gp | 30 gp |
-| 4 | 860 gp | **5th**: 2, **4th**: 2 | **5th**: 2, **4th**: 2, **3rd**: 2 | 200 gp | 50 gp |
-| 5 | 1,350 gp | **6th**: 2, **5th**: 2 | **6th**: 2, **5th**: 2, **4th**: 2 | 320 gp | 80 gp |
-| 6 | 2,000 gp | **7th**: 2, **6th**: 2 | **7th**: 2, **6th**: 2, **5th**: 2 | 500 gp | 125 gp |
-| 7 | 2,900 gp | **8th**: 2, **7th**: 2 | **8th**: 2, **7th**: 2, **6th**: 2 | 720 gp | 180 gp |
-| 8 | 4,000 gp | **9th**: 2, **8th**: 2 | **9th**: 2, **8th**: 2, **7th**: 2 | 1,000 gp | 250 gp |
-| 9 | 5,700 gp | **10th**: 2, **9th**: 2 | **10th**: 2, **9th**: 2, **8th**: 2 | 1,400 gp | 350 gp |
-| 10 | 8,000 gp | **11th**: 2, **10th**: 2 | **11th**: 2, **10th**: 2, **9th**: 2 | 2,000 gp | 500 gp |
-| 11 | 11,500 gp | **12th**: 2, **11th**: 2 | **12th**: 2, **11th**: 2, **10th**: 2 | 2,800 gp | 700 gp |
-| 12 | 16,500 gp | **13th**: 2, **12th**: 2 | **13th**: 2, **12th**: 2, **11th**: 2 | 4,000 gp | 1,000 gp |
-| 13 | 25,000 gp | **14th**: 2, **13th**: 2 | **14th**: 2, **13th**: 2, **12th**: 2 | 6,000 gp | 1,500 gp |
-| 14 | 36,500 gp | **15th**: 2, **14th**: 2 | **15th**: 2, **14th**: 2, **13th**: 2 | 9,000 gp | 2,250 gp |
-| 15 | 54,500 gp | **16th**: 2, **15th**: 2 | **16th**: 2, **15th**: 2, **14th**: 2 | 13,000 gp | 3,250 gp |
-| 16 | 82,500 gp | **17th**: 2, **16th**: 2 | **17th**: 2, **16th**: 2, **15th**: 2 | 20,000 gp | 5,000 gp |
-| 17 | 128,000 gp | **18th**: 2, **17th**: 2 | **18th**: 2, **17th**: 2, **16th**: 2 | 30,000 gp | 7,500 gp |
-| 18 | 208,000 gp | **19th**: 2, **18th**: 2 | **19th**: 2, **18th**: 2, **17th**: 2 | 48,000 gp | 12,000 gp |
-| 19 | 355,000 gp | **20th**: 2, **19th**: 2 | **20th**: 2, **19th**: 2, **18th**: 2 | 80,000 gp | 20,000 gp |
-| 20 | 490,000 gp | **20th**: 4 | **20th**: 4, **19th**: 2 | 140,000 gp | 35,000 gp |
-
-## Treasure (Creative Adventures)
-
-Your adventure should give out an amount of treasure that's appropriate to the characters' level. The guidelines for assigning treasure are on page 508. You can dole out treasure in all kinds of ways. Treasure could be items carried by an adversary, rewards from a patron for completing a mission, or a classic pile of coins and items inside a wooden chest guarded by a monster. It's best to spread treasure throughout an adventure rather than stockpiled in a single hoard. This gives the players incremental rewards, letting their characters advance in frequent small steps rather than giant leaps separated by many hours of play.
-
-## Treasure
-
-As the GM, it's your job to distribute treasure to the player characters. Treasure appears throughout an adventure, and the PCs obtain it by raiding treasure hoards, defeating foes who carry valuable items or currency, getting paid for successful quests, and any other way you can imagine.
-
-This section provides guidelines for distributing treasure in a typical Pathfinder campaign, but you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between.
-
-## Treasure by Level
-
-Party Treasure by Level table on top of this page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game.
-
-For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.
-
-When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level.
-
-Some creature entries in the Pathfinder Bestiary list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level. Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the party's capabilities as the PCs progress through the adventure to make sure they don't end up behind.
-
-### Currency
-
-A party will find money and other treasure that isn't useful on its own but that can be sold or spent on other things. The gp values in the Party Currency column don't refer only to coins. Gems, art objects, crafting materials (including precious materials), jewelry, and even items of much lower level than the party's level can all be more interesting than a pile of gold.
-
-If you include a lower-level permanent item as part of a currency reward, count only half the item's Price toward the gp amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly scrolls, and if you think your party will use them, count those items at their full Price.
-
-### Other Types of Treasure
-
-Not all treasure has to be items or currency. Crafters can use the Crafting skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy's spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop.
-
-### Treasure and Rarity
-
-Giving out uncommon and rare items and formulas can get players more interested in treasure. It's best to introduce uncommon items as a reward fairly regularly but rare items only occasionally. These rewards are especially compelling when the adventurers get the item by defeating or outsmarting an enemy who carries an item that fits their backstory or theme.
-
-Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world.
-
-### Different Item Levels
-
-The levels listed for items on Table 10-9: Party Treasure by Level aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a _runestone_ with a _fortification_ rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level _+2 resilient armor_ (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level _shadow_ rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.
-
-However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11th-level permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!
-
-If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level. Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters below. They should be a bit higher. but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly.
-
-### Different Party Sizes
-
-If a party has more than four characters, add the following for each additional character:
-
-* One permanent item of the party's level or 1 levelhigher
-* Two consumables, usually one of the party's level and one of 1 level higher
-* Currency equal to the value in the Currency per Additional PC column of Table 10-9
-
-If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that can't cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear help compensate for the smaller group size.
-
-**Sidebar(s)** [[Adjusting Treasure]]
-
-## Buying and Selling Items
-
-Characters can usually buy and sell items only during downtime. An item can typically be sold for only half its Price, though art objects, gems, and raw materials can be sold for their full Price.
-
-## Treasure (GMG Advice)
-
-The game's math is based on PCs looking to find, buy, or craft items that are the same level as them—this includes weapons and armor with fundamental runes, and items that help with the PC's favorite skills or tactics. A PC who gets the item at that level will typically be ahead of the monsters, hazards, and skill DCs briefly, before their challenges start to catch back up. The guidelines for awarding treasure, meanwhile, have you give the party items 1 level higher than the PCs. This means the items found on adventures are more powerful than those a PC could make (which are capped at the PC's level). The treasure assignment is measured across a level instead of per encounter because some encounters won't have treasure, some will have extra treasure, and some treasure hoards or rewards might be found outside encounters entirely. If your campaign structure works better by giving out treasure for individual encounters—such as some dungeon crawls or sandbox games—see [[Treasure Per Encounter]].
-
-As you choose treasure, look at the flow of treasure in the campaign, and see which PCs are ahead and which are behind. It's usually best to mix “core items,” treasure linked to a PC's main abilities, with treasure that has unusual, less broadly applicable powers. For instance, a champion might not purchase _plate armor of the deep_, but they will likely wear it if they find it. These items should always be useful—a party without a primal spellcaster won't have much use for an _animal staff_. The number of core items to give out depends partly on how much the campaign allows for crafting and buying items.
-
-* If there are few limits on buying items and there's plenty of time to craft, make about half the permanent items you give out core items. The PCs have plenty of ways to obtain the items they want.
-* If purchasing items and obtaining formulas is somewhat difficult, make about three-fourths of the permanent items core items. If a PC really wants an item, they might have to do extra work to get it.
-* If there are no magic item shops or other ways to purchase items and formulas, make all the permanent items core items. In this case, it might work better for your game to use [[Automatic Bonus Progression]] to eliminate the need for core items.
-
-## Selling Items
-
-The PCs' ability to sell items plays a big part in their ability to equip themselves how they want. It's expected that a Pathfinder campaign strives for some amount of verisimilitude—that PCs can't find a buyer for every item, especially if they're selling multiple copies of the same thing. Players should not have the expectation that they can sell whatever they want whenever they want. They might be unable to sell items that wouldn't be in demand, have to take a lower percentage, or have trouble selling items in places without massive wealth.
-
-If you don't want to deal with that level of detail, you can choose to make selling items more abstract, allowing the PCs to sell anything for half Price essentially at any time. Since this makes it far easier for PCs to outfit themselves how they want, they might be more powerful.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Treat Wounds.md b/content/Mechanics/PF2e Journals/GM Screen/Treat Wounds.md
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----
-title: "Treat Wounds"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Treat Wounds"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.kL8yx8vz9FMCIYC1
-tags:
- - JournalEntryPage
----
-
-# Treat Wounds
-
-| Proficiency | DC | Success Healing | Critical Healing |
-| --- | --- | --- | --- |
-| Trained | 15 | `dice: 2d8` | `dice: 4d8` |
-| Expert\* | 20 | `dice: 2d8+10` | `dice: 4d8+10` |
-| Master\* | 30 | `dice: 2d8+30` | `dice: 4d8+30` |
-| Legendary\* | 40 | `dice: 2d8+50` | `dice: 4d8+50` |
- \* Rolling against a higher DC is optional.
-
-# Treat Wounds
-
-**Requirements** You have healer's tools.
-
-* * *
-
-You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).
-
-The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you're an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
-
-If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds.
-
-The result of your Medicine check determines how many Hit Points the target regains.
-
-**Critical Success** The target regains 4d8 Hit Points, and its wounded condition is removed.
-
-**Success** The target regains 2d8 Hit Points, and its wounded condition is removed.
-
-**Critical Failure** The target takes 1d8 damage.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Victory Points.md b/content/Mechanics/PF2e Journals/GM Screen/Victory Points.md
deleted file mode 100755
index 9c700347f..000000000
--- a/content/Mechanics/PF2e Journals/GM Screen/Victory Points.md
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----
-title: "Victory Points"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Victory Points"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.zymZw8KQe0nkRf5L
-tags:
- - JournalEntryPage
----
-
-# Victory Points
-### Accumulating Rolls
-
-**Critical Success** The PCs gain 2 Victory Points.
-
-**Success** The PCs gain 1 Victory Point.
-
-**Critical Failure** The PCs lose 1 Victory Point. This means that the result of a PC's check usually results in the party gaining either 1 or no Victory Points. However, specialized PCs have a solid chance of earning the party 2 Victory Points, and hare‑brained schemes have a fair chance of losing the PCs 1 Victory Point.
-
-### Diminishing Rolls
-
-**Critical Success** If regaining ground is possible, the PCs gain 1 Victory Point. Otherwise, as success.
-
-**Success** The PCs avoid losing any Victory Points.
-
-**Failure** The PCs lose 1 Victory Point.
-
-**Critical Failure** The PCs lose 2 Victory Points.
-
-**Table: Victory Point Scales**
-| **Duration of Challenge** | **VP End Point** | **VP Thresholds** |
-| --- | --- | --- |
-| Quick encounter | 3-5 | \- |
-| Long encounter | 7-10 | 4 |
-| Most of a session | 15-25 | 5, 10, 15 |
-| Adventure-wide, sideline | 15-20 | 5, 10, 15 |
-| Adventure-wise, forefront | 25-50 | 10, 20, 30, 40 |
-
-## Victory Points
-
-You'll often find that your games could use a way to track progress toward a goal so that you don't have to just keep everything in your head. This section explains how to build your own subsystems for tracking success via Victory Points. Many other subsystems throughout the chapter use these as well, though often by a different name.
-
-Victory Points (or VP) are a powerful tool in your GM arsenal, as they allow you to track the PCs' progress using a subsystem to go beyond the results of a single check. Victory Points are versatile; you could track and resolve them within a single encounter, or you could collect them over the course of an entire campaign to determine the ending of the story.
-
-> ### Enemy Victory Points
->
-> In addition to giving both the PCs and enemies Victory Points, as mentioned on page 149, sometimes it makes more sense to have only the enemies gain or lose Victory Points instead of the PCs. Even though the NPCs are also taking actions, it's usually best to increase or reduce the enemy's Victory Points based on just the PCs' actions, since it maximizes the feeling of player agency. In some rare cases where the foes act directly against the PCs, you might have both PC and foe actions increase the foe's Victory Points.
->
-> Implementing such a subsystem might mean flipping the normal rolls. For instance, if the PCs were trying to lower their enemies' Influence over a faction, a critical success by a PC would lower the Influence by 2, a success would lower the Influence by 1, and a critical failure might give the enemies something to exploit, raising their Influence by 1. This uses the same effects as an accumulating roll, but “damages” the enemies' VP instead of gaining VP for the PCs' side. While this is very similar mechanically to the PCs gaining VP, the thematic connection is much stronger for an intrigue-based story.
-
-## Naming Your Victory Points
-
-It can be fun to rename your Victory Points, to better reflect the subsystem they track. The term “Victory Points” is unspecific, so you can create a name for your Victory Points that fits the theme of your adventure and helps the players feel more like they are taking part in the type of activity your subsystem represents. Examples of renamed VPs include Influence Points (page 151), Infiltration Points (page 160), Research Points (page 154), and Reputation Points (page 164). The name should be representative, and the PCs should understand what it refers to. You can leave off the word “Points” if you prefer, though this section often retains it while describing how Victory Points can be used.
-
-## Victory Point Subsystem Structure
-
-There are a few common structures for tracking Victory Points that you might use for your new subsystem. You could come up with a structure based off one of the subsystems below, or you could create your own completely different structure if none of them match the way you're running your game. The most important thing is to consider how the PCs or their opposition gain or lose various forms of Victory Points.
-
-### Accumulating Victory Points
-
-The most common structure is to accumulate Victory Points toward a total, either stopping after reaching a success threshold or collecting as many Victory Points as possible in a given time frame and then measuring the results against various thresholds. The influence subsystem on page 151 is a great example of this structure in action: each PC has a certain number of chances to influence various NPCs, and after reaching a particular threshold of Victory Points with an NPC, the PCs have convinced that NPC.
-
-In a variation of this structure, the PCs' adversaries can also accumulate Victory Points, giving the PCs a moving target—either to reach the goal before the adversary or to have more Victory Points than the adversary at the end of a given time frame. This is a great structure for you to use in a situation where the PCs face opposition rather than having the PCs accumulate Victory Points while adversaries decrease the total, since it's dynamic and less at risk of resulting in a stalemate.
-
-You can track a subsystem at a larger scale, like over the course of an adventure or campaign, by granting the PCs Victory Points for achieving difficult goals or making particular decisions. Such subsystems usually ask the PCs to compare their accumulated Victory Points against several ranked tiers that each having varying results on the story. Typically these results become more positive for the PCs as they acquire more Victory Points, but sometimes succeeding too fully could have unintended consequences, like convincing the workers to support a rebellion so thoroughly that it riles up a mob. If you're making your own subsystem, you might not define these ranks in full, but just use your best guess at the end.
-
-#### Accumulating Rolls
-
-In cases where the PCs need to make checks to gain Victory Points, the amount they get for the degrees of success is up to you. The default scale detailed below works in most cases.
-
-**Critical Success** The PCs gain 2 Victory Points.
-
-**Success** The PCs gain 1 Victory Point.
-
-**Critical Failure** The PCs lose 1 Victory Point. This means that the result of a PC's check usually results in the party gaining either 1 or no Victory Points. However, specialized PCs have a solid chance of earning the party 2 Victory Points, and hare‑brained schemes have a fair chance of losing the PCs 1 Victory Point.
-
-### Diminishing Victory Points
-
-Using this method, the PCs start with a certain number of Victory Points, and rather than accumulating them, they attempt to avoid losing them. Perhaps the PCs are trying to keep dragon eggs from cracking, or are otherwise attempting to minimize damage, loss, or danger. This variant is less common, but it's great at conveying the urgency of a situation as the PCs lose points. Sometimes it's necessary to add that sense of tension with this subsystem! Typically, when the PCs lose all their Victory Points, a negative event occurs. If they're on a timer, the final results might be better the more points they manage to keep before the time runs out.
-
-#### Diminishing Rolls
-
-Using this structure, the PCs typically lose Victory Points as a result of failed checks, though they can still lose them for making particularly poor decisions or behaving recklessly. Once again, you can use any scaling consequences that make sense, but the default degrees of success are as follows.
-
-**Critical Success** If regaining ground is possible, the PCs gain 1 Victory Point. Otherwise, as success.
-
-**Success** The PCs avoid losing any Victory Points.
-
-**Failure** The PCs lose 1 Victory Point.
-
-**Critical Failure** The PCs lose 2 Victory Points.
-
-### Multiple Point Subsystems
-
-In a multiple point subsystem, you have more than one point system, each measuring something different. For example, in a long-distance race, the PCs and their opponents both try to gain their own Marathon Points, and whoever gets to 10 points first wins!
-
-Infiltration on page 160 offers a different example of a Victory Point subsystem with multiple types of points. PCs try to get a certain number of Infiltration Points to successfully infiltrate a location while avoiding giving Awareness Points to their enemies through failure.
-
-Consider combining the multiple points with a time factor, like in infiltrations, where the PCs automatically accrue Awareness Points over time at a slow rate.
-
-## Obstacles and DCs
-
-When preparing your subsystem, think of the obstacles PCs might face or avenues they can exploit when engaging in your subsystem. Set some DCs for them in advance, using the normal system for setting DCs. Everything else, you can improvise on the spot. If you think your DCs will be higher overall, when you set the number of points needed, choose a value on the lower end (see Setting your Scale below).
-
-Think of some possibilities that are much easier and some that are harder. Who are your PCs opposing, and what weak points might that opposition have that the PCs could exploit? Set those DCs lower or make overcoming them grant more VP. PCs who do their research or come up with clever strategies should find it easier to overcome the challenge.
-
-## Setting Your Scale
-
-The number of points it takes to reach a goal will greatly affect how your subsystem feels during play. If you want the subsystem to be used for a single scene, such as one negotiation with a powerful NPC, set the number lower than if it's meant to take up most or all of a game session. The Table 3-1 (page 150) suggests possible values for your Victory Point scale. The “adventure-wide” scale is for subsystems that are part of a larger narrative, granting Victory Points when the PCs overcome entire encounters or dungeons, rather than as an encounter unfolds.
-
-This larger scale is intended for subsystems that take a lot of the party's focus. A subsystem that runs in the background during an adventure should use a smaller scale. This is usually the “adventure-wide, sideline” value. It could be even lower, such as if you have a dungeon-based adventure including several opportunities to interact with a kobold tribe to get some small benefits. Though they appear throughout the adventure, you would use a lower value because attaining the VP is a minor part of the story. In fact, you might choose not to use a VP subsystem at all.
-
-The table also lists numbers for one or more thresholds. These are the point values at which the PCs get a partial benefit (or, for a diminishing subsystem, take a drawback). You should grant partial benefits when the PCs reach a certain threshold or introduce twists to the subsystem to ensure they continue to feel engaged and rewarded over time.
-
-**Table: Victory Point Scales**
-
-| **Duration of Challenge** | **VP End Point** | **VP Thresholds** |
-| --- | --- | --- |
-| Quick encounter | 3-5 | \- |
-| Long encounter | 7-10 | 4 |
-| Most of a session | 15-25 | 5, 10, 15 |
-| Adventure-wide, sideline | 15-20 | 5, 10, 15 |
-| Adventure-wise, forefront | 25-50 | 10, 20, 30, 40 |
-
-The values also depend on various factors. These might include the DCs, the number of chances the PCs get to gain Victory Points, and the flexibility of how the PCs can deploy themselves (for example, if PCs are all forced to try something they might not be trained in, it could cause critical failures). They might also include the amount of effort the PCs need to spend on tasks that don't directly earn Victory Points—such as checks to Discover information about NPCs using the Influence subsystem. Keep all these in mind when deciding what end point you want to use.
-
-## Running Your Subsystem
-
-When running your new subsystem, be sure to keep the challenges fresh by using a variety of different skills and options to encourage creativity and cooperation, rather than just using the same check over and over again, where PCs can expect diminishing returns. You can also use timers to encourage each PC to participate or even create mechanics that directly encourage each PC to participate, like setting penalties for the same PC attempting checks repeatedly, or for two PCs attempting the same check.
-
-You can even have challenges that require all the PCs to participate. For instance, if the party's host is welcoming every guest individually, each PC might have to make an impression in their own way, or during infiltration, each PC might have to test their ability to Impersonate or Sneak. You'll likely find that some approaches should be automatic successes if they're well-suited to the task, or automatic failures for ideas that are likely impossible.
-
-## Rewards
-
-How you structure rewards for your subsystem depends greatly on its scope. A subsystem resolved in a single sitting usually gives accomplishment XP unless it is particularly demanding, in which case it could be considered a full-scale encounter. Meanwhile, subsystems that span over the course of multiple sessions or the entire campaign might generate accomplishment XP at meaningful milestones along the way. If you have a long-spanning subsystem that's fairly low profile and behind the scenes or is not success-oriented, such as a subsystem to track what type of ruler the PCs' patron will become based on the PCs' decisions, you might not give XP directly from the subsystem, since in that case “success” is undefined.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Wand Prices.md b/content/Mechanics/PF2e Journals/GM Screen/Wand Prices.md
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----
-title: "Wand Prices"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Wand Prices"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.BsaTOw6p74DW5d8t
-tags:
- - JournalEntryPage
----
-
-# Wand Prices
-| Name | Level | Price | Bulk |
-| --- | --- | --- | --- |
-| Magic Wand (1st-Level Spell) | 3 | 60 gp | L |
-| Magic Wand (2nd-Level Spell) | 5 | 160 gp | L |
-| Magic Wand (3rd-Level Spell) | 7 | 360 gp | L |
-| Magic Wand (4th-Level Spell) | 9 | 700 gp | L |
-| Magic Wand (5th-Level Spell) | 11 | 1,500 gp | L |
-| Magic Wand (6th-Level Spell) | 13 | 3,000 gp | L |
-| Magic Wand (7th-Level Spell) | 15 | 6,500 gp | L |
-| Magic Wand (8th-Level Spell) | 17 | 15,000 gp | L |
-| Magic Wand (9th-Level Spell) | 19 | 40,000 gp | L |
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/GM Screen/Weapon Traits.md b/content/Mechanics/PF2e Journals/GM Screen/Weapon Traits.md
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--- a/content/Mechanics/PF2e Journals/GM Screen/Weapon Traits.md
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----
-title: "Weapon Traits"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Weapon Traits"
-foundryId: Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.dnbUao9yk8Bs99eT
-tags:
- - JournalEntryPage
----
-
- [[Weapon Traits]]
-
-|**Name**|Description|
-|---|---|
-| **Agile** |The multiple attack penalty you take with this weapon on the second attack on your turn is -4 instead of -5, and -8 instead of -10 on the third and subsequent attacks in the turn.|
-| **Attached** |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 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 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.|
-| **Backstabber** |When you hit an off-guard 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.|
-| **Backswing** |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.|
-| **Brutal** |A ranged attack with this trait uses its Strength modifier instead of Dexterity on the attack roll.|
-| **Capacity**|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 action that doesn't require a free hand. Each barrel or chamber can be reloaded after it's fired as a separate Interact action.|
-| **Climbing**|The hand wielding the weapon is available to Climb.|
-| **Cobbled**|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.|
-| **Combination**|This is a 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.|
-| **Concealable**|This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.|
-| **Concussive**|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 to 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.|
-| **Deadly**|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. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.|
-| **Disarm**|You can use this weapon to Disarm with the 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 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.|
-| **Double Barrel**|This weapon has two barrels that are each loaded separately. You can fire both barrels of a double barrel weapon in a single Strike to increase the weapon damage die by one step. If the weapon has the fatal trait, this increases the fatal die by one step.|
-| **Fatal**|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.|
-| **Fatal Aim**|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 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 action rather than Releasing or as part of reloading.|
-| **Finesse**|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.|
-| **Forceful**|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.|
-| **Free-Hand**|This weapon doesn't take up your hand, usually because it is built into your armor. A free-hand weapon can't be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate 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. When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.|
-| **Grapple**|You can use this weapon to Grapple with the 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 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.|
-| **Hampering**|A weapon with the hampering trait includes a disruptive limb or flange. 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, would otherwise stop thrashing it, or at the beginning of your next turn.|
-| **Injection**|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 action. Refilling the weapon with a new substance requires three Interact actions, and uses both hands.|
-| **Jousting**|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.|
-| **Kickback**|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.|
-| **Modular B, P, or S**|The weapon has multiple configurations that you can switch between using an Interact action. Typically, switching between configurations of a modular weapon allows it to deal different types of damage (listed in the trait, such as "modular B, P, or S"), though it's possible for a modular weapon's description to list more complicated configurations.|
-| **Nonlethal**|Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a -2 circumstance penalty.|
-| **Parry**|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.|
-| **Propulsive**|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.|
-| **Range**|These attacks will either list a finite range or a range increment, which follows the normal rules for range increments.|
-| **Ranged Trip**|This weapon can be used to Trip with the Athletics skill at a distance up to the weapon's first range increment. The skill check takes 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, a ranged trip doesn't deal any damage when used to Trip.|
-| **Reach**|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.|
-| **Reload**|While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many Interact actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.|
-| **Repeating**|A repeating weapon is typically a type of crossbow that has a shorter reload time. These weapons can't be loaded with individual bolts like other crossbows; instead, they require a magazine of specialized ammunition to be loaded into a special slot. Once that magazine is in place, the ammunition is automatically loaded 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.|
-| **Scatter**|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 damage per weapon damage die.|
-| **Shove**|You can use this weapon to Shove with the 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 check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.|
-| **Sweep**|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.|
-| **Tethered**|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 action to pull the weapon back into your grasp after you have thrown it as a ranged attack or after it has been disarmed (unless it is being held by another creature).|
-| **Thrown**|You can throw this weapon as a ranged attack. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment.|
-| **Trip**|You can use this weapon to Trip with the 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 check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.|
-| **Twin**|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.|
-| **Two-Hand**|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.|
-| **Unarmed**|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. It also doesn't take up a hand, though a fist or other grasping appendage follows the same rules as a free-hand weapon.|
-| **Versatile**|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.|
-| **Volley**|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.|
diff --git a/content/Mechanics/PF2e Journals/GM Screen/desktop.ini b/content/Mechanics/PF2e Journals/GM Screen/desktop.ini
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diff --git a/content/Mechanics/PF2e Journals/Remaster Changes/Class Features.md b/content/Mechanics/PF2e Journals/Remaster Changes/Class Features.md
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----
-title: "Class Features"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Class Features"
-foundryId: Compendium.pf2e.journals.JournalEntry.6L2eweJuM8W7OCf2.JournalEntryPage.GRjgmsZRxLYcK7Ko
-tags:
- - JournalEntryPage
----
-
-# Class Features
-The largest change to class features are the removal of all legacy witch patron themes and wizard arcane schools. These choices are still available in the PF2e Legacy Data module, and when the module is enabled they will appear alongside the remaster choices for those class features automatically.
-
-| Item Name | Item Type | Class | Status | New Name |
-| --- | --- | --- | --- | --- |
-| Divine Spellcasting | Class Feature | Cleric | Renamed | [[Cleric Spellcasting]] |
-| Druid Weapon Expertise | Class Feature | Druid | Renamed | [[Weapon Expertise]] |
-| Druidic Language | Class Feature | Druid | Renamed | [[Wildsong]] |
-| Primal Spellcasting | Class Feature | Druid | Renamed | [[Druid Spellcasting]] |
-| Wild Empathy | Class Feature | Druid | Renamed | [[Voice of Nature]] |
-| Wild Order | Class Feature | Druid | Renamed | [[Untamed Order]] |
-| Juggernaut | Class Feature | Multiple | Renamed | Varies by class |
-| Attack of Opportunity | Ability | Multiple | Renamed | [[Mechanics/Character Building/Actions/Reactive Strike]] |
-| Alertness | Class Feature | Multiple | Renamed | [[Perception Expertise]] |
-| Evasion | Class Feature | Multiple | Renamed | Varies by class |
-| Great Fortitude | Class Feature | Multiple | Renamed | [[Fortitude Expertise]] |
-| Greater Resolve | Class Feature | Multiple | Renamed | Varies by class |
-| Improved Evasion | Class Feature | Multiple | Renamed | Varies by class |
-| Incredible Senses | Class Feature | Multiple | Renamed | [[Perception Legend]] |
-| Lightning Reflexes | Class Feature | Multiple | Renamed | [[Reflex Expertise]] |
-| Resolve | Class Feature | Multiple | Renamed | Varies by class |
-| Vigilant Senses | Class Feature | Multiple | Renamed | [[Perception Mastery]] |
-| Iron Will | Class Feature | Ranger | Renamed | [[Will Expertise]] |
-| Second Skin | Class Feature | Ranger | Renamed | [[Medium Armor Mastery]] |
-| Trackless Step | Class Feature | Ranger | Renamed | [[Trackless Journey]] |
-| Weapon Mastery | Class Feature | Ranger | Renamed | [[Martial Weapon Mastery]] |
-| Wild Stride | Class Feature | Ranger | Renamed | [[Unimpeded Journey]] |
-| Slippery Mind | Class Feature | Rogue | Renamed | [[Agile Mind]] |
-| Witch Patron Themes | Class Feature | Witch | Replaced | See [[Witch]] |
-| Arcane School | Class Feature | Wizard | Replaced | See [[Wizard]] |
-| Arcane Spellcasting | Class Feature | Wizard | Renamed | [[Wizard Spellcasting]] |
-| Metamagical Experimentation | Class Feature | Wizard | Renamed | [[Experimental Spellshaping]] |
-| Wizard Weapon Expertise | Class Feature | Wizard | Renamed | [[Weapon Expertise]] |
diff --git a/content/Mechanics/PF2e Journals/Remaster Changes/Equipment.md b/content/Mechanics/PF2e Journals/Remaster Changes/Equipment.md
deleted file mode 100755
index b8dc59264..000000000
--- a/content/Mechanics/PF2e Journals/Remaster Changes/Equipment.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: "Equipment"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Equipment"
-foundryId: Compendium.pf2e.journals.JournalEntry.6L2eweJuM8W7OCf2.JournalEntryPage.a5XWVMjK5OsZciRi
-tags:
- - JournalEntryPage
----
-
-# Equipment
-Most equipment changes are direct renames. The only set of removed items were alignment ampoules, as they are not compatible with the removal of alignment from the game.
-
-| Old Name | New Name |
-| --- | --- |
-| Aeon Stone (Dull Grey) | [[Aeon Stone (Consumed)\|Aeon Stone (consumed)]] |
-| Aeon Stone (Clear Spindle) | [[Aeon Stone (Nourishing)]] |
-| Aeon Stone (Tourmaline Sphere) | [[Aeon Stone (Delaying)]] |
-| Aeon Stone (Orange Prism) | [[Aeon Stone (Amplifying)]] |
-| Bag of Holding | [[Spacious Pouch (Type I)\|Spacious Pouch]] |
-| Barkskin Potion | [[Oak Potion]] |
-| Bracers of Armor | [[Bands of Force\|bands of force]] |
-| Broom of Flying | [[Flying Broomstick]] |
-| Dagger of Venom | [[Serpent Dagger]] |
-| Dragon's Breath potion (various) | Energy Breath Potion (various)
[[Energy Breath Potion (Fire, Lesser)]]
[[Energy Breath Potion (Cold, Lesser)]]
[[Energy Breath Potion (Acid, Lesser)]] |
-| Druid's Vestments | [[Living Mantle]] |
-| Everburning Torch | [[Everlight Crystal]] |
-| Eyes of the Eagle | [[Eyes of the Cat]] |
-| Feather Token (Chest, Ladder, Swan Boat) | Marvelous Miniatures ([[Marvelous Miniature (Chest)\|Chest]], [[Marvelous Miniature (Ladder)\|Ladder]], [[Marvelous Miniature (Boat)\|Boat]]) |
-| Flame Tongue | [[Searing Blade]] |
-| Gloves of Storing | [[Retrieval Belt]] |
-| Goggles of Night | [[Obsidian Goggles]] |
-| Hat of Disguise | [[Masquerade Scarf]] |
-| Horn of Fog | [[Cloud Pouch]] |
-| Horseshoes of Speed | [[Alacritous Horseshoes]] |
-| Javelin of Lightning | [[Trident of Lightning]] |
-| Silversheen | [[Silver Salve]] |
-| Smokestick | [[Smoke Ball (Lesser)\|Smoke Ball]] |
-| Sunrod | [[Glow Rod]] |
-| Tanglefoot bag | [[Glue Bomb (Lesser)\|Glue Bomb]] |
-| Tindertwig | [[Matchstick]] |
-| Owlbear Claw | [[Predator's Claw]] |
-| Wand of Manifold Missiles | [[Wand of Shardstorm (1st-Rank Spell)\|Wand of Shardstorm]] |
diff --git a/content/Mechanics/PF2e Journals/Remaster Changes/Feats.md b/content/Mechanics/PF2e Journals/Remaster Changes/Feats.md
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----
-title: "Feats"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Feats"
-foundryId: Compendium.pf2e.journals.JournalEntry.6L2eweJuM8W7OCf2.JournalEntryPage.8fgkR236jbcX08qz
-tags:
- - JournalEntryPage
----
-
-# Feats
-| Item Name | Item Type | Main Trait | Status | New Name |
-| ------------------------- | --------- | ----------------- | ----------------- | ------------------------------- |
-| Aasimar's Mercy | Feat | Aasimar | Renamed | [[Celestial Mercy]] |
-| [[Advanced School Spell]] | Feat | Wizard | Altered mechanics | — |
-| Align Armament | Feat | Cleric | Renamed | [[Sanctify Armament]] |
-| Angelic Magic | Feat | Aasimar | Renamed | [[Celestial Magic]] |
-| Animal Feature | Feat | Ranger | Renamed | [[Advanced Warden]] |
-| Archon Magic | Feat | Aasimar | Merged | [[Celestial Magic]] |
-| Azata Magic | Feat | Aasimar | Merged | [[Celestial Magic]] |
-| Beastbrood | Feat | Tiefling | Removed | — |
-| Bespell Weapon | Feat | Wizard | Renamed | [[Bespell Strikes]] |
-| Bloodline Wellspring | Feat | Sorcerer | Removed | — |
-| Burrow Elocutionist | Feat | Gnome | Renamed | [[Animal Elocutionist]] |
-| Call Bonded Item | Feat | Wizard | Renamed | [[Call Wizardly Tools]] |
-| [[Cauldron]] | Feat | Witch | Altered mechanics | — |
-| Celestial Eyes | Feat | Aasimar | Renamed | [[Nephilim Eyes]] |
-| Celestial Lore | Feat | Aasimar | Renamed | [[Nephilim Lore]] |
-| Celestial Resistance | Feat | Aasimar | Renamed | [[Nephilim Resistance]] |
-| Celestial Wings | Feat | Aasimar | Renamed | [[Divine Wings]] |
-| Celestial Word | Feat | Aasimar | Renamed | [[Divine Declaration]] |
-| Channeled Succor | Feat | Cleric | Renamed | [[Restorative Channel]] |
-| Combat Reflexes | Feat | Fighter | Renamed | [[Tactical Reflexes]] |
-| Conflux Wellspring | Feat | Magus | Removed | — |
-| [[Crossbow Ace]] | Feat | Ranger | Altered mechanics | — |
-| Daemon Magic | Feat | Tiefling | Renamed | [[Fiendish Magic]] |
-| Deepest Wellspring | Feat | Psychic | Removed | — |
-| Demon Magic | Feat | Tiefling | Merged | [[Fiendish Magic]] |
-| Devil Magic | Feat | Tiefling | Merged | [[Fiendish Magic]] |
-| Diviner Sense | Feat | Wizard | Renamed | [[Keen Magical Detection]] |
-| Domain Wellspring | Feat | Cleric | Removed | — |
-| Dragging Strike | Feat | Fighter | Renamed | [[Sleek Reposition]] |
-| Dwarven Weapon Cunning | Feat | Dwarf | Merged | [[Dwarven Weapon Familiarity]] |
-| Dwarven Weapon Expertise | Feat | Dwarf | Removed | — |
-| Eldritch Nails | Feat | Witch | Renamed | [[Witch's Armaments]] |
-| Elven Weapon Elegance | Feat | Elf | Merged | [[Elven Weapon Familiarity]] |
-| Elven Weapon Expertise | Feat | Elf | Removed | — |
-| Emberkin | Feat | Aasimar | Removed | — |
-| Empyreal Blessing | Feat | Aasimar | Renamed | [[Extraplanar Supplication]] |
-| Ephemeral Tracking | Feat | Ranger | Renamed | [[Masterful Warden]] |
-| Eschew Materials | Feat | Wizard | Removed | — |
-| Extend Armament Alignment | Feat | Cleric | Renamed | [[Lasting Armament]] |
-| Favored Enemy | Feat | Ranger | Renamed | [[Favored Prey]] |
-| Fiend's Door | Feat | Tiefling | Renamed | [[Slip Sideways]] |
-| Fiendish Eyes | Feat | Tiefling | Merged | [[Nephilim Eyes]] |
-| Fiendish Lore | Feat | Tiefling | Merged | [[Nephilim Lore]] |
-| Fiendish Resistance | Feat | Tiefling | Merged | [[Nephilim Resistance]] |
-| Fiendish Wings | Feat | Tiefling | Merged | [[Divine Wings]] |
-| Fiendish Word | Feat | Tiefling | Merged | [[Divine Declaration]] |
-| Form of the Fiend | Feat | Tiefling | Renamed | [[Bestial Manifestation]] |
-| Gnome Weapon Expertise | Feat | Gnome | Removed | — |
-| Gnome Weapon Innovator | Feat | Gnome | Merged | [[Gnome Weapon Familiarity]] |
-| Goblin Weapon Expertise | Feat | Goblin | Removed | — |
-| Goblin Weapon Frenzy | Feat | Goblin | Merged | [[Goblin Weapon Familiarity]] |
-| Gravity Weapon | Feat | Ranger | Renamed | [[Initiate Warden]] |
-| Green Empathy | Feat | Druid | Renamed | [[Plant Empathy]] |
-| Halfling Weapon Expertise | Feat | Halfling | Removed | — |
-| Halfling Weapon Trickster | Feat | Halfling | Merged | [[Halfling Weapon Familiarity]] |
-| Hand of the Apprentice | Feat | Wizard | Removed | — |
-| Hex Wellspring | Feat | Witch | Removed | — |
-| [[Hold Mark]] | Feat | Orc | Altered mechanics | — |
-| Holy Castigation | Feat | Cleric | Renamed | [[Divine Castigation]] |
-| Hunter's Luck | Feat | Ranger | Merged | [[Advanced Warden]] |
-| Hunter's Vision | Feat | Ranger | Renamed | [[Peerless Warden]] |
-| Idyllkin | Feat | Aasimar | Remove | — |
-| Improved Knockdown | Feat | Fighter | Renamed | [[Crashing Slam]] |
-| Inspirational Performance | Feat | Archetype Bard | Renamed | [[Anthemic Performance]] |
-| Inspire Competence | Feat | Bard | Renamed | [[Uplifting Overture]] |
-| Inspire Defense | Feat | Bard | Renamed | [[Rallying Anthem]] |
-| Inspire Heroics | Feat | Bard | Renamed | [[Fortissimo Composition]] |
-| Knockdown | Feat | Fighter | Renamed | [[Slam Down]] |
-| Link Wellspring | Feat | Summoner | Removed | — |
-| Living Hair | Feat | Witch | Merged | [[Witch's Armaments]] |
-| Malicious Bane | Feat | Tiefling | Merged | [[Extraplanar Supplication]] |
-| Meditative Wellspring | Feat | Monk | Removed | — |
-| Metamagic Channel | Feat | Cleric | Renamed | [[Spellshape Channel]] |
-| Necrotic Infusion | Feat | Cleric | Merged | [[Divine Infusion]] |
-| Opportunist | Feat | Archetype Fighter | Renamed | [[Reactive Striker]] |
-| Orc Weapon Carnage | Feat | Orc | Merged | [[Orc Weapon Familiarity]] |
-| Orc Weapon Expertise | Feat | Orc | Removed | — |
-| Plumekith | Feat | Aasimar | Removed | — |
-| Point-Blank Shot | Feat | Fighter | Renamed | [[Point Blank Stance]] |
-| Power Attack | Feat | Fighter | Renamed | [[Vicious Swing]] |
-| Primal Wellspring | Feat | Druid | Removed | — |
-| Radiant Infusion | Feat | Cleric | Renamed | [[Divine Infusion]] |
-| Ranger's Bramble | Feat | Ranger | Merged | [[Masterful Warden]] |
-| Relentless Wings | Feat | Tiefling | Merged | [[Eternal Wings (Nephilim)]] |
-| Riftmarked | Feat | Aasimar | Removed | — |
-| Sacred Ki | Feat | Monk | Removed | — |
-| Scroll Savant | Feat | Wizard | Renamed | [[Scroll Adept]] |
-| Second Chance Spell | Feat | Wizard | Renamed | [[Second Thoughts]] |
-| Shackleborn | Feat | Tiefling | Removed | — |
-| Silent Spell | Feat | Wizard | Merged | [[Conceal Spell]] |
-| Sneak Savant | Feat | Rogue | Renamed | [[Sneak Adept]] |
-| Soothing Mist | Feat | Ranger | Merged | [[Advanced Warden]] |
-| [[Spellbook Prodigy]] | Feat | Wizard | Altered mechanics | — |
-| Spell Penetration | Feat | Wizard | Renamed | [[Irresistible Magic]] |
-| Spring Attack | Feat | Fighter | Renamed | [[Dashing Strike]] |
-| Stance Savant | Feat | Fighter | Renamed | [[Opening Stance]] |
-| Stonecunning | Feat | Dwarf | Renamed | [[Stonemason's Eye]] |
-| Summon Celestial Kin | Feat | Aasimar | Renamed | [[Summon Nephilim Kin]] |
-| Summon Fiendish Kin | Feat | Tiefling | Merged | [[Summon Nephilim Kin]] |
-| Temporary Potions | Feat | Witch | Merged | [[Cauldron]] |
-| Terrain Transposition | Feat | Ranger | Merged | [[Peerless Warden]] |
-| Thousand Faces | Feat | Druid | Renamed | [[Anthropomorphic Shape]] |
-| Turn Undead | Feat | Cleric | Renamed | [[Panic the Dead]] |
-| Unconventional Expertise | Feat | Human | Removed | — |
-| Universal Versatility | Feat | Wizard | Removed | — |
-| Vengeful Hatred | Feat | Dwarf | Renamed | [[Mountain Strategy]] |
-| Vigorous Inspiration | Feat | Bard | Renamed | [[Vigorous Anthem]] |
-| Vile Desecration | Feat | Cleric | Merged | [[Divine Castigation]] |
-| Warden's Wellspring | Feat | Ranger | Removed | — |
-| Warding Rune | Feat | Archetype | Removed | — |
-| Wild Empathy | Feat | Ranger | Renamed | [[Animal Empathy (Ranger)]] |
-| Wild Shape | Feat | Druid | Renamed | [[Untamed Form]] |
-| Woodland Stride | Feat | Druid | Renamed | [[Forest Passage]] |
diff --git a/content/Mechanics/PF2e Journals/Remaster Changes/Remaster Changes.md b/content/Mechanics/PF2e Journals/Remaster Changes/Remaster Changes.md
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----
-title: "Remaster Changes"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Remaster Changes"
-foundryId: Compendium.pf2e.journals.JournalEntry.6L2eweJuM8W7OCf2.JournalEntryPage.JYJd1xZwqUNRNsqG
-tags:
- - JournalEntryPage
----
-
-# Remaster Changes
-With the 5.9.0 release of the Pathfinder 2e Foundry system we have moved fully to the remaster rules. We want the transition to these rules to be as seamless as possible for groups. This journal is here as a reference for GMs or players who are looking for an item but can't locate it in the system compendiums, and we have future plans to expand the ability to find items quickly even if you can't remember that _Scorching Ray_ is now called _Blazing Bolt_.
-
-In the pages of this journal you will see the feats, spells, and other items that were heavily altered, merged together, or removed from the system with this release. The remaster will not be complete until the release of Player Core 2, however this release represents the bulk of the rules changes that will happen.
-
-One change not noted elsewhere in this journal is that the half-elf and half-orc heritages have both been renamed to match their new names in Pathfinder Player Core: [[Aiuvarin]] and [[Dromaar]] respectively.
-
-Some items have been removed from the system as they are not compatible with the new rules. Alignment ampoules, for example, are not usable in a game without alignment. However, because we know that people want to use new releases while not fully moving to the remaster rules a copy of all of the legacy content has been made available through the PF2e Legacy Data module. This module also adds alignment back to actors.
-
-This is not a full changelog of the remaster changes. That changelog would be exceptionally large, as many feats and spells had minor tweaks to the descriptions. A full changelog can be built from our github repository, though be aware that the diff file produced affected several thousand files, mostly in changing stored name references.
-
-[[2-Mechanics/PF2e Journals/Remaster Changes/Spells|Spells]]
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/Remaster Changes/Rules and Languages.md b/content/Mechanics/PF2e Journals/Remaster Changes/Rules and Languages.md
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----
-title: "Rules and Languages"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Rules and Languages"
-foundryId: Compendium.pf2e.journals.JournalEntry.6L2eweJuM8W7OCf2.JournalEntryPage.HtFFpq0n6tjZqLOO
-tags:
- - JournalEntryPage
----
-
-# Rules and Languages
-## Rules changes
-
-In this release, the system implemented the following system wide rules changes:
-
-**Removal of Alignment** Alignment has been removed from the system. Alignment that had been set before on actors is still in actor data in the form of inert traits. These traits are not displayed on the sheet until a module adds the traits back. The PF2e Legacy Data module does this, and smaller modules can easily do this. You can also do this without a module by simnply registering the four alignment traits in the system homebrew settings menu as actor traits.
-
-Evil fiends and good celestials have had the unholy or holy trait added to them. NPC strikes that dealt evil or good damage have been converted to deal spirit damage with the unholy or holy trait.
-
-**Removal of Spell Schools** Seven of the eight spell schools have been removed: Abjuration, conjuration, divination, enchantment, evocation, necromancy, and transmutation have been removed from spells, feats, equipment, and the like. Illusion is still a trait used in the remaster rules and has been kept.
-
-**Removal of Spell Components** Spell components (verbal, somatic, material) have been removed from all spells. If a spell had a verbal component it gained the concentrate trait. If the spell had a somatic component it gained the manipulate trait. As a general rule, all spells now require speaking. This general rule is modified by the new 'subtle' trait.
-
-## Languages
-
-Several languages have been renamed.
-
-* Abyssal is now Chthonian.
-* Aquan is now Thalassic.
-* Auran is now Sussuran.
-* Celestial is now Empyrean.
-* Gnoll is now Kholo.
-* Ignan is now Pyric.
-* Infernal is now Diabolic.
-* Sylvan is now Fey.
-* Terran is now Petran.
\ No newline at end of file
diff --git a/content/Mechanics/PF2e Journals/Remaster Changes/Spells.md b/content/Mechanics/PF2e Journals/Remaster Changes/Spells.md
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----
-title: "Spells"
-draft: true
-noteType: ":sticky-note:"
-aliases: "Spells"
-foundryId: Compendium.pf2e.journals.JournalEntry.6L2eweJuM8W7OCf2.JournalEntryPage.Gtvdok4YnzNR2Xx4
-tags:
- - JournalEntryPage
----
-
-# Spells
-| Spell Name | Status | New Name |
-| --- | --- | --- |
-| Animate Dead | Renamed | [[Summon Undead]] |
-| Augment Summoning | Renamed | [[Fortify Summoning]] |
-| Baleful Polymorph | Renamed | [[Cursed Metamorphosis]] |
-| Barkskin | Renamed | [[Oaken Resilience]] |
-| Bind Soul | Renamed | [[Seize Soul]] |
-| Blind Ambition | Renamed | [[Ignite Ambition]] |
-| Blink | Renamed | [[Flicker]] |
-| Burning Hands | Renamed | [[Breathe Fire]] |
-| Calm Emotions | Renamed | [[Calm]] |
-| Charming Words | Renamed | [[Charming Push]] |
-| Chill Touch | Renamed | [[Void Warp]] |
-| Cloudkill | Renamed | [[Toxic Cloud]] |
-| Color Spray | Renamed | [[Dizzying Colors]] |
-| Commune with Nature | Merged | [[Commune]] |
-| Comprehend Language | Renamed | [[Translate]] |
-| Continual Flame | Renamed | [[Everlight]] |
-| Crushing Despair | Renamed | [[Wave of Despair]] |
-| Dancing Lights | Merged | [[Light]] |
-| Dimension Door | Renamed | [[Translocate]] |
-| Dimensional Anchor | Renamed | [[Planar Seal]] |
-| Dimensional Lock | Renamed | [[Planar Tether]] |
-| Discern Location | Renamed | [[Pinpoint]] |
-| Disrupt Undead | Renamed | [[Vitality Lash]] |
-| Disrupting Weapons | Renamed | [[Infuse Vitality]] |
-| Endure Elements | Renamed | [[Environmental Endurance]] |
-| Entangle | Renamed | [[Entangling Flora]] |
-| False Life | Renamed | [[False Vitality]] |
-| Feather Fall | Renamed | [[Gentle Landing]] |
-| Feeblemind | Renamed | [[Never Mind]] |
-| Finger of Death | Renamed | [[Execute]] |
-| Flaming Sphere | Renamed | [[Floating Flame]] |
-| Flesh To Stone | Renamed | [[Petrify]] |
-| Freedom of Movement | Renamed | [[Unfettered Movement]] |
-| Gaseous Form | Renamed | [[Vapor Form]] |
-| Gentle Repose | Renamed | [[Peaceful Rest]] |
-| Glibness | Renamed | [[Honeyed Words]] |
-| Glitterdust | Merged | [[Revealing Light]] |
-| Globe of Invulnerability | Renamed | [[Dispelling Globe]] |
-| Hallucinatory Terrain | Renamed | [[Mirage]] |
-| Hideous Laughter | Renamed | [[Laughing Fit]] |
-| Horrid Wilting | Renamed | [[Desiccate]] |
-| Hypnotic Pattern | Renamed | [[Hypnotize]] |
-| Inspire Competence | Renamed | [[Uplifting Overture]] |
-| Inspire Courage | Renamed | [[Courageous Anthem]] |
-| Inspire Defense | Renamed | [[Rallying Anthem]] |
-| Inspire Heroics | Renamed | [[Fortissimo Composition]] |
-| Know Direction | Renamed | [[Know the Way]] |
-| Legend Lore | Renamed | [[Collective Memories]] |
-| Longstrider | Renamed | [[Tailwind]] |
-| Mage Armor | Renamed | [[Mystic Armor]] |
-| Mage Hand | Renamed | [[Telekinetic Hand]] |
-| Magic Aura | Renamed | [[Disguise Magic]] |
-| Magic Fang | Renamed | [[Runic Body]] |
-| Magic Missile | Renamed | [[Force Barrage]] |
-| Magic Mouth | Renamed | [[Embed Message]] |
-| Magic Weapon | Renamed | [[Runic Weapon]] |
-| Magnificent Mansion | Renamed | [[Planar Palace]] |
-| Maze | Renamed | [[Quandary]] |
-| Meld into Stone | Renamed | [[One with Stone]] |
-| Meteor Swarm | Renamed | [[Falling Stars]] |
-| Mind Blank | Renamed | [[Hidden Mind]] |
-| Misdirection | Renamed | [[Disguise Magic]] |
-| Modify Memory | Renamed | [[Rewrite Memory]] |
-| Neutralize Poison | Renamed | [[Cleanse Affliction]] |
-| Nondetection | Renamed | [[Veil of Privacy]] |
-| Obscuring Mist | Renamed | [[Mist]] |
-| Pass Without Trace | Renamed | [[Vanishing Tracks]] |
-| Passwall | Renamed | [[Magic Passage]] |
-| Phantom Mount | Renamed | [[Marvelous Mount]] |
-| Planar Binding | Renamed | [[Planar Servitor]] |
-| Plane Shift | Renamed | [[Interplanar Teleport]] |
-| Positive Luminance | Renamed | [[Vital Luminance]] |
-| Private Sanctum | Renamed | [[Peaceful Bubble]] |
-| Prying Eye | Renamed | [[Scouting Eye]] |
-| Pulse of The City | Renamed | [[Pulse of Civilization]] |
-| Purify Food And Drink | Renamed | [[Cleanse Cuisine]] |
-| Ray of Enfeeblement | Renamed | [[Enfeeble]] |
-| Remove Curse | Renamed | [[Cleanse Affliction]] |
-| Remove Disease | Renamed | [[Cleanse Affliction]] |
-| Remove Fear | Renamed | [[Clear Mind]] |
-| Remove Paralysis | Renamed | [[Sure Footing]] |
-| Restore Senses | Renamed | [[Sound Body]] |
-| Scorching Ray | Renamed | [[Blazing Bolt]] |
-| Searing Light | Renamed | [[Holy Light]] |
-| See Invisibility | Renamed | [[See the Unseen]] |
-| Shadow Walk | Renamed | [[Umbral Journey]] |
-| Shapechange | Renamed | [[Metamorphosis]] |
-| Shield Other | Renamed | [[Share Life]] |
-| Sound Burst | Renamed | [[Noise Blast]] |
-| Spectral Hand | Renamed | [[Ghostly Carrier]] |
-| Spider Climb | Renamed | [[Gecko Grip]] |
-| Splash of Art | Renamed | [[Creative Splash]] |
-| Stone Tell | Renamed | [[Speak with Stones]] |
-| Stoneskin | Renamed | [[Mountain Resilience]] |
-| Tanglefoot | Renamed | [[Tangle Vine]] |
-| Time Stop | Renamed | [[Freeze Time]] |
-| Tongues | Renamed | [[Truespeech]] |
-| Touch of Idiocy | Renamed | [[Stupefy]] |
-| Tree Shape | Renamed | [[One with Plants]] |
-| Tree Stride | Renamed | [[Nature's Pathway]] |
-| Trueseeing | Renamed | [[Truesight]] |
-| True Strike | Renamed | [[Sure Strike]] |
-| Unseen Servant | Renamed | [[Phantasmal Minion]] |
-| Vampiric Touch | Renamed | [[Vampiric Feast]] |
-| Veil | Merged | [[Illusory Disguise]] |
-| Vigilant Eye | Renamed | [[Rune of Observation]] |
-| Wail of the Banshee | Renamed | [[Wails of the Damned]] |
-| Wind Walk | Renamed | [[Migration]] |
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----
-alias: Administer First Aid
-tags: pf2e/actions/two_actions
----
-
-# Administer First Aid
-
-==[Manipulate](../../Traits/Manipulate.md)==
-**Requirements.** You are holding healer's tools, or you are wearing them and have a hand free
-
----
-
-You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.
-
-- **Stabilize.** Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value).
-- **Stop Bleeding.** Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed.
-
-**Success.** If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding.
-**Critical Failure.** If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.
-
----
-
-**Source**: Core Rulebook pg. 248
diff --git a/content/Mechanics/Rules/Actions/Arrest a Fall.md b/content/Mechanics/Rules/Actions/Arrest a Fall.md
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----
-tags: pf2e/actions/reaction
-draft: true
----
-
-# Arrest a Fall
-
-**Trigger.** You fall.
-**Requirements.** You have a fly Speed.
-
----
-You attempt an Acrobatics check to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances.
-
-- **Success.** You fall gently, taking no damage from the fall.
-
----
-**Source**: Core Rulebook pg. 472
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Attack of Opportunity.md b/content/Mechanics/Rules/Actions/Attack of Opportunity.md
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----
-alias: Attack of Opportunity
-tags: pf2e/rules/actions/reaction
----
-# Attack of Opportunity
-
-**Trigger.** A creature within your reach uses a [Manipulate](../../Traits/Manipulate.md) action or a [Move](../../Traits/Move.md) action, makes a ranged attack, or leaves a square during a move action it’s using.
-
-You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
-
->[!info]- Source Information
->**book**:: [Pathfinder Core Rulebook](../../Sources/Rulebooks/Pathfinder-Core-Rulebook.md)
->**errata**::
->**page**:: 142
diff --git a/content/Mechanics/Rules/Actions/Avert Gaze.md b/content/Mechanics/Rules/Actions/Avert Gaze.md
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----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Avert Gaze
-
-You avert your gaze from danger. You gain a +2 circumstance bonus to saves against [Visual](../../Traits/Visual.md) abilities that require you to look at a creature or object, such as a medusa's petrifying gaze. Your gaze remains averted until the start of your next turn.
-
----
-**Source**: Core Rulebook pg. 472
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Balance.md b/content/Mechanics/Rules/Actions/Balance.md
deleted file mode 100755
index 7dbc5926a..000000000
--- a/content/Mechanics/Rules/Actions/Balance.md
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@@ -1,26 +0,0 @@
----
-alias: Balance
-tags: pf2e/actions/single_action
----
-
-# Balance
-
-__Source__ Core Rulebook pg. 240 3.0
-**Requirements** You are in a square that contains a narrow surface, uneven ground, or another similar feature.
-
----
-
-You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are [Flat-footed](../../Conditions/Flat-footed.md) while on a narrow surface or uneven ground.
-
-**Critical Success** You move up to your Speed.
-**Success** You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).
-**Failure** You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.
-**Critical Failure** You fall and your turn ends.
-
-## Sample Balance Tasks
-
-**Untrained** tangled roots, uneven cobblestones
-**Trained** wooden beam
-**Expert** deep, loose gravel
-**Master** tightrope, smooth sheet of ice
-**Legendary** razor’s edge, chunks of floor falling in midair
diff --git a/content/Mechanics/Rules/Actions/Burrow.md b/content/Mechanics/Rules/Actions/Burrow.md
deleted file mode 100755
index 1ecc51c17..000000000
--- a/content/Mechanics/Rules/Actions/Burrow.md
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@@ -1,14 +0,0 @@
----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Burrow
-==[Move](../../Traits/Move.md)==
-**Requirements.** You have a burrow Speed.
-
----
-You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can’t burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.
-
----
-**Source**: Core Rulebook pg. 472
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Cast a Spell.md b/content/Mechanics/Rules/Actions/Cast a Spell.md
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index 04a8e9db3..000000000
--- a/content/Mechanics/Rules/Actions/Cast a Spell.md
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-#pf2e/actions
-# Cast a Spell
-You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs.
-
-Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block.
-
-**Long Casting Times.** Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted (see Disrupted and Lost Spells below).
-
-**Spell Components.** Each spell lists the spell components required to cast it after the action icons or text, such as “ material, somatic, verbal." The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can't provide the components, you fail to Cast the Spell.
-- Material ([Manipulate](../../Traits/Manipulate.md))
-- Somatic ([Manipulate](../../Traits/Manipulate.md))
-- Verbal ([Concentrate](../../Traits/Concentrate.md))
-- Focus ([Manipulate](../../Traits/Manipulate.md))
-
-**Disrupted and Lost Spells.** Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a Sustain a Spell action, the spell immediately ends. The full rules for disrupting actions appear [here](../Disrupting%20Actions.md).
-
----
-**Source**: Core Rulebook pg. 302
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Climb.md b/content/Mechanics/Rules/Actions/Climb.md
deleted file mode 100755
index 38adfd64f..000000000
--- a/content/Mechanics/Rules/Actions/Climb.md
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----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Climb
-==[Move](../../Traits/Move.md)==
-**Requirements.** You have both hands free.
-
----
-You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re [Flat-footed](../../Conditions/Flat-footed.md) unless you have a climb Speed.
-
-- **Critical Success.** You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
-- **Success.** You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
-- **Critical Failure.** You fall. If you began the climb on stable ground, you fall and land prone.
-
-## Sample Climb Tasks
-**Untrained**: ladder, steep slope, low-branched tree
-**Trained**: rigging, rope, typical tree
-**Expert**: wall with small handholds and footholds
-**Master**: ceiling with handholds and footholds, rock wall
-**Legendary**: smooth surface
-
----
-**Source**: Core Rulebook pg. 241
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Coerce.md b/content/Mechanics/Rules/Actions/Coerce.md
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index 9faefb0ac..000000000
--- a/content/Mechanics/Rules/Actions/Coerce.md
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-#pf2e/actions
-# Coerce
-==[Auditory](../../Traits/Auditory.md)== | ==[Concentrate](../../Traits/Concentrate.md)== | ==[Emotion](../../Traits/Emotion.md)== | ==[Exploration](../../Traits/Exploration.md)== | ==[Linguistic](../../Traits/Linguistic.md)== | ==[Mental](../../Traits/Mental.md)==
-
-With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. At the end of the conversation, attempt an Intimidation check against the target's Will DC, modified by any circumstances the GM determines.
-
-- **Critical Success.** The target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes [Unfriendly](../../Conditions/Unfriendly.md) (if they weren't already unfriendly or [Hostile](../../Conditions/Hostile.md)). However, the target is too scared of you to retaliate—at least in the short term.
-- **Success.** As critical success, but once the target becomes unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies.
-- **Failure.** The target doesn’t do what you say, and if they were not already unfriendly or hostile, they become unfriendly.
-- **Critical Failure.** The target refuses to comply, becomes hostile if they weren’t already, and can’t be Coerced by you for at least 1 week.
-
----
-**Source.** Core Rulebook pg. 247
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Command an Animal.md b/content/Mechanics/Rules/Actions/Command an Animal.md
deleted file mode 100755
index 699eff776..000000000
--- a/content/Mechanics/Rules/Actions/Command an Animal.md
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@@ -1,19 +0,0 @@
----
-alias: Command an Animal
-tags: pf2e/actions/single_action
----
-
-# Command an Animal
-
-==[Auditory](../../Traits/Auditory.md)== ==[Concentrate](../../Traits/Concentrate.md)==
-__Source__ Core Rulebook pg. 249 3.0
-
-You issue an order to an animal. Attempt a Nature check against the animal's Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat.
-
-You automatically fail if the animal is [Hostile](../../Conditions/Hostile.md) or un[Friendly](../../Conditions/Friendly.md) to you. If the animal is [Helpful](../../Conditions/Helpful.md) to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride.
-
-Most animals know the Drop Prone, Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse's Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity's number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike.
-
-**Success** The animal does as you command on its next turn.
-**Failure** The animal is hesitant or resistant, and it does nothing.
-**Critical Failure** The animal misbehaves or misunderstands, and it takes some other action determined by the GM.
diff --git a/content/Mechanics/Rules/Actions/Conceal an Object.md b/content/Mechanics/Rules/Actions/Conceal an Object.md
deleted file mode 100755
index 70b0d853d..000000000
--- a/content/Mechanics/Rules/Actions/Conceal an Object.md
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@@ -1,18 +0,0 @@
----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Conceal an Object
-==[Manipulate](../../Traits/Manipulate.md)== | ==[Secret](../../Traits/Secret.md)==
-
----
-You hide a small object on your person (such as a weapon of light Bulk). When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer’s Perception DC. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth DC (finding the object on success).
-
-You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters [Seeking](Seek.md) in an area compare their Perception check results to your Stealth DC to determine whether they find the object.
-
-- **Success**. The object remains undetected.
-- **Failure**. The searcher finds the object.
-
----
-**Source**: Core Rulebook pg. 251
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Crawl.md b/content/Mechanics/Rules/Actions/Crawl.md
deleted file mode 100755
index 57850e478..000000000
--- a/content/Mechanics/Rules/Actions/Crawl.md
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@@ -1,18 +0,0 @@
----
-alias: Crawl
-tags: pf2e/actions/single_action
----
-
-# Crawl
-
-==[Move](../../Traits/Move.md)==
-
-**Requirements**. You are [Prone](../../Conditions/Prone.md) and your Speed is at least 10 feet.
-
----
-
-You move 5 feet by crawling and continue to stay prone.
-
----
-
-**Source**: Core Rulebook pg. 470
diff --git a/content/Mechanics/Rules/Actions/Create a Diversion.md b/content/Mechanics/Rules/Actions/Create a Diversion.md
deleted file mode 100755
index 62a57e5b5..000000000
--- a/content/Mechanics/Rules/Actions/Create a Diversion.md
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@@ -1,20 +0,0 @@
----
-alias: Create a Diversion
-tags: pf2e/actions/single_action
----
-
-# Create a Diversion
-
-==[Mental](../../Traits/Mental.md)==
-__Source__ Core Rulebook pg. 245 3.0
- ►
-
- ---
-
-With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. If you use a gesture or trick, this action gains the [Manipulate](../../Traits/Manipulate.md) trait. If you use distracting words, it gains the [Auditory](../../Traits/Auditory.md) and [Linguistic](../../Traits/Linguistic.md) traits.
-
-Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you're trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute.
-
-**Success** You become [Hidden](../../Conditions/Hidden.md) to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to [Sneak](Sneak.md) away.) This lasts until the end of your turn or until you do anything except [Step](Step.md) or use the Hide or the Sneak action of the Stealth skill. If you Strike a creature, the creature remains [Flat-footed](../../Conditions/Flat-footed.md) against that attack, and you then become [Observed](../../Conditions/Observed.md). If you do anything else, you become observed just before you act unless the GM determines otherwise.
-
-**Failure** You don’t divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.
diff --git a/content/Mechanics/Rules/Actions/Delay.md b/content/Mechanics/Rules/Actions/Delay.md
deleted file mode 100755
index 7377a5237..000000000
--- a/content/Mechanics/Rules/Actions/Delay.md
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@@ -1,15 +0,0 @@
----
-tags: pf2e/actions/free_action
-draft: true
----
-
-# Delay
-**Trigger**. Your turn begins.
-
----
-You wait for the right moment to act. The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature’s turn. This permanently changes your initiative to the new position. You can’t use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn’t change, and your next turn occurs at your original position in the initiative order.
-
-When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can’t Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.
-
----
-**Source**: Core Rulebook pg. 470
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Demoralize.md b/content/Mechanics/Rules/Actions/Demoralize.md
deleted file mode 100755
index 8d31c6679..000000000
--- a/content/Mechanics/Rules/Actions/Demoralize.md
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@@ -1,19 +0,0 @@
----
-alias: Demoralize
-tags: pf2e/actions/single_action
----
-
-# Demoralize
-
-==[Auditory](../../Traits/Auditory.md)== ==[Concentrate](../../Traits/Concentrate.md)== ==[Emotion](../../Traits/Emotion.md)== ==[Fear](../../Spells_Rituals/Arcane_Tradition/Level%201/Fear.md)== ==[Mental](../../Traits/Mental.md)==
-__Source__ Core Rulebook pg. 247 3.0
-►
-
----
-
-With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC.
-
-If the target does not understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
-
-**Critical Success** The target becomes [Frightened](../../Conditions/Frightened.md) 2.
-**Success** The target becomes frightened 1.
diff --git a/content/Mechanics/Rules/Actions/Disarm.md b/content/Mechanics/Rules/Actions/Disarm.md
deleted file mode 100755
index 4feeea721..000000000
--- a/content/Mechanics/Rules/Actions/Disarm.md
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@@ -1,18 +0,0 @@
----
-alias: Disarm
-tags: pf2e/actions/single_action
----
-
-# Disarm
-
-==[Attack](../../Traits/Attack.md)==
-__Source__ Core Rulebook pg. 243 3.0
-**Requirements** You have at least one hand free. The target can’t be more than one size larger than you.
-
----
-
-You try to knock something out of a creature’s grasp. Attempt an Athletics check against the target’s Reflex DC.
-
-**Critical Success** You knock the item out of the target's grasp. It falls to the ground in the target's space.
-**Success** You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item.
-**Critical Failure** You lose your balance and become [Flat-footed](../../Conditions/Flat-footed.md) until the start of your next turn.
diff --git a/content/Mechanics/Rules/Actions/Dismiss.md b/content/Mechanics/Rules/Actions/Dismiss.md
deleted file mode 100755
index 2e6704cde..000000000
--- a/content/Mechanics/Rules/Actions/Dismiss.md
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@@ -1,13 +0,0 @@
----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Dismiss
-==[Concentrate](../../Traits/Concentrate.md)==
-
----
-You end one spell effect or magic item effect. This must be an effect you are allowed to dismiss, as defined by the spell or item. Dismissal might end the effect entirely or might end it just for a certain target or targets, depending on the spell or item.
-
----
-**Source**: Core Rulebook pg. 305
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Drop Prone.md b/content/Mechanics/Rules/Actions/Drop Prone.md
deleted file mode 100755
index d4eb7d6f5..000000000
--- a/content/Mechanics/Rules/Actions/Drop Prone.md
+++ /dev/null
@@ -1,15 +0,0 @@
----
-tags: pf2e/actions/single_action
-draft: true
----
-
-
-# Drop Prone
-==[Move](../../Traits/Move.md)==
-
-
----
-You fall [Prone](../../Conditions/Prone.md).
-
----
-**Source**: Core Rulebook pg. 470
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Earn Income.md b/content/Mechanics/Rules/Actions/Earn Income.md
deleted file mode 100755
index 427abba45..000000000
--- a/content/Mechanics/Rules/Actions/Earn Income.md
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@@ -1,55 +0,0 @@
----
-alias: Earn Income
-tags: pf2e/activity
----
-
-# Earn Income
-
-==[Downtime](../../Traits/Downtime.md)==
-__Source__ Core Rulebook pg. 236 3.0
-
----
-
-You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing.
-
-When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task’s level, and your proficiency rank (as listed in the table).
-
-You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task’s completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years.
-
-| Task Level | DC | Failed | Trained | Expert | Master | Legendary |
-| ---------- | --- | -------- | -------- | -------- | -------- | --------- |
-| 0 | 14 | 1cp | 5cp | 5cp | 5cp | 5cp |
-| 1 | 15 | 2cp | 2sp | 2sp | 2sp | 2sp |
-| 2 | 16 | 4cp | 3sp | 3sp | 3sp | 3sp |
-| 3 | 18 | 8cp | 5sp | 5sp | 5sp | 5sp |
-| 4 | 19 | 1sp | 7sp | 8sp | 8sp | 8sp |
-| 5 | 20 | 2sp | 9sp | 1gp | 1gp | 1gp |
-| 6 | 22 | 3sp | 1gp, 5sp | 2gp | 2gp | 2gp |
-| 7 | 23 | 4sp | 2gp | 2gp, 5sp | 2gp, 5sp | 2gp, 5sp |
-| 8 | 24 | 5sp | 2gp, 5sp | 3gp | 3gp | 3gp |
-| 9 | 26 | 6sp | 3gp | 4gp | 4gp | 4gp |
-| 10 | 27 | 7sp | 4gp | 5gp | 6gp | 6gp |
-| 11 | 28 | 8sp | 5gp | 6gp | 8gp | 8gp |
-| 12 | 30 | 9sp | 6gp | 8gp | 10gp | 10gp |
-| 13 | 31 | 1gp | 7gp | 10gp | 15gp | 15gp |
-| 14 | 32 | 1gp, 5sp | 8gp | 15gp | 20gp | 20gp |
-| 15 | 34 | 2gp | 10gp | 20gp | 28gp | 28gp |
-| 16 | 35 | 2gp, 5sp | 13gp | 25gp | 36gp | 40gp |
-| 17 | 36 | 3gp | 15gp | 30gp | 45gp | 55gp |
-| 18 | 38 | 4gp | 20gp | 45gp | 70gp | 90gp |
-| 19 | 39 | 6gp | 30gp | 60gp | 100gp | 130gp |
-| 20 | 40 | 8gp | 40gp | 75gp | 150gp | 200gp |
-| 20 (nat) | - | - | 50gp | 90gp | 175gp | 300gp |
-
-**Critical Success** You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.
-**Success** You do competent work. Gain the amount of currency listed for the task level and your proficiency rank.
-**Failure** You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task.
-**Critical Failure** You earn nothing for your work and are fired immediately. You can’t continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future.
-
-## Sample Earn Income Tasks
-
-These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work.
-**Trained** bartend, do legal research
-**Expert** curate drink selection, present minor court cases
-**Master** run a large brewery, present important court cases
-**Legendary** run an international brewing franchise, present a case in Hell’s courts
diff --git a/content/Mechanics/Rules/Actions/Escape.md b/content/Mechanics/Rules/Actions/Escape.md
deleted file mode 100755
index 4e6781dde..000000000
--- a/content/Mechanics/Rules/Actions/Escape.md
+++ /dev/null
@@ -1,19 +0,0 @@
----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Escape
-==[Attack](../../Traits/Attack.md)==
-
----
-You attempt to escape from being [Grabbed](../../Conditions/Grabbed.md), [Immobilized](../../Conditions/Immobilized.md), or [Restrained](../../Conditions/Restrained.md).
-
-Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the [Attack](../../Traits/Attack.md) trait).
-
-- **Critical Success**. You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.
-- **Success**. You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.
-- **Critical Failure**. You don’t get free, and you can’t attempt to Escape again until your next turn.
-
----
-**Source**: Core Rulebook pg. 470
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Feint.md b/content/Mechanics/Rules/Actions/Feint.md
deleted file mode 100755
index c2ed38753..000000000
--- a/content/Mechanics/Rules/Actions/Feint.md
+++ /dev/null
@@ -1,17 +0,0 @@
----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Feint
-==[Mental](../../Traits/Mental.md)==
-*Source* Core Rulebook pg. 246 3.0
-**Requirements** You are within melee reach of the opponent you attempt to Feint.
- ►
-
----
-With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against that opponent’s Perception DC.
-
-**Critical Success** You throw your enemy’s defenses against you entirely off. The target is [Flat-footed](../../Conditions/Flat-footed.md) against melee attacks that you attempt against it until the end of your next turn.
-**Success** Your foe is fooled, but only momentarily. The target is flat-footed against the next melee attack that you attempt against it before the end of your current turn.
-**Critical Failure** Your feint backfires. You are flat-footed against melee attacks the target attempts against you until the end of your next turn.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Fly.md b/content/Mechanics/Rules/Actions/Fly.md
deleted file mode 100755
index c16c30974..000000000
--- a/content/Mechanics/Rules/Actions/Fly.md
+++ /dev/null
@@ -1,14 +0,0 @@
----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Fly
-==[Move](../../Traits/Move.md)==
-**Requirements.** You have a fly Speed.
-
----
-You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don’t take falling damage. You can use an action to Fly 0 feet to hover in place. If you’re airborne at the end of your turn and didn’t use a Fly action this round, you [fall](../Falling.md).
-
----
-**Source**: Core Rulebook pg. 472
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Force Open.md b/content/Mechanics/Rules/Actions/Force Open.md
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----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Force Open
-==[Attack](../../Traits/Attack.md)==
-
----
-Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.
-
-- **Critical Success.** You open the door, window, container, or gate and can avoid damaging it in the process.
-- **Success.** You break the door, window, container, or gate open, and the door, window, container, or gate gains the broken condition. If it’s especially sturdy, the GM might have it take damage but not be broken.
-- **Critical Failure.** Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open.
-
-## Sample Force Open Tasks
-**Untrained.** fabric, flimsy glass
-**Trained.** ice, sturdy glass
-**Expert.** flimsy wooden door, wooden portcullis
-**Master.** sturdy wooden door, iron portcullis, metal bar
-**Legendary.** stone or iron door
-
----
-**Source**: Core Rulebook pg. 242
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diff --git a/content/Mechanics/Rules/Actions/Gather Information.md b/content/Mechanics/Rules/Actions/Gather Information.md
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-#pf2e/actions
-# Gather Information
-==[Exploration](../../Traits/Exploration.md)== | ==[Secret](../../Traits/Secret.md)==
-
----
-You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.
-
-- **Success.** You collect information about the individual or topic. The GM determines the specifics.
-- **Critical Failure.** You collect incorrect information about the individual or topic.
-
-## Sample Gather Information Tasks
-**Untrained.** talk of the town
-**Trained.** common rumor
-**Expert.** obscure rumor, poorly guarded secret
-**Master.** well-guarded or esoteric information
-**Legendary.** information known only to an incredibly select few, or only to extraordinary beings
-
----
-**Source.** Core Rulebook pg. 246
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diff --git a/content/Mechanics/Rules/Actions/Grab an Edge.md b/content/Mechanics/Rules/Actions/Grab an Edge.md
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----
-tags: pf2e/actions/reaction
-draft: true
----
-
-# Grab an Edge
-==[Manipulate](../../Traits/Manipulate.md)==
-**Trigger.** You fall from or past an edge or handhold.
-**Requirements.** Your hands are not tied behind your back or otherwise restrained
-
----
-When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then [Climb](Climb.md) up using Athletics.
-
-- **Critical Success.** You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.
-- **Success.** If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.
-- **Critical Failure.** You continue to fall, and if you’ve fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.
-
----
-**Source**: Core Rulebook pg. 472
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diff --git a/content/Mechanics/Rules/Actions/Grapple.md b/content/Mechanics/Rules/Actions/Grapple.md
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----
-aliases:
- - Grapple
- - Grappla
----
-
-# Grapple
-
-==[Attack](../../Traits/Attack.md)==
-__Source__ Core Rulebook pg. 242 3.0
-**Requirements** You have at least one free hand or have your target grappled or [Restrained](../../Conditions/Restrained.md). Your target isn't more than one size larger than you.
-
----
-
-You attempt to grab a creature or object with your free hand. Attempt an Athletics check against the target's Fortitude DC. You can Grapple a target you already have [Grabbed](../../Conditions/Grabbed.md) or [Restrained](../../Conditions/Restrained.md) without having a hand free.
-
-**Critical Success** Your target is [Restrained](../../Conditions/Restrained.md) until the end of your next turn unless you move or your target Escapes.
-**Success** Your target is [Grabbed](../../Conditions/Grabbed.md) until the end of your next turn unless you move or your target Escapes.
-**Failure** You fail to grab your target. If you already had the target [Grabbed](../../Conditions/Grabbed.md) or [Restrained](../../Conditions/Restrained.md) using a Grapple, those conditions on that creature or object end.
-**Critical Failure** If you already had the target [Grabbed](../../Conditions/Grabbed.md) or [Restrained](../../Conditions/Restrained.md), it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land [Prone](../../Conditions/Prone.md).
diff --git a/content/Mechanics/Rules/Actions/Harvest Heartsliver.md b/content/Mechanics/Rules/Actions/Harvest Heartsliver.md
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----
-alias: Harvest Heartsliver
----
-
-# Harvest Heartsliver
-
-==[Rare](../../Traits/Rare.md)== ==[Manipulate](../../Traits/Manipulate.md)==
-__Source__ Monsters of Myth pg. 53
-**Requirements** You're inside [Kothogaz](Kothogaz)'s body.
-◄
-
----
-
-You attempt to steal a section of Kothogaz's heart. Attempt an attack roll or a DC 40 Acrobatics, Athletics, Medicine, Nature, Occultism, or Religion check.
-
-**Critical Success** You steal a small disharmonic heartsliver, stow it on your person, and can exit Kothogaz's body.
-**Success** As critical success, but you can't exit.
-**Failure** You take Kothogaz's Swallow Whole damage.
-**Critical Failure** You take double Kothogaz's Swallow Whole damage and are [Deafened](../../Conditions/Deafened.md) by its heartbeat for 1 minute.
diff --git a/content/Mechanics/Rules/Actions/Hide.md b/content/Mechanics/Rules/Actions/Hide.md
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----
-alias: Hide
----
-
-# Hide
-
-==[Secret](../../Traits/Secret.md)==
-
-You huddle behind cover or greater cover or deeper into [concealment](condealed) to become [Hidden](../../Conditions/Hidden.md), rather than [Observed](../../Conditions/Observed.md). The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you’re observed by but that you have cover or greater cover against or are concealed from. You gain the circumstance bonus from cover or greater cover to your check.
-
-- **Success.** If the creature could see you, you’re now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition.
-
-If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being hidden if you do anything except [Hide](Hide.md), [Sneak](Sneak.md), or [Step](Step.md). If you attempt to [Strike](Strike.md) a creature, the creature remains [Flat-footed](../../Conditions/Flat-footed.md) against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.
-
-If a creature uses [Seek](Seek.md) to make you observed by it, you must successfully Hide to become hidden from it again.
-
----
-
-**Source**: Core Rulebook pg. 251
diff --git a/content/Mechanics/Rules/Actions/High Jump.md b/content/Mechanics/Rules/Actions/High Jump.md
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----
-alias: High Jump
-tags: pf2e/actions/two_actions
----
-
-# High Jump
-
-__Source__ Core Rulebook pg. 242 3.0
-
----
-
-You Stride, then make a vertical [Leap](Leap.md) and attempt a DC 30 Athletics check to increase the height of your jump. If you didn’t Stride at least 10 feet, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.
-
-**Critical Success** Increase the maximum vertical distance to 8 feet, or increase the maximum vertical distance to 5 feet and maximum horizontal distance to 10 feet.
-**Success** Increase the maximum vertical distance to 5 feet.
-**Failure** You Leap normally.
-**Critical Failure** You don’t Leap at all, and instead you fall [Prone](../../Conditions/Prone.md) in your space.
diff --git a/content/Mechanics/Rules/Actions/Identify Magic.md b/content/Mechanics/Rules/Actions/Identify Magic.md
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-#pf2e/actions
-# Identify Magic
-==[Concentrate](../../Traits/Concentrate.md)== | ==[Exploration](../../Traits/Exploration.md)== | ==[Secret](../../Traits/Secret.md)==
-
-Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn’t increase the DC to identify it.
-
-- **Critical Success.** You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.
-- **Success.** For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect’s name and what it does. You can’t try again in hopes of getting a critical success.
-- **Failure.** You fail to identify the magic and can’t try again for 1 day.
-- **Critical Failure.** You misidentify the magic as something else of the GM’s choice.
-
-### Magical Traditions and Skills
-Each magical tradition has a corresponding skill, as shown on the table below. You must have the trained proficiency rank in a skill to use it to Identify Magic or [Learn a Spell](Learn%20a%20Spell.md). Something without a specific tradition, such as an item with the [Magical](../../Traits/Magical.md) trait, can be identified using any of these skills.
-
-| Magical Tradition | Corresponding Skill |
-| ----------------- | ------------------- |
-| [Arcane](../../Traits/Arcane.md) | Arcana |
-| [Divine](../../Traits/Divine.md) | Religion |
-| [Occult](../../Traits/Occult.md) | Occultism |
-| [Primal](../../Traits/Primal.md) | Nature |
-
-
----
-**Source.** Core Rulebook pg. 238
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diff --git a/content/Mechanics/Rules/Actions/Impersonate.md b/content/Mechanics/Rules/Actions/Impersonate.md
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-#pf2e/actions
-# Impersonate
-==[Concentrate](../../Traits/Concentrate.md)== | ==[Exploration](../../Traits/Exploration.md)== | ==[Manipulate](../../Traits/Manipulate.md)== | ==[Secret](../../Traits/Secret.md)==
-
----
-You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a disguise kit, but a simpler, quicker disguise might do the job if you’re not trying to imitate a specific individual, at the GM’s discretion.
-
-In most cases, creatures have a chance to detect your deception only if they use the Seek action to attempt Perception checks against your Deception DC. If you attempt to directly interact with someone while disguised, the GM rolls a secret Deception check for you against that creature’s Perception DC instead. If you’re disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you’re imitating, or the GM might roll a secret Deception check even if you aren’t directly interacting with others.
-
-- **Success.** You trick the creature into thinking you’re the person you’re disguised as. You might have to attempt a new check if your behavior changes.
-- **Failure.** The creature can tell you’re not who you claim to be.
-- **Critical Failure.** The creature can tell you’re not who you claim to be, and it recognizes you if it would know you without a disguise.
-
----
-**Source.** Core Rulebook pg. 245
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diff --git a/content/Mechanics/Rules/Actions/Interact.md b/content/Mechanics/Rules/Actions/Interact.md
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----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Interact
-==[Manipulate](../../Traits/Manipulate.md)==
-
----
-You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect. You might have to attempt a skill check to determine if your Interact action was successful.
-
----
-**Source**: Core Rulebook pg. 470
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diff --git a/content/Mechanics/Rules/Actions/Invest an Item.md b/content/Mechanics/Rules/Actions/Invest an Item.md
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----
-alias: Invest an Item
-tags: pf2e/actions
----
-
-# Invest an Item
-
-You invest your energy in an item with the [invested](../../Traits/Invested.md) trait as you don it. This process requires 1 or more Interact actions, usually taking the same amount of time it takes to don the item. Once you’ve Invested the Item, you benefit from its constant magical abilities as long as you meet its other requirements (for most invested items, the only other requirement is that you must be wearing the item). This investiture lasts until you remove the item.
-
-You can invest no more than 10 items per day. If you remove an invested item, it loses its investiture. The item still counts against your daily limit after it loses its investiture. You reset the limit during your daily preparations, at which point you Invest your Items anew. If you’re still wearing items you had invested the previous day, you can typically keep them invested on the new day, but they still count against your limit.
-
----
-
-**Source**: Core Rulebook pg. 531
diff --git a/content/Mechanics/Rules/Actions/Leap.md b/content/Mechanics/Rules/Actions/Leap.md
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----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Leap
-==[Move](../../Traits/Move.md)==
-
----
-You take a careful, short jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more).
-
-If you Leap vertically, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface.
-
-Jumping a greater distance requires using the Athletics skill.
-
----
-**Source**: Core Rulebook pg. 470
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Learn a Spell.md b/content/Mechanics/Rules/Actions/Learn a Spell.md
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-#pf2e/actions
-# Learn a Spell
-==[Concentrate](../../Traits/Concentrate.md)== | ==[Exploration](../../Traits/Exploration.md)==
-**Requirements.** You have a spellcasting class feature, and the spell you want to learn is on your magical tradition’s spell list.
-
----
-You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn't use Religion to add an occult spell to your bardic spell repertoire.
-
-To learn the spell, you must do the following:
-- Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.
-- Have materials with the Price indicated in Table 4–3.
-- Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on Table 4–3). [Uncommon](../../Traits/Uncommon.md) or [Rare](../../Traits/Rare.md) spells have higher DCs.
-If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it's added to your list; if you have a spell repertoire, you can select it when you add or swap spells.
-
-### Table 4-3: Learning a Spell
-| Spell Level | Price | Typical DC |
-| ------------- | ------- | ---------- |
-| 1st / Cantrip | 2 gp | 15 |
-| 2nd | 6 gp | 18 |
-| 3rd | 16 gp | 20 |
-| 4th | 36 gp | 23 |
-| 5th | 70 gp | 26 |
-| 6th | 140 gp | 28 |
-| 7th | 300 gp | 31 |
-| 8th | 650 gp | 34 |
-| 9th | 1500 gp | 36 |
-| 10th | 7000 gp | 41 |
-
-- **Critical Success.** You expend half the materials and learn the spell.
-- **Success.** You expend the materials and learn the spell.
-- **Failure.** You fail to learn the spell but can try again after you gain a level. The materials aren’t expended.
-- **Critical Failure.** As failure, plus you expend half the materials.
-
----
-**Source.** Core Rulebook pg. 238
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diff --git a/content/Mechanics/Rules/Actions/Lie.md b/content/Mechanics/Rules/Actions/Lie.md
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-#pf2e/actions
-# Lie
-==[Auditory](../../Traits/Auditory.md)== ==[Concentrate](../../Traits/Concentrate.md)== ==[Linguistic](../../Traits/Linguistic.md)== ==[Mental](../../Traits/Mental.md)== ==[Secret](../../Traits/Secret.md)==
-*Source* Core Rulebook pg. 246 3.0
-
----
-You try to fool someone with an untruth. Doing so takes at least 1 round, or longer if the lie is elaborate. You roll a single Deception check and compare it against the Perception DC of every creature you are trying to fool. The GM might give them a circumstance bonus based on the situation and the nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big that it’s impossible to get anyone to believe them.
-
-At the GM’s discretion, if a creature initially believes your lie, it might attempt a Perception check later to Sense Motive against your Deception DC to realize it’s a lie. This usually happens if the creature discovers enough evidence to counter your statements.
-
-**Success** The target believes your lie.
-**Failure** The target doesn’t believe your lie and gains a +4 circumstance bonus against your attempts to Lie for the duration of your conversation. The target is also more likely to be suspicious of you in the future.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Long Jump.md b/content/Mechanics/Rules/Actions/Long Jump.md
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----
-alias: Long Jump
-tags: pf2e/actions/two_actions
----
-
-# Long Jump
-
-__Source__ Core Rulebook pg. 242 3.0
-
----
-
-You Stride, then make a horizontal [Leap](Leap.md) and attempt an Athletics check to increase the length of your jump. The DC of the Athletics check is equal to the total distance in feet you’re attempting to move during your Leap (so you’d need to succeed at a DC 20 check to Leap 20 feet). You can’t Leap farther than your Speed.
-
-If you didn’t Stride at least 10 feet, or if you attempt to jump in a different direction than your Stride, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.
-
-**Success** Increase the maximum horizontal distance you Leap to the desired distance.
-**Failure** You Leap normally.
-**Critical Failure** You Leap normally, but then fall and land [Prone](../../Conditions/Prone.md).
diff --git a/content/Mechanics/Rules/Actions/Make an Impression.md b/content/Mechanics/Rules/Actions/Make an Impression.md
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-#pf2e/actions
-# Make an Impression
-==[Auditory](../../Traits/Auditory.md)== | ==[Concentrate](../../Traits/Concentrate.md)== | ==[Exploration](../../Traits/Exploration.md)== | ==[Linguistic](../../Traits/Linguistic.md)== | ==[Mental](../../Traits/Mental.md)==
-
----
-With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable.
-
-At the end of the conversation, attempt a Diplomacy check against the Will DC of one target, modified by any circumstances the GM sees fit. Good impressions (or bad impressions, on a critical failure) last for only the current social interaction unless the GM decides otherwise.
-
-- **Critical Success.** The target’s attitude toward you improves by two steps.
-- **Success.** The target’s attitude toward you improves by one step.
-- **Critical Failure.** The target’s attitude toward you decreases by one step.
-
----
-**Source**: Core Rulebook pg. 246
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Manifest Eidolon.md b/content/Mechanics/Rules/Actions/Manifest Eidolon.md
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----
-alias: Manifest Eidolon
-tags: pf2e/actions/three_actions
----
-
-# Manifest Eidolon
-
-==[Concentrate](../../Traits/Concentrate.md)== ==[Conjuration](../../Traits/Conjuration.md)== ==[Manipulate](../../Traits/Manipulate.md)== ==[Summoner](../../Traits/Summoner.md)== ==[Teleportation](../../Traits/Teleportation.md)==
-__Source__ Secrets of Magic pg. 52 1.1
-
----
-
-Your eidolon appears in an open space adjacent to you, and can then take a single action. If your eidolon was already manifested, you unmanifest it instead.
-
-The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can't willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon's physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again.
-
-**Special** This activity has the trait matching your eidolon's tradition (arcane, divine, occult, or primal).
diff --git a/content/Mechanics/Rules/Actions/Mount.md b/content/Mechanics/Rules/Actions/Mount.md
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----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Mount
-==[Move](../../Traits/Move.md)==
-
-**Requirements.** You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.
-
----
-You move onto the creature and ride it. If you’re already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it.
-
----
-**Source**: Core Rulebook pg. 472
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Perform.md b/content/Mechanics/Rules/Actions/Perform.md
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----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Perform
-==[Concentrate](../../Traits/Concentrate.md)==
-*Source* Core Rulebook pg. 250 3.0
-
----
-When making a brief performance—one song, a quick dance, or a few jokes—you use the Perform action. This action is most useful when you want to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers—or even change their attitudes—if the GM sees fit.
-
-**Critical Success** Your performance impresses the observers, and they’re likely to share stories of your ability.
-**Success** You prove yourself, and observers appreciate the quality of your performance.
-**Failure** Your performance falls flat.
-**Critical Failure** You demonstrate only incompetence.
-
-## Sample Perform Tasks
-**Untrained** audience of commoners
-**Trained** audience of artisans
-**Expert** audience of merchants or minor nobles
-**Master** audience of high nobility or minor royalty
-**Legendary** audience of major royalty or otherworldly beings
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Point Out.md b/content/Mechanics/Rules/Actions/Point Out.md
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index 20e834998..000000000
--- a/content/Mechanics/Rules/Actions/Point Out.md
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----
-alias: Point Out
----
-
-# Point Out
-
-==[Auditory](../../Traits/Auditory.md)== | ==[Manipulate](../../Traits/Manipulate.md)== | ==[Visual](../../Traits/Visual.md)==
-**Requirements.** A creature is undetected by one or more of your allies but isn’t undetected by you.
-
----
-
-You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is [Hidden](../../Conditions/Hidden.md) to your allies, rather than [Undetected](../../Conditions/Undetected.md). This works only for allies who can see you and are in a position where they could potentially detect the target.
-
-If your allies can't hear or understand you, they must succeed at a Perception check against the creature's Stealth DC or they misunderstand and believe the target is in a different location.
-
----
-
-**Source**: Core Rulebook pg. 472
diff --git a/content/Mechanics/Rules/Actions/Raise a Shield.md b/content/Mechanics/Rules/Actions/Raise a Shield.md
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index b1a2c81d5..000000000
--- a/content/Mechanics/Rules/Actions/Raise a Shield.md
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@@ -1,13 +0,0 @@
----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Raise a Shield
-**Requirements.** You are wielding a shield.
-
----
-You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.
-
----
-**Source**: Core Rulebook pg. 472
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Recall Knowledge.md b/content/Mechanics/Rules/Actions/Recall Knowledge.md
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index 01ef5a0cb..000000000
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-#pf2e/actions
-# Recall Knowledge
-==[Concentrate](../../Traits/Concentrate.md)== | ==[Secret](../../Traits/Secret.md)==
-**Source.** Core Rulebook pg. 239
-
----
-You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. The GM determines the DCs for such checks and which skills apply.
-- **Critical Success.** You recall the knowledge accurately and gain additional information or context.
-- **Success.** You recall the knowledge accurately or gain a useful clue about your current situation.
-- **Critical Failure.** You recall incorrect information or gain an erroneous or misleading clue.
-
-The following skills can be used to Recall Knowledge, getting information about the listed topics. In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, Arcana might tell you about the magical defenses of a golem, whereas Crafting could tell you about its sturdy resistance to physical attacks.
-- **Arcana**: Arcane theories, magical traditions, creatures of arcane significance, and arcane planes.
-- **Crafting**: Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs.
-- **Lore**: The subject of the Lore skill's subcategory.
-- **Medicine**: Diseases, poisons, wounds, and forensics.
-- **Nature**: The environment, flora, geography, weather, creatures of natural origin, and natural planes.
-- **Occultism**: Ancient mysteries, obscure philosophy, creatures of occult significance, and esoteric planes.
-- **Religion**: Divine agents, divine planes, theology, obscure myths, and creatures of religious significance.
-- **Society**: Local history, key personalities, legal institutions, societal structure, and humanoid culture.
-
-The GM might allow checks to Recall Knowledge using other skills. For example, you might assess the skill of an acrobat using Acrobatics. If you're using a physical skill (like in this example), the GM will most likely have you use a mental ability score—typically Intelligence—instead of the skill's normal physical ability score.
-
-## Sample Recall Knowledge Tasks
-These examples use Society or Religion.
-- **Untrained.** name of a ruler, key noble, or major deity
-- **Trained.** line of succession for a major noble family, core doctrines of a major deity
-- **Expert.** genealogy of a minor noble, teachings of an ancient priest
-- **Master.** hierarchy of a genie noble court, major extraplanar temples of a deity
-- **Legendary.** existence of a long-lost noble heir, secret doctrines of a religion
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Release.md b/content/Mechanics/Rules/Actions/Release.md
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index cdd615c24..000000000
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----
-tags: pf2e/actions/free_action
-draft: true
----
-
-# Release
-==[Manipulate](../../Traits/Manipulate.md)==
-
----
-You release something you're holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action. Unlike most manipulate actions, Release does not trigger reactions that can be triggered by actions with the [Manipulate](../../Traits/Manipulate.md) trait (such as Attack of Opportunity).
-
-If you want to prepare to Release something outside of your turn, use the [Ready](Ready.md) activity.
-
----
-**Source**: Core Rulebook pg. 470
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Request.md b/content/Mechanics/Rules/Actions/Request.md
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index ae75fd9ac..000000000
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----
-alias: Request
----
-
-# Request
-
-==[Auditory](../../Traits/Auditory.md)== | ==[Concentrate](../../Traits/Concentrate.md)== | ==[Linguistic](../../Traits/Linguistic.md)== | ==[Mental](../../Traits/Mental.md)==
-
----
-
-You can make a request of a creature that’s friendly or helpful to you. You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.
-
-- **Critical Success.** The target agrees to your request without qualifications.
-- **Success.** The target agrees to your request, but they might demand added provisions or alterations to the request.
-- **Failure.** The target refuses the request, though they might propose an alternative that is less extreme.
-- **Critical Failure.** Not only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request.
-
----
-
-**Source**: Core Rulebook pg. 247
diff --git a/content/Mechanics/Rules/Actions/Seek.md b/content/Mechanics/Rules/Actions/Seek.md
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----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Seek
-==[Concentrate](../../Traits/Concentrate.md)== | ==[Secret](../../Traits/Secret.md)==
-
----
-You scan an area for signs of creatures or objects. If you're looking for creatures, choose an area you're scanning. If precision is necessary, the GM can have you select a 30-foot cone or a 15-foot burst within line of sight. You might take a penalty if you choose an area that's far away.
-
-If you're using Seek to search for objects (including secret doors and hazards), you search up to a 10-foot square adjacent to you. The GM might determine you need to Seek as an activity, taking more actions or even minutes or hours if you're searching a particularly cluttered area.
-
-The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any [Undetected](../../Conditions/Undetected.md) or [Hidden](../../Conditions/Hidden.md) creatures in the area or the DC to detect each object in the area (as determined by the GM or by someone [Concealing](Conceal%20an%20Object.md) the Object). A creature you detect might remain hidden, rather than becoming [Observed](../../Conditions/Observed.md), if you're using an [imprecise sense](Senses#Imprecise%20Senses) or if an effect (such as invisibility) prevents the subject from being observed.
-
-- **Critical Success.** If you were searching for creatures, any undetected or hidden creature you critically succeeded against becomes observed by you. If you were searching for an object, you learn its location.
-- **Success.** If you were searching for creatures, any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. If you were searching for an object, you learn its location or get a clue to its whereabouts, as determined by the GM.
-
----
-**Source**: Core Rulebook pg. 471
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Sense Motive.md b/content/Mechanics/Rules/Actions/Sense Motive.md
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----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Sense Motive
-==[Concentrate](../../Traits/Concentrate.md)== | ==[Secret](../../Traits/Secret.md)==
-
----
-You try to tell whether a creature's behavior is abnormal. Choose one creature, and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone.
-
-The GM attempts a single secret Perception check for you and compares the result to the Deception DC of the creature, the DC of a spell affecting the creature's mental state, or another appropriate DC determined by the GM. You typically can't try to Sense the Motive of the same creature again until the situation changes significantly.
-
-- **Critical Success.** You determine the creature’s true intentions and get a solid idea of any mental magic affecting it.
-- **Success.** You can tell whether the creature is behaving normally, but you don’t know its exact intentions or what magic might be affecting it.
-- **Failure.** You detect what a deceptive creature wants you to believe. If they’re not being deceptive, you believe they’re behaving normally.
-- **Critical Failure.** You get a false sense of the creature’s intentions.
-
----
-**Source**: Core Rulebook pg. 471
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Shove.md b/content/Mechanics/Rules/Actions/Shove.md
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--- a/content/Mechanics/Rules/Actions/Shove.md
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----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Shove
-==[Attack](../../Traits/Attack.md)==
-*Source* Core Rulebook pg. 243 3.0
-**Requirements** You have at least one hand free. The target can’t be more than one size larger than you.
-
----
-You push a creature away from you. Attempt an Athletics check against your target's Fortitude DC.
-
-**Critical Success** You push your target up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.
-**Success** You push your target back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
-**Critical Failure** You lose your balance, fall, and land [Prone](../../Conditions/Prone.md).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Sneak.md b/content/Mechanics/Rules/Actions/Sneak.md
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----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Sneak
-[Move](../../Traits/Move.md) | [Secret](../../Traits/Secret.md)
-
----
-You can attempt to move to another place while becoming or staying [Undetected](../../Conditions/Undetected.md). [Stride](Stride.md) up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.)
-
-If you’re undetected by a creature and it’s impossible for that creature to observe you (for a typical creature, this includes when you’re invisible, the observer is blinded, or you’re in darkness and the creature can’t see in darkness), for any critical failure you roll on a check to Sneak, you get a failure instead. You also continue to be undetected if you lose cover or greater cover against or are no longer concealed from such a creature.
-
-At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement. If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you’re moving, the bonus increase from [Taking Cover](Taking%20Cover) doesn’t apply. You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature.
-
-- **Success.** You’re [Undetected](../../Conditions/Undetected.md) by the creature during your movement and remain undetected by the creature at the end of it. You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to [Strike](Strike.md) a creature, the creature remains [Flat-footed](../../Conditions/Flat-footed.md) against that attack, and you then become [Observed](../../Conditions/Observed.md). If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become hidden instead of undetected. If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature again.
-- **Failure.** A telltale sound or other sign gives your position away, though you still remain unseen. You’re hidden from the creature throughout your movement and remain so.
-- **Critical Failure.** You’re spotted! You’re observed by the creature throughout your movement and remain so. If you’re invisible and were hidden from the creature, instead of being observed you’re hidden throughout your movement and remain so.
-
----
-**Source**: Core Rulebook pg. 252
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Specialty_Basic_Actions/Activate-an-Item.md b/content/Mechanics/Rules/Actions/Specialty_Basic_Actions/Activate-an-Item.md
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----
-alias: Activate an Item
-tags: pf2e/actions/specialty
----
-
-# Activate an Item
-
-**Requirements.** You can Activate an Item with the [invested](../../../Traits/Invested.md) trait only if it’s invested by you. If the item requires you to [Interact](../../../../Pathfinder_2E_SRD/Actions/Interact.md) with it, you must be wielding it (if it’s a held item) or touching it with a free hand (if it’s another type of item).
-
-
-
-You call forth the effect of an item by properly activating it. This is a special activity that takes a variable number of actions, as listed in the item's stat block.
-
-Some items can be activated as a reaction or free action. In this case, you Activate the Item as a reaction or free action (as appropriate) instead of as an activity. Such cases are noted in the item's Activate entry in its stat block—for example, “Activate ◄ command.”
-
-**Long Activation Times.** Some items take minutes or hours to activate. The Activate an Item activity for these items includes a mix of the listed activation components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while activating such an item, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these activations have the exploration trait, and you can't activate them in an encounter. If combat breaks out while you're activating one, your activation is disrupted (see the Disrupting Activations sidebar).
-
-**Activation Components.** Each activation entry lists any components involved in the activation after the action icons or text, such as "command". The activation components, described below, add traits (listed in parentheses) and requirements to the activation. If you can't provide the components, you fail to Activate the Item.
-
-- Command ([Auditory](../../../Traits/Auditory.md), [Concentrate](../../../Traits/Concentrate.md))
-- Envision ([Concentrate](../../../Traits/Concentrate.md))
-- Interact ([Manipulate](../../../Traits/Manipulate.md))
-- Cast a Spell
-
-## Activation Components
-
-An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below.
-
-### Command
-
-This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the [Auditory](../../../Traits/Auditory.md) and [Concentrate](../../../Traits/Concentrate.md) traits. You must be able to speak to provide this component.
-
-### Envision
-
-This component is a specific image or phenomenon you need to imagine. Activate an Item gains the [Concentrate](../../../Traits/Concentrate.md) trait.
-
-### Interact
-
-This component works like the [Interact](../../../../Pathfinder_2E_SRD/Actions/Interact.md) basic action. Activate an Item gains the [Manipulate](../../../Traits/Manipulate.md) trait and requires you to use your hands, just like with any Interact action.
-
-### Cast a Spell
-
-If an item lists “Cast a Spell” after “Activate,” the activation requires you to use the Cast a Spell activity to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component. If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it.
-
-In this case, Activate an Item gains all the traits from the relevant components of the Cast a Spell activity.
-
----
-
-**Source**: Core Rulebook pg. 532
diff --git a/content/Mechanics/Rules/Actions/Specialty_Basic_Actions/Specialty_Basic_Actions.md b/content/Mechanics/Rules/Actions/Specialty_Basic_Actions/Specialty_Basic_Actions.md
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----
-aliases: Specialty Basic Actions
----
-
-# Specialty Basic Actions
-
-These actions are useful under specific circumstances. Some require you to have a special movement type (page 463).
-
->[!info]- Source Information
-> **book**:: [Pathfinder Core Rulebook](../../../Sources/Rulebooks/Pathfinder-Core-Rulebook.md)
-> **errata**::
-> **page**:: 472
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diff --git a/content/Mechanics/Rules/Actions/Stand.md b/content/Mechanics/Rules/Actions/Stand.md
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----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Stand
-==[Move](../../Traits/Move.md)==
-
----
-You stand up from [Prone](../../Conditions/Prone.md).
-
----
-**Source**: Core Rulebook pg. 471
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Steal.md b/content/Mechanics/Rules/Actions/Steal.md
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index ccbf4f39c..000000000
--- a/content/Mechanics/Rules/Actions/Steal.md
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----
-alias: Steal
----
-
-# Steal
-
-==[Manipulate](../../Traits/Manipulate.md)==
-__Source__ Core Rulebook pg. 253 3.0
-
----
-
-You try to take a small object from another creature without being noticed. Typically, you can Steal only an object of negligible Bulk, and you automatically fail if the creature who has the object is in combat or on guard.
-
-Attempt a Thievery check to determine if you successfully Steal the object. The DC to Steal is usually the Perception DC of the creature wearing the object. This assumes the object is worn but not closely guarded (like a loosely carried pouch filled with coins, or an object within such a pouch). If the object is in a pocket or similarly protected, you take a –5 penalty to your Thievery check. The GM might increase the DC of your check if the nature of the object makes it harder to steal (such as a very small item in a large pack, or a sheet of parchment mixed in with other documents).
-
-You might also need to compare your Thievery check result against the Perception DCs of observers other than the person wearing the object. The GM may increase the Perception DCs of these observers if they’re distracted.
-
-**Success** You steal the item without the bearer noticing, or an observer doesn’t see you take or attempt to take the item.
-**Failure** The item’s bearer notices your attempt before you can take the object, or an observer sees you take or attempt to take the item. The GM determines the response of any creature that notices your theft.
diff --git a/content/Mechanics/Rules/Actions/Step.md b/content/Mechanics/Rules/Actions/Step.md
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index 059590fef..000000000
--- a/content/Mechanics/Rules/Actions/Step.md
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----
-alias: Step
----
-
-# Step
-
-==[Move](../../Traits/Move.md)==
-**Requirements.** Your Speed is at least 10 feet.
-
----
-
-You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as [Attacks of Opportunity](Attack%20of%20Opportunity.md), that can be triggered by move actions or upon leaving or entering a square.
-
-You can't Step into [Difficult Terrain](../Difficult%20Terrain.md), and you can't Step using a Speed other than your land Speed.
-
----
-
-Source Core Rulebook pg. 471 3.0
diff --git a/content/Mechanics/Rules/Actions/Stride.md b/content/Mechanics/Rules/Actions/Stride.md
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index cab39ea42..000000000
--- a/content/Mechanics/Rules/Actions/Stride.md
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----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Stride
-==[Move](../../Traits/Move.md)==
-
----
-You move up to your Speed.
-
----
-**Source**: Core Rulebook pg. 471
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Strike.md b/content/Mechanics/Rules/Actions/Strike.md
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index 1457a1a8a..000000000
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----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Strike
-==[Attack](../../Traits/Attack.md)==
-
----
-You attack with a weapon you're wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll the attack roll for the weapon or unarmed attack you are using, and compare the result to the target creature's AC to determine the effect. See Attack Rolls and Damage for details on calculating your attack and damage rolls.
-
-- **Critical Success.** As success, but you deal double damage.
-- **Success.** You deal damage according to the weapon or unarmed attack, including any modifiers, bonuses, and penalties you have to damage.
-
----
-**Source**: Core Rulebook pg. 471
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Sustain a Spell.md b/content/Mechanics/Rules/Actions/Sustain a Spell.md
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index b5079b33c..000000000
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----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Sustain a Spell
-==[Concentrate](../../Traits/Concentrate.md)==
-**Requirements.** You have at least one spell active with a sustained duration, and you are not fatigued.
-
----
-Choose one spell with a sustained duration you have in effect. The duration of that spell continues until the end of your next turn. Some spells might have slightly different or expanded effects if you sustain them. Sustaining a Spell for more than 10 minutes (100 rounds) ends the spell and makes you fatigued unless the spell lists a different maximum duration (such as “sustained up to 1 minute” or “sustained up to 1 hour”).
-
-If your Sustain a Spell action is disrupted, the spell immediately ends.
-
----
-**Source**: Core Rulebook pg. 304
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Sustain an Activation.md b/content/Mechanics/Rules/Actions/Sustain an Activation.md
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index 85e507c13..000000000
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----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Sustain an Activation
-**Requirements.** You have at least one magic item activation that you can sustain and you are not fatigued
-
----
-Choose one magic item activation with a sustained duration you have in effect. The duration of that activation continues until the end of your next turn. Some activations may have slightly different or expanded effects if you sustain them. Sustaining an Activation for more than 10 minutes (100 rounds) ends the activation and makes you fatigued unless the item's description states a different maximum duration (such as “up to 1 minute” or “up to 1 hour”).
-
-If your Sustain an Activation action is disrupted, the item's effect immediately ends.
-
----
-**Source**: Core Rulebook pg. 534
\ No newline at end of file
diff --git a/content/Mechanics/Rules/Actions/Swim.md b/content/Mechanics/Rules/Actions/Swim.md
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index c5d89781b..000000000
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----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Swim
-==[Move](../../Traits/Move.md)==
-
----
-You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to [drown](drown). If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.
-
-If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.
-
-- **Critical Success.** You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
-- **Success.** You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
-- **Critical Failure.** You make no progress, and if you’re holding your breath, you lose 1 round of air.
-
-## Sample Swim Tasks
-**Untrained.** lake or other still water
-**Trained.** flowing water, like a river
-**Expert.** swiftly flowing river
-**Master.** stormy sea
-**Legendary.** maelstrom, waterfall
-
----
-**Source**: Core Rulebook pg. 243
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diff --git a/content/Mechanics/Rules/Actions/Take Cover.md b/content/Mechanics/Rules/Actions/Take Cover.md
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----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Take Cover
-
-**Requirements.** You are benefiting from cover, are near a feature that allows you to take cover, or are **prone**.
-
----
-You press yourself against a wall or duck behind an obstacle to take better advantage of [Cover](../Cover.md). If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to [Hide](Hide.md), [Sneak](Sneak.md), or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become unconscious, or end this effect as a free action.
-
----
-**Source**: Core Rulebook pg. 471
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----
-alias: Tongue Pull
----
-
-# Tongue Pull
diff --git a/content/Mechanics/Rules/Actions/Treat Wounds.md b/content/Mechanics/Rules/Actions/Treat Wounds.md
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----
-alias: Treat Wounds
----
-
-# Treat Wounds
-
-[Exploration](../../Traits/Exploration.md) | [Healing](../../Traits/Healing.md) | [Manipulate](../../Traits/Manipulate.md)
-**Requirements.** You are holding healer's tools, or you are wearing them and have a hand free
-
----
-
-You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).
-
-The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
-
-If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds.
-
-The result of your Medicine check determines how many Hit Points the target regains.
-
-| Proficiency | DC | Success Healing | Critical Healing |
-| ----------- | --- | --------------- | ---------------- |
-| Trained | 15 | 2d8 | 4d8 |
-| Expert* | 20 | 2d8+10 | 4d8+10 |
-| Master* | 30 | 2d8+30 | 4d8+30 |
-| Legendary* | 40 | 2d8+50 | 4d8+50 |
-
-*Rolling against the higher DC is optional.
-
-**Critical Success.** The target regains 4d8 Hit Points, and its wounded condition is removed.
-**Success.** The target regains 2d8 Hit Points, and its wounded condition is removed.
-**Critical Failure.** The target takes 1d8 damage.
-
----
-
-**Source**: Core Rulebook pg. 249
diff --git a/content/Mechanics/Rules/Actions/Trip.md b/content/Mechanics/Rules/Actions/Trip.md
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----
-tags: pf2e/actions/single_action
-draft: true
----
-
-# Trip
-==[Attack](../../Traits/Attack.md)==
-*Source* Core Rulebook pg. 243 3.0
-**Requirements** You have at least one hand free. Your target can’t be more than one size larger than you.
-
----
-You try to knock a creature to the ground. Attempt an Athletics check against the target’s Reflex DC.
-
-**Critical Success** The target falls and lands [Prone](../../Conditions/Prone.md) and takes `dice: 1d6|avg` bludgeoning damage.
-**Success** The target falls and lands [Prone](../../Conditions/Prone.md).
-**Critical Failure** You lose your balance and fall and land [Prone](../../Conditions/Prone.md).
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----
-alias: Tumble Through
-tags: pf2e/actions/single_action
----
-
-# Tumble Through
-
-__Source__ Core Rulebook pg. 240 3.0
-
----
-
-You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment.
-
-**Success** You move through the enemy’s space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure.
-**Failure** Your movement ends, and you trigger reactions as if you had moved out of the square you started in.
diff --git a/content/Mechanics/Rules/Afflictions.md b/content/Mechanics/Rules/Afflictions.md
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-# Afflictions
-**Source.** Core Rulebook pg. 457
-
-Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.
-
->[!info] Affliction Example
-To see how a poison works, let’s look at the arsenic alchemical item. The item notes that you can’t reduce your sickened condition while affected by arsenic, and has the following text for how the affliction works.
->
->**Saving Throw** DC 18 Fortitude; **Onset** 10 minutes; **Maximum Duration** 5 minutes; **Stage 1** 1d4 poison damage and sickened 1 (1 minute); **Stage 2** 1d6 poison damage and sickened 2 (1 minute); **Stage 3** 2d6 poison damage and sickened 3 (1 minute)
->
->For example, if you drank a glass of wine laced with arsenic, you would attempt an initial Fortitude save against the listed DC of 18. If you fail, you advance to stage 1. Because of the onset time, nothing happens for 10 minutes, but once this time passes, you take 1d4 poison damage and become sickened 1. As noted, you’re unable to reduce the sickened condition you gain from arsenic. The interval of stage 1 is 1 minute (as shown in parentheses), so you attempt a new save after 1 minute passes. If you succeed, you reduce the stage by 1, recovering from the poison. If you fail again, the stage increases by 1 to stage 2, and you take 1d6 poison damage and become sickened 2.
->
->If your initial save against the arsenic was a critical failure, you would advance directly to stage 2. After the 10-minute onset time, you would take 1d6 poison damage and become sickened 2. Succeeding at your second save would reduce the stage by 1 to stage 1, and you’d take only 1d4 poison damage. Failing the second save would increase by 1 again to stage 3.
->
->If you reach stage 3 of the poison, either by failing while at stage 2 or critically failing while at stage 1, you’d take 2d6 poison damage and be sickened 3. If you failed or critically failed your saving throw while at stage 3, you would repeat the effects of stage 3.
->
->Since the poison has a maximum duration of 5 minutes, you recover from it once the 5 minutes pass, no matter which stage you’re at.
-
-## Format of Rules Elements
-**Source** Core Rulebook pg. 457
-
-Whether appearing in a spell, as an item, or within a creature’s stat block, afflictions appear in the following format.
-
-### Name and Traits
-The affliction’s name is given first, followed by its traits in parentheses—including the trait for the type of affliction ([Curse](../Traits/Curse.md), [Disease](../Traits/Disease.md), [Poison](../Traits/Poison.md), and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction.
-
-### Saving Throw
-When you’re first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster’s spell DC.
-
-On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.
-
-If you fail the initial saving throw, after the affliction’s onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below.
-
-### Onset
-Some afflictions have onset times. For these afflictions, once you fail your initial save, you don’t gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw.
-
-### Maximum Duration
-If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below.
-
-### Stages
-An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.
-
-At the end of a stage’s listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction’s stage is ever reduced below stage 1, the affliction ends and you don’t need to attempt further saves unless you’re exposed to the affliction again.
-
-On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage.
-
-## Conditions from Afflictions
-An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage.
-
-## Multiple Exposures
-Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you’re within the poison’s onset period, though it doesn’t change the onset length.
-
-## Virulent Afflictions
-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.
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diff --git a/content/Mechanics/Rules/Aquatic Combat.md b/content/Mechanics/Rules/Aquatic Combat.md
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-# Aquatic Combat
-*Source* Core Rulebook pg. 478 3.0
-
-Use these rules for battles in water or underwater:
-- You’re [Flat-footed](../Conditions/Flat-footed.md) unless you have a swim Speed.
-- You gain resistance 5 to acid and fire.
-- You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.
-- Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.
-- You can’t cast fire spells or use actions with the fire trait underwater.
-- At the GM’s discretion, some ground-based actions might not work underwater or while floating.
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diff --git a/content/Mechanics/Rules/Basic Saving Throw.md b/content/Mechanics/Rules/Basic Saving Throw.md
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-# Basic Saving Throws
-*Source* Core Rulebook pg. 449 3.0
-
----
-Sometimes you will be called on to attempt a basic saving throw. This type of saving throw works just like any other saving throw—the “basic” part refers to the effects. For a basic save, you’ll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you would any other saving throw. Then one of the following outcomes applies based on your degree of success—no matter what caused the saving throw.
-
-**Critical Success** You take no damage from the spell, hazard, or effect that caused you to attempt the save.
-**Success** You take half the listed damage from the effect.
-**Failure** You take the full damage listed from the effect.
-**Critical Failure** You take double the listed damage from the effect.
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diff --git a/content/Mechanics/Rules/Counteracting.md b/content/Mechanics/Rules/Counteracting.md
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-# Counteracting
-**Source.** Core Rulebook pg. 458
-
-Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise.
-
-When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target’s DC. If you’re counteracting an affliction, the DC is in the affliction’s stat block. If it’s a spell, use the caster’s DC. The GM can also calculate a DC based on the target effect’s level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the target’s level. If an effect is a spell, its level is the counteract level. Otherwise, halve its level and round up to determine its counteract level. If an effect’s level is unclear and it came from a creature, halve and round up the creature’s level.
-
-- **Critical Success.** Counteract the target if its counteract level is no more than 3 levels higher than your effect’s counteract level.
-- **Success.** Counteract the target if its counteract level is no more than 1 level higher than your effect’s counteract level.
-- **Failure.** Counteract the target if its counteract level is lower than your effect’s counteract level.
-- **Critical Failure.** You fail to counteract the target.
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diff --git a/content/Mechanics/Rules/Cover.md b/content/Mechanics/Rules/Cover.md
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-# Cover
-**Source**: Core Rulebook pg. 477
-
-When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to Stealth checks to Hide, Sneak, or otherwise avoid detection. You can increase this to greater cover using the [Take Cover](Actions/Take%20Cover.md) basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use Stealth to Hide, but lesser cover isn't sufficient.
-
-| Type of Cover | Bonus | Can Hide |
-| ------------- | ------------------------- | -------- |
-| Lesser | +1 to AC | No |
-| Standard | +2 to AC, Reflex, Stealth | Yes |
-| Greater | +4 to AC, Reflex, Stealth | Yes |
-
-Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have line of effect and typically can't target it at all.
-
-Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has Taken Cover). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.
-
-## Cover and Large Creatures
-**Source**: Core Rulebook pg. 477
-
-If a creature between you and a target is two or more sizes larger than both you and your target, that creature’s space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn’t gain cover from terrain that it’s significantly larger than. For example, a Huge dragon probably wouldn’t receive any benefit from being behind a 1-foot-wide pillar.
-
-## Special Circumstances
-**Source**: Core Rulebook pg. 477
-
-Your GM might allow you to overcome your target’s cover in some situations. If you’re right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center.
-
-## Three-Dimensional Combat
-In aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods:
-- Find platforms to place flying creatures’ miniatures on.
-- Set a die next to a creature with the number indicating how many squares up in the air it is.
-- Make a stack of dice or tokens, 1 per 5 feet of elevation.
-- Write the elevation next to the monster on the grid.
-In underwater combat, choose a plane to be the baseline, typically the waterline, the sea floor, or a stationary object you can measure from.
-
-As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides.
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diff --git a/content/Mechanics/Rules/Difficult Terrain.md b/content/Mechanics/Rules/Difficult Terrain.md
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-# Difficult Terrain
-**Source**: Core Rulebook pg. 475
-
-Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of difficult terrain (or moving 5 feet into or within an area of difficult terrain, if you’re not using a grid) costs an extra 5 feet of movement. Moving into a square of greater difficult terrain instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. You can’t [Step](Actions/Step.md) into difficult terrain.
-
-Movement you make while you are jumping ignores the terrain you’re jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain. Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn’t let you ignore greater difficult terrain unless the ability specifies otherwise.
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diff --git a/content/Mechanics/Rules/Difficulty Classes.md b/content/Mechanics/Rules/Difficulty Classes.md
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-# Difficulty Classes
-*Source* Core Rulebook pg. 503 3.0
-
----
-As the Game Master, it’s up to you to set the difficulty classes (DCs) for checks that don’t use a predefined DC. The following sections offer advice on how to set appropriate DCs and tweak them as needed to feel natural for your story. Picking a simple DC and using a level-based DC each work well in certain circumstances, and you can adjust both types of DC using the advice on adjusting difficulty.
-
-## Simple DCs
-*Source* Core Rulebook pg. 503 3.0
-Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task). If it’s something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to Recall Knowledge, and that only someone with master proficiency in Folktale Lore would know the information, so you’d set the DC at 30—the simple master DC.
-
-Simple DCs work well when you need a DC on the fly and there’s no level associated with the task. They’re most useful for skill checks. Because there isn’t much gradation between the simple DCs, they don’t work as well for hazards or combatants, where the PCs’ lives are on the line; you’re better off using level-based DCs for such challenges.
-
-#### Table 10-4: Simple DCs
-| Proficiency Rank | DC |
-| ---------------- | --- |
-| Untrained | 10 |
-| Trained | 15 |
-| Expert | 20 |
-| Master | 30 |
-| Legendary | 40 |
-
-## Level-Based DCs
-*Source* Core Rulebook pg. 503 3.0
-When you’re determining a skill DC based on something that has a level, use Table 10–5 to set the DC. Find the level of the subject, and assign the corresponding DC. Since spells use a 1–10 scale, use the Spell Level column for them.
-
-Use these DCs when a PC needs to Identify a Spell or Recall Knowledge about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!
-
-Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.
-
-#### Table 10-5: DCs by Level
-| Level | DC | Spell Level* | DC |
-| ----- | --- | ------------ | --- |
-| 0 | 14 | 1st | 15 |
-| 1 | 15 | 2nd | 18 |
-| 2 | 16 | 3rd | 20 |
-| 3 | 18 | 4th | 23 |
-| 4 | 19 | 5th | 26 |
-| 5 | 20 | 6th | 28 |
-| 6 | 22 | 7th | 31 |
-| 7 | 23 | 8th | 34 |
-| 8 | 24 | 9th | 36 |
-| 9 | 26 | 10th | 39 |
-| 10 | 27 | | |
-| 11 | 28 | | |
-| 12 | 30 | | |
-| 13 | 31 | | |
-| 14 | 32 | | |
-| 15 | 34 | | |
-| 16 | 35 | | |
-| 17 | 36 | | |
-| 18 | 38 | | |
-| 19 | 39 | | |
-| 20 | 40 | | |
-| 21 | 42 | | |
-| 22 | 44 | | |
-| 23 | 46 | | |
-| 24 | 48 | | |
-| 25 | 50 | | |
-* If the spell is uncommon or rare, its
-difficulty should be adjusted accordingly
-
-## Adjusting Difficulty
-*Source* Core Rulebook pg. 503 3.0
-
-#### Table 10-6: DC Adjustments
-| Difficulty | Adjustment | Rarity |
-| --------------- | ---------- | -------- |
-| Incredibly easy | -10 | - |
-| Very easy | -5 | - |
-| Easy | -2 | - |
-| Hard | +2 | Uncommon |
-| Very hard | +5 | Rare |
-| Incredibly hard | +10 | Unique |
-
-You might decide a DC should differ from the baseline, whether to account for PCs’ areas of expertise or to represent the rarity of spells or items. A DC adjustment represents an essential difference in the difficulty of a task and applies to anyone attempting a specific check for it. Adjustments happen most often with tasks whose DCs are based on their level. Adjustments use a scale of –10 to +10, from incredibly easy checks to incredibly hard ones, and are ["broken]("broken) into increments of 2, 5, and 10. You’ll often apply the adjustments for uncommon, rare, or unique subjects.
-
-The adjustments’ names don’t translate to how hard a task actually is for a PC or group of PCs, and adjustments aren’t meant to balance out or replace PCs’ bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.
-
-You might use different DCs for a task based on the particular skill or statistic used for the check. Let’s say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an Occultism check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using Arcana and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren’t taking the place of characters’ bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.
-
-### Group Attempts
-*Source* Core Rulebook pg. 504 3.0
-The DCs in this chapter give an individual character a strong and increasing chance of success if they have some proficiency. On occasion, though, you’ll have a task that only one person in the group needs to succeed at, but that everyone can attempt. The number of dice being rolled means that there’s a very high chance at least one of them will succeed. Most of the time, that’s perfectly fine, but sometimes you’ll want the task to be a challenge, with some uncertainty as to whether the party can succeed. In these cases, make the check very hard, or incredibly hard if you want it to be particularly difficult or at high levels. At these DCs, most of the party will probably fail, but someone will probably still succeed, likely a character who has heavily invested in the given skill, as is expected for specialized characters.
-
-## Minimum Proficiency
-*Source* Core Rulebook pg. 504 3.0
-Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of Thievery. A character whose proficiency rank is lower than what’s listed can attempt the check, but they can’t succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in Arcana to understand. An untrained barbarian can’t succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!
-
-For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed.
-
-## Specific Actions
-*Source* Core Rulebook pg. 504 3.0
-Several parts of this book, most notably Chapter 4: Skills, state that you as the GM set the DCs for certain checks or determine other parameters. Here are guidelines for the most common tasks. Remember that all of these are guidelines, and you can adjust them as necessary to suit the situation.
-
-### Craft
-*Source* Core Rulebook pg. 504 3.0
-When a character Crafts an item, use the item’s level to determine the DC, applying the adjustments from Table 10–6 for the item’s rarity if it’s not common. You might also apply the easy DC adjustment for an item the crafter has made before. Repairing an item usually uses the DC of the item’s level with no adjustments, though you might adjust the DC to be more difficult for an item of a higher level than the character can Craft.
-
-### Earn Income
-*Source* Core Rulebook pg. 504 3.0
-You set the task level when someone tries to Earn Income. The highest-level task available is usually the same as the level of the settlement where the character is located. If you don’t know the settlement’s level, it’s usually 0–1 for a village, 2–4 for a town, or 5–7 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for Performance, and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore.
-
-Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 10–5. You might adjust the DC to be more difficult if there’s inclement weather during an outdoor job, a rowdy audience for a performance, or the like.
-
-### Gather Information
-*Source* Core Rulebook pg. 505 3.0
-To set the DC to Gather Information, use a simple DC representing the availability of information about the subject. Adjust the DC upward if the PC Gathering Information seeks in-depth information. For example, if a character wants to Gather Information about a visiting caravan, you might decide that a common person wouldn’t know much about it, but any merchant or guard would, so learning basic facts uses the simple DC for trained proficiency. A caravan leader’s name is superficial, so discovering it might be DC 15 (the simple trained DC in Table 10–4). Learning the identity of the leader’s employers, however, might be DC 20 if the employers are more obscure.
-
-### Identify Magic or Learn a Spell
-*Source* Core Rulebook pg. 505 3.0
-The DC to Identify Magic or Learn a Spell is usually the DC listed in Table 10–5 for the spell or item’s level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification.
-
-### Recall Knowledge
-*Source* Core Rulebook pg. 505 3.0
-On most topics, you can use simple DCs for checks to Recall Knowledge. For a check about a specific creature, trap, or other subject with a level, use a level-based DC (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon’s exploits, for example, might be incredibly easy for the dragon’s level, or even just a simple trained DC.
-
-##### Determining the Scope of Lore
-Lore skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which Lore subcategories are acceptable for characters to select. A Lore subcategory represents a narrow focus, and thus it shouldn’t replace all or even most of an entire skill, nor should it convey vast swaths of information. For example, a single Lore subcategory doesn’t cover all religions—that’s covered by the Religion skill—but a character could have a Lore subcategory that covers a single deity. One Lore subcategory won’t cover an entire country or all of history, but it could cover a city, an ancient civilization, or one aspect of a modern country, like Taldan History Lore. A single Lore subcategory couldn’t cover the entire multiverse, but it could cover a whole plane other than the Material Plane.
-
-##### Alternative Skills
-*Source* Core Rulebook pg. 505 3.0
-As noted in the action’s description, a character might attempt to Recall Knowledge using a different skill than the ones listed as the default options. If the skill is highly applicable, like using Medicine to identify a medicinal tonic, you probably don’t need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in Adjusting Difficulty.
-
-##### Additional Knowledge
-*Source* Core Rulebook pg. 506 3.0
-Sometimes a character might want to follow up on a check to Recall Knowledge, rolling another check to discover more information. After a success, further uses of Recall Knowledge can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject.
-
-##### Creature Identification
-*Source* Core Rulebook pg. 506 3.0
-A character who successfully identifies a creature learns one of its best-known attributes—such as a troll’s regeneration (and the fact that it can be stopped by acid or fire) or a manticore’s tail spikes. On a critical success, the character also learns something subtler, like a demon’s weakness or the trigger for one of the creature’s reactions.
-
-The skill used to identify a creature usually depends on that creature’s trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use Occultism to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).
-
-###### Table 10-7: Creature Identification Skills
-| Creature Trait | Skills |
-| -------------- | ---------------- |
-| Aberration | Occultism |
-| Animal | Nature |
-| Astral | Occultism |
-| Beast | Arcana, Nature |
-| Celestial | Religion |
-| Construct | Arcana, Crafting |
-| Dragon | Arcana |
-| Elemental | Arcana, Nature |
-| Ethereal | Occultism |
-| Fey | Nature |
-| Fiend | Religion |
-| Fungus | Nature |
-| Humanoid | Society |
-| Monitor | Religion |
-| Ooze | Occultism |
-| Plant | Nature |
-| Spirit | Occultism |
-| Undead | Religion |
-
-### Sense Direction
-*Source* Core Rulebook pg. 506 3.0
-Pick the most appropriate simple DC when someone uses Survival to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes.
-
-### Social Skills
-*Source* Core Rulebook pg. 506 3.0
-When a character uses Deception, Diplomacy, Intimidation, or Performance to influence or impress someone whose level or Will DC you don’t know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don’t worry about being exact. It often makes sense to adjust the DC based on the target’s attitude for Deception, Diplomacy, or Performance, making the DC easy for a [Friendly](../Conditions/Friendly.md) creature, very easy for a [Helpful](../Conditions/Helpful.md) one, hard for an [Unfriendly](../Conditions/Unfriendly.md) one, or very hard for a [Hostile](../Conditions/Hostile.md) one. You might adjust the DC further or differently based on the PC’s goal; for instance, the DC to Request something an [Indifferent](../Conditions/Indifferent.md) NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do.
-
-### Subsist
-*Source* Core Rulebook pg. 506 3.0
-A simple DC is usually sufficient for the Subsist action, with a trained DC for a typical situation. Use the disposition of the environment or city as a guide; an environment with scarce resources or a city with little tolerance for transience might require an expert or higher DC.
-
-### Track
-*Source* Core Rulebook pg. 506 3.0
-Often when a PC uses Survival to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their Survival DC as the DC to Track.
-
-### Train an Animal
-*Source* Core Rulebook pg. 506 3.0
-Train Animal (page 268) allows PCs to teach animals tricks. Use the level of the animal as the baseline; you can adjust the DC up if the trick is especially difficult, or down if the animal is especially domesticated, like a dog.
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diff --git a/content/Mechanics/Rules/Disbelieving an Illusion.md b/content/Mechanics/Rules/Disbelieving an Illusion.md
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-# Disbelieving an Illusion
-*Source* Core Rulebook pg. 298 3.0
-
-Illusions create the semblance of something real, fooling the eyes, ears, and other senses. Depending on how the illusion is perceived, it might have the auditory or visual traits, and some also have the mental trait.
-
-Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature Seeks or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or saving throw, at the GM’s discretion) to the caster’s spell DC. Mental illusions typically provide rules in the spell’s description for disbelieving the effect (often allowing the affected creature to attempt a Will save).
-
-If the illusion is visual, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can’t ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can’t see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM’s discretion, block vision enough to make those on the other side [Concealed](../Conditions/Concealed.md).
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diff --git a/content/Mechanics/Rules/Disrupting Actions.md b/content/Mechanics/Rules/Disrupting Actions.md
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----
-alias:
- - Disrupt
- - "Disrupting Actions"
----
-
-# Disrupting Actions
-
-**Source**: Core Rulebook pg. 462
-
-Various abilities and conditions, such as an [Attack of Opportunity](Actions/Attack%20of%20Opportunity.md), can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action’s effects don’t occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a [Cast a Spell](Actions/Cast%20a%20Spell.md) activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity.
-
-The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn’t transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away.
diff --git a/content/Mechanics/Rules/Drowning & Suffocating.md b/content/Mechanics/Rules/Drowning & Suffocating.md
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-# Drowning & Suffocation
-**Source**: Core Rulebook pg. 478
-
-You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.
-
-When you run out of air, you fall [Unconscious](../Conditions/Unconscious.md) and start suffocating. You can’t recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you’re at 0 Hit Points).
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diff --git a/content/Mechanics/Rules/Falling.md b/content/Mechanics/Rules/Falling.md
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-# Falling
-**Source**: Core Rulebook pg. 463
-
-When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land [Prone](../Conditions/Prone.md). You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter.
-
-You can [Grab an Edge](Actions/Grab%20an%20Edge.md) as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can’t be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).
-
-## Falling on a Creature
-**Source**: Core Rulebook pg. 464
-
-If you land on a creature, that creature must attempt a DC 15 Reflex save. Landing exactly on a creature after a long fall is almost impossible.
-- Critical Success: The creature takes no damage.
-- Success The creature takes bludgeoning damage equal to one-quarter the falling damage you took.
-- Failure The creature takes bludgeoning damage equal to half the falling damage you took.
-- Critical Failure The creature takes the same amount of bludgeoning damage you took from the fall.
-
-## Falling Objects
-**Source** Core Rulebook pg. 464
-
-A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal.
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diff --git a/content/Mechanics/Rules/Forced Movement.md b/content/Mechanics/Rules/Forced Movement.md
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-# Forced Movement
-*Source* Core Rulebook pg. 475 3.0
-
-When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you’re not acting to move, this doesn’t trigger reactions that are triggered by movement.
-
-If forced movement would move you into a space you can’t occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If you’re pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way can’t put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there’s doubt on where forced movement can move a creature.
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diff --git a/content/Mechanics/Rules/Hostile Actions.md b/content/Mechanics/Rules/Hostile Actions.md
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-# Hostile Actions
-*Source* Core Rulebook pg. 305 3.0
-
----
-Sometimes spell effects prevent a target from using [Hostile](../Conditions/Hostile.md) actions, or the spell ends if a creature uses any [Hostile](../Conditions/Hostile.md) actions. A [Hostile](../Conditions/Hostile.md) action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm. For instance, lobbing a fireball into a crowd would be a [Hostile](../Conditions/Hostile.md) action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a [Hostile](../Conditions/Hostile.md) action.
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diff --git a/content/Mechanics/Rules/Materials.md b/content/Mechanics/Rules/Materials.md
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-# Materials
-*Source* Core Rulebook pg. 577 3.0
-
----
-Most items are made from readily available materials—usually leather, wood, or steel—but some weapons and armor are made from more exotic materials, giving them unique properties and other advantages. Weapons made from precious materials are better able to harm certain creatures, and armor of these materials provides enhanced protection.
-
-Most materials are metals; they can be used to make metal weapons and armor. The GM is the final arbiter of what items can be made using a material. An item can be made with no more than one precious material, and only an expert in Crafting can create it. Some rare and exotic materials require master or even legendary proficiency.
-
-A material’s Price depends on how hard it is to work, its scarcity, and its purity; most items made with precious materials use an alloy, blend, or coating rather than using the material in its purest form. The three grades of purity for precious materials are low-grade, standard-grade, and high-grade. Regardless of a precious material’s purity, an item made from it gains the full effects of the precious material, but creating higher-level items and more powerful magic runes with precious material requires greater purity.
-
-Some precious materials are available only at certain grades. For instance, adamantine can’t be low-grade, and orichalcum must be high-grade. Items made of materials with a lower grade than expected for the item’s level, or of a higher grade than necessary, will mention the precious material’s grade.
-
-## Material Statistics
-*Source* Core Rulebook pg. 577 3.0
-
-Table below provides the Hardness, Hit Points, Broken Threshold, and example items for some types of common materials. The table has separate entries for thin items (like shields), ordinary items (like armor), and reinforced or durable structures (such as walls).
-
-Stone is a catchall for any hard stone, such as granite and marble. Likewise, wood covers ordinary woods, such as oak and pine. Metal weapons and armor are assumed to be made of iron or steel unless noted otherwise.
-
-If an object consists of more than one material, the GM typically uses the statistics for the strongest material involved. For instance, breaking a wall made of paper panels over a woven wooden framework would require damaging thin wood, not paper. However, the GM might choose the weaker material based on the item’s function. For instance, breaking the wooden handle of a hammer rather than its iron head would still render the item unusable. Sometimes an item is even less sturdy than the Hardness and Hit Points provided for a thin object; for instance, a twig doesn’t take 9 damage to break, even though it’s made of thin wood. Similarly, a particularly sturdy item or structure might have even higher Hardness and Hit Points. Certain structures, particularly thick walls, are so reinforced that you have to break them down over time with tools. (Page 515 has more information on walls.)
-
-### Material Hardness, Hit Points, and Broken Threshold
-| Material | Hardness | HP | BT | Example Items |
-| ----------------------- | -------- | --- | --- | --------------------------------------- |
-| Paper | 0 | 1 | - | Book pages, paper fan, scroll |
-| Thin cloth | 0 | 1 | - | Kite, silk dress, undershirt |
-| Thin glass | 0 | 1 | - | Bottle, spectacles, window pane |
-| Cloth | 1 | 4 | 2 | Cloth armor, heavy jacket, sack, tent |
-| Glass | 1 | 4 | 2 | Glass block, glass table, heavy vase |
-| Glass structure | 2 | 8 | 4 | Glass block wall |
-| Thin leather | 2 | 8 | 4 | Backpack, jacket, pouch, strap, whip |
-| Thin rope | 2 | 8 | 4 | Standard adventuring rope |
-| Thin wood | 3 | 12 | 6 | Chair, club, sapling, wooden shielt |
-| Leather | 4 | 16 | 8 | Leather armor, saddle |
-| Rope | 4 | 16 | 8 | Industrial rope, ship rigging |
-| Thin stone | 5 | 16 | 8 | Chalkboard, slate tiles, stone cladding |
-| Thin iron or steel | 5 | 20 | 10 | Chain, steel shield, sword |
-| Wood | 5 | 20 | 10 | Chest, simple door, table, tree trunk |
-| Stone | 7 | 28 | 14 | Paving stone, statue |
-| Iron or steel | 9 | 36 | 18 | Anvil, iron or steel armor, stove |
-| Wooden structure | 10 | 40 | 20 | Reinforced door, wooden wall |
-| Stone structure | 10 | 56 | 28 | Stone wall |
-| Iron or steel structure | 18 | 72 | 36 | Iron plate wall |
-
-## Precious Materials
-*Source* Core Rulebook pg. 577 3.0
-Materials with the [Precious](../Traits/Precious.md) trait can be substituted for base materials. For example, a hammer’s head could be made of adamantine instead of iron. Items made of a precious material cost more than typical items; not only does precious material cost more, but the crafter must invest more time working with it. In addition, more powerful items require precious materials of greater purity. A number of precious materials are described below. The Price entry for each material gives the Price of a simple non-magical item made of that material, based on its Bulk (if the item is lighter than 1 Bulk, use the price for 1 Bulk), as well as Prices for different amounts of the material itself. Prices for armor, shields, and weapons made of precious material are in the Armor (page 555), Shields (page 586), and Weapons (page 599) sections of this chapter.
-
-## Crafting with Precious Materials
-*Source* Core Rulebook pg. 578 3.0
-Only an expert crafter can create a low-grade item, only a master can create a standard-grade item, and only a legendary crafter can create a high-grade item. In addition, to Craft with a precious material, your character level must be equal to or greater than that of the material.
-
-Low-grade items can be used in the creation of magic items of up to 8th level, and they can hold runes of up to 8th level. Standard-grade items can be used to create magic items of up to 15th level and can hold runes of up to 15th level. High-grade items use the purest form of the precious material, and can be used to Craft magic items of any level holding any runes. Using purer forms of common materials is so relatively inexpensive that the Price is included in any magic item.
-
-When you Craft an item that incorporates a precious material, your initial raw materials for the item must include that material; at least 10% of the investment must be of the material for low-grade, at least 25% for standard-grade, and all of it for high-grade. For instance, a low-grade silver object of 1 Bulk costs 20 gp. Of the 10 gp of raw materials you provide when you start to Craft the item, at least 1 gp must be silver. The raw materials you spend to complete the item don’t have to consist of the precious material, though the GM might rule otherwise in certain cases.
-
-After creating an item with a precious material, you can use Craft to improve its grade, paying the Price difference and providing a sufficient amount of the precious material.
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diff --git a/content/Mechanics/Rules/Perception.md b/content/Mechanics/Rules/Perception.md
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-# Perception
-*Source* Core Rulebook pg. 464 3.0
-
-Your Perception measures your ability to notice things, search for what’s [Hidden](../Conditions/Hidden.md), and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and it’s also used for the [Seek](Actions/Seek.md) action.
-
-The rules for rolling a Perception check are found on page 448. The rules below describe the effects of light and visibility on your specific senses to perceive the world, as well as the rules for sensing and locating creatures with Perception.
-
-## Light
-*Source* Core Rulebook pg. 464 3.0
-
-The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and [1 TTRPG/PF2e Wiki/Traits/Darkness](1%20TTRPG/PF2e%20Wiki/Traits/Darkness). The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.
-
-### Bright Light
-*Source* Core Rulebook pg. 464 3.0
-
-In bright light, such as sunlight, creatures and objects can be [Observed](../Conditions/Observed.md) clearly by anyone with average vision or better. Some types of creatures are [Dazzled](../Conditions/Dazzled.md) or [Blinded](../Conditions/Blinded.md) by bright light.
-
-### Dim Light
-*Source* Core Rulebook pg. 464 3.0
-
-Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the [Concealed](../Conditions/Concealed.md) condition, unless the seeker has [1 TTRPG/PF2e Wiki/Bestiary/Abilities/Darkvision](1%20TTRPG/PF2e%20Wiki/Bestiary/Abilities/Darkvision) or [Low-Light Vision](../Bestiary/Abilities/Low-Light%20Vision.md) (see Special Senses on page 465), or a precise sense other than vision.
-
-### Darkness
-*Source* Core Rulebook pg. 464 3.0
-
-A creature or object within darkness is [Hidden](../Conditions/Hidden.md) or [Undetected](../Conditions/Undetected.md) unless the seeker has [1 TTRPG/PF2e Wiki/Bestiary/Abilities/Darkvision](1%20TTRPG/PF2e%20Wiki/Bestiary/Abilities/Darkvision) or a precise sense other than vision (Special Senses are on page 465). A creature without darkvision or another means of perceiving in darkness has the [Blinded](../Conditions/Blinded.md) condition while in darkness, though it might be able to see illuminated areas beyond the darkness.
-
-If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you [Dazzled](../Conditions/Dazzled.md) for a short time, as determined by the GM.
-
-## Senses
-*Source* Core Rulebook pg. 464 3.0
-
-The ways a creature can use Perception depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don’t have the same degree of acuity.
-
-### Precise Senses
-*Source* Core Rulebook pg. 464 3.0
-
-Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is [hiding](../Conditions/Hidden.md) or obscured by the environment, in which case you can use the [Seek](Actions/Seek.md) basic action to better detect the creature.
-
-### Imprecise Senses
-*Source* Core Rulebook pg. 464 3.0
-
-Hearing is an imprecise sense—it cannot detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if it’s using Stealth or is in an environment that distorts the sense, such as a noisy room in the case of hearing.
-
-In those cases, you have to use the [Seek](Actions/Seek.md) basic action to detect the creature. At best, an imprecise sense can be used to make an [Undetected](../Conditions/Undetected.md) creature (or one you didn’t even know was there) merely [Hidden](../Conditions/Hidden.md)—it can’t make the creature [Observed](../Conditions/Observed.md).
-
-### Vague Senses
-*Source* Core Rulebook pg. 465 3.0
-
-A character also has many vague senses—ones that can alert you that something is there but aren’t useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an [Unnoticed](../Conditions/Unnoticed.md) creature, making it [Undetected](../Conditions/Undetected.md). Even then, the vague sense isn’t sufficient to make the creature [Hidden](../Conditions/Hidden.md) or [Observed](../Conditions/Observed.md).
-
-When one creature might detect another, the GM almost always uses the most precise sense available.
-
-Pathfinder’s rules assume that a given creature has vision as its only precise sense and hearing as its only imprecise sense. Some characters and creatures, however, have precise or imprecise senses that don’t match this assumption. For instance, a character with poor vision might treat that sense as imprecise, an animal with the scent ability can use its sense of smell as an imprecise sense, and a creature with echolocation or a similar ability can use hearing as a precise sense. Such senses are often given special names and appear as “echolocation (precise),” “scent (imprecise) 30 feet,” or the like.
-
-### Special Senses
-*Source* Core Rulebook pg. 465 3.0
-
-While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf’s can.
-
-Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in Detecting Creatures below) when it comes to situations that foil average vision. The following are a few examples of common special senses.
-
-#### Detecting with Other Senses
-If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster’s senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even [Invisible](../Conditions/Invisible.md) in the area of a silence spell.
-
-##### Using Stealth with Other Senses
-The Stealth skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they’re avoiding detection by that special sense and use the most applicable Stealth action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.
-
-In some cases, rolling a Dexterity-based Stealth skill check to Sneak doesn’t make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the Stealth check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check.
-
-### Darkvision and Greater Darkvision
-*Source* Core Rulebook pg. 465 3.0
-A creature with darkvision or greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level darkness spell, block normal darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.
-
-### Low-Light Vision
-*Source* Core Rulebook pg. 465 3.0
-A creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light.
-
-### Scent
-*Source* Core Rulebook pg. 465 3.0
-Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
-
-If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
-
-### Tremorsense
-*Source* Core Rulebook pg. 465 3.0
-Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
-
-## Detecting Creatures
-*Source* Core Rulebook pg. 465 3.0
-
-There are three conditions that measure the degree to which you can sense a creature: [Observed](../Conditions/Observed.md), [Hidden](../Conditions/Hidden.md), and [Undetected](../Conditions/Undetected.md). However, the [Concealed](../Conditions/Concealed.md) and [Invisible](../Conditions/Invisible.md) conditions can partially mask a creature, and the [Unnoticed](../Conditions/Unnoticed.md) condition indicates you have no idea a creature is around.
-
-With the exception of invisible, these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.
-
-Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has darkvision.
-
-You can attempt to avoid detection by using the Stealth skill to [Avoid Notice](../Activities/Avoid%20Notice.md), [Hide](Actions/Hide.md), or Sneak, or by using Deception to Create a Diversion.
-
-### Observed
-*Source* Core Rulebook pg. 466 3.0
-
-In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar (page 465) for advice regarding creatures that don’t use sight as their primary sense. If you can’t observe the creature, it’s either hidden, undetected, or unnoticed, and you’ll need to factor in the targeting restrictions. Even if a creature is observed, it might still be concealed.
-
-### Hidden
-*Source* Core Rulebook pg. 466 3.0
-
-A creature that’s hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can’t determine an exact location. Maybe you’ve been blinded or the creature is under the effects of [1 TTRPG/PF2e Wiki/Magic/Spells/Level 2/Invisibility](1%20TTRPG/PF2e%20Wiki/Magic/Spells/Level%202/Invisibility), but you used the [Seek](Actions/Seek.md) basic action to determine its general location based on hearing alone. Regardless of the specifics, you’re [Flat-footed](../Conditions/Flat-footed.md) to a hidden creature.
-
-When targeting a hidden creature, before you roll to determine your effect, you must attempt a DC 11 flat check. If you fail, you don’t affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain flat-footed to the creature, whether you successfully target it or not.
-
-### Undetected
-*Source* Core Rulebook pg. 466 3.0
-
-If a creature is undetected, you don’t know what space it occupies, you’re flat-footed to it, and you can’t easily target it. Using the Seek basic action can help you find an undetected creature, usually making it hidden from you instead of undetected. If a creature is undetected, that doesn’t necessarily mean you’re unaware of its presence—you might suspect an undetected creature is in the room with you, even though you’re unable to find its space. The unnoticed condition covers creatures you’re entirely unaware of.
-
-Targeting an undetected creature is difficult. If you suspect there’s a creature around, you can pick a square and attempt an attack. This works like targeting a hidden creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won’t tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. Undetected creatures are subject to area effects normally.
-
-For instance, suppose an enemy elf wizard cast [1 TTRPG/PF2e Wiki/Magic/Spells/Level 2/Invisibility](1%20TTRPG/PF2e%20Wiki/Magic/Spells/Level%202/Invisibility) and then [Sneaked](Actions/Sneak.md) away. You suspect that with the elf’s Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door.
-
-The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it’s the right space, and the GM’s secret attack roll and flat check both succeed, so you hit!
-
-### Unnoticed
-*Source* Core Rulebook pg. 467 3.0
-
-If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence.
-
-## Concealment and Invisibility
-*Source* Core Rulebook pg. 467 3.0
-
-The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see.
-
-### Concealed
-*Source* Core Rulebook pg. 467 3.0
-
-This condition protects a creature if it’s in mist, within dim light, or amid something else that obscures sight but does not provide a physical barrier to effects. An effect or type of terrain that describes an area of concealment makes all creatures within it concealed.
-
-When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don’t affect the target. The concealed condition doesn’t change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though it’s concealed.
-
-### Invisible
-*Source* Core Rulebook pg. 467 3.0
-
-A creature with the invisible condition (by way of an [1 TTRPG/PF2e Wiki/Magic/Spells/Level 2/Invisibility](1%20TTRPG/PF2e%20Wiki/Magic/Spells/Level%202/Invisibility) spell or invisibility potion, for example) is automatically [Undetected](../Conditions/Undetected.md) to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition.
-
-You can use the Seek basic action to attempt to figure out an invisible creature’s location, making it instead only hidden from you. This lasts until the invisible creature successfully uses Sneak to become undetected again. If you’re already observing a creature when it becomes invisible, it starts out hidden, since you know where it was when it became invisible, though it can then Sneak to become undetected.
-
-Other effects might make an invisible creature hidden or even observed but concealed. For instance, if you were tracking an invisible creature’s footprints through the snow, the footprints would make it hidden. Similarly, throwing a net over an invisible creature would make it observed but concealed for as long as the net is on the creature.
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diff --git a/content/Mechanics/Rules/Setting a Trigger.md b/content/Mechanics/Rules/Setting a Trigger.md
deleted file mode 100755
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-# Setting Triggers
-*Source* Core Rulebook pg. 305 3.0
-
-If a spell is meant to respond only to certain events or under certain conditions—such as magic mouth—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell’s sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as “red-haired dwarven women,” or it could be an [Observed](../Conditions/Observed.md) action, such as “whenever someone enters the spell’s area.”
-
-Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell’s origin point must have line of sight. Darkness doesn’t prevent this, but invisibility does, as does a successful Stealth check to Hide (against the spell’s DC). For auditory detection, line of sight isn’t necessary, though the sound must be audible at the spell’s origin point. A Stealth check to Sneak can fool the sensor.
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diff --git a/content/Mechanics/Rules/Starvation and Thirst.md b/content/Mechanics/Rules/Starvation and Thirst.md
deleted file mode 100755
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-# Starvation and Thirst
-*Source* Core Rulebook pg. 500 3.0
-
-Typically characters eat and drink enough to survive comfortably. When they can't, they're [Fatigued](../Conditions/Fatigued.md) until they do. Without water, after a number of days equal to a creature's Constitution modifier + 1, the creature takes 1d4 damage each hour that can't be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can't be healed until it eats.
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diff --git a/content/Mechanics/Rules/Temperature.md b/content/Mechanics/Rules/Temperature.md
deleted file mode 100755
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-# Temperature
-*Source* Core Rulebook pg. 517 3.0
-
----
-Often, temperature doesn’t impose enough of a mechanical effect to worry about beyond describing the clothing the characters need to wear to be comfortable. Particularly hot and cold weather can make creatures [Fatigued](../Conditions/Fatigued.md) more quickly during overland travel and can cause damage if harsh enough, as shown in Table 10–13.
-
-Appropriate cold-weather gear (such as the winter clothing) can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold.
-
-### Table 10-13: Temperature Effects
- | Category | Temperature | Fatigue | Damage |
- | --------------- | --------------- | ------- | --------------------------- |
- | Incredible cold | -62°C or colder | 2 hours | Moderate cold every minute |
- | Extreme col | -61°C to -29°C | 4 hours | Minor cold every 10 minutes |
- | Severe cold | -28°C to -11°C | 4 hours | Minor col every hour |
- | Mild cold | -10°C to 0°C | 4 hours | None |
- | Normal | 1°C to 34°C | 8 hours | none |
- | Mild heat | 35°C to 40°C* | 4 hours | none |
- | Severe heat | 41°C to 45°C* | 4 hours | Minor fire every hour |
- | Extreme heat | 46°C to 59°C | 4 hours | Minor fire every 10 minutes |
- | Incredible heat | 60°C or warmer | 2 hours | Moderate fire every minute |
-
-* Adjust temperatures down by 9º C in areas of high humidity
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diff --git a/content/Mechanics/Rules/Travel Speed.md b/content/Mechanics/Rules/Travel Speed.md
deleted file mode 100755
index 286056663..000000000
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-# Travel Speed
-*Source* Core Rulebook pg. 479 3.0
-
----
-Depending on how the GM tracks movement, you move in feet or miles based on your character’s Speed with the relevant movement type. Typical rates are on the table below.
-
-### Table 9-2: Travel Speed
-| Speed | Feet per Minute | Miles per Hour | Miles per Day |
-| ----- | --------------- | -------------- | ------------- |
-| 10 | 100 | 1 | 8 |
-| 15 | 150 | 1-1/2 | 12 |
-| 20 | 200 | 2 | 16 |
-| 25 | 250 | 2-1/2 | 20 |
-| 30 | 300 | 3 | 24 |
-| 35 | 350 | 3-1/2 | 28 |
-| 40 | 400 | 4 | 32 |
-| 50 | 500 | 5 | 40 |
-| 60 | 600 | 6 | 48 |
-
-
-The rates in Table 9–2 assume traveling over flat and clear terrain at a determined pace, but one that’s not exhausting. Moving through difficult terrain halves the listed movement rate. Greater difficult terrain reduces the distance traveled to one-third the listed amount.
-
-If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress.
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diff --git a/content/Mechanics/Rules/Treasure by Level.md b/content/Mechanics/Rules/Treasure by Level.md
deleted file mode 100755
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----
-aliases: Treasure by Level
----
-
-# Treasure by Level
-
-__Source__ Core Rulebook pg. 508 3.0
-
-Table 10–9: Party Treasure by Level on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.)
-
-For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.
-
-When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level’s worth of adventures, even though there is no way to reach 21st level.
-
-Some creature entries in the Pathfinder Bestiary list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level. Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the party’s capabilities as the PCs progress through the adventure to make sure they don’t end up behind.
-
-## Table 10-9: Party Treasure by Level
-
-| Level | Total Value | Permanent Items (By Item Level) | Consumables (By Item Level) | Party Currency | Currency per Additional PC |
-| ----- | ----------- | ------------------------------- | ------------------------------------- | -------------- | -------------------------- |
-| 1 | 175gp | **2nd**: 2, **1st**: 2 | **2nd**: 2, **1st**: 3 | 40gp | 10gp |
-| 2 | 300gp | **3rd**: 2, **2nd**: 2 | **3rd**: 2, **2nd**: 2, **1st**: 2 | 70gp | 18gp |
-| 3 | 500gp | **4th**: 2, **3rd**: 2 | **4th**: 2, **3rd**: 2, **2nd**: 2 | 120gp | 30gp |
-| 4 | 860gp | **5th**: 2, **4th**: 2 | **5th**: 2, **4th**: 2, **3rd**: 2 | 200gp | 50gp |
-| 5 | 1350gp | **6th**: 2, **5th**: 2 | **6th**: 2, **5th**: 2, **4th**: 2 | 320gp | 80gp |
-| 6 | 2000gp | **7th**: 2, **6th**: 2 | **7th**: 2, **6th**: 2, **5th**: 2 | 500gp | 125gp |
-| 7 | 2900gp | **8th**: 2, **7th**: 2 | **8th**: 2, **7th**: 2, **6th**: 2 | 720gp | 180gp |
-| 8 | 4000gp | **9th**: 2, **8th**: 2 | **9th**: 2, **8th**: 2, **7th**: 2 | 1000gp | 250gp |
-| 9 | 5700gp | **10th**: 2, **9th**: 2 | **10th**: 2, **9th**: 2, **8th**: 2 | 1400gp | 350gp |
-| 10 | 8000gp | **11th**: 2, **10th**: 2 | **11th**: 2, **10th**: 2, **9th**: 2 | 2000gp | 500gp |
-| 11 | 11500gp | **12th**: 2, **11th**: 2 | **12th**: 2, **11th**: 2, **10th**: 2 | 2800gp | 700gp |
-| 12 | 16500gp | **13th**: 2, **12th**: 2 | **13th**: 2, **12th**: 2, **11th**: 2 | 4000gp | 1000gp |
-| 13 | 25000gp | **14th**: 2, **13th**: 2 | **14th**: 2, **13th**: 2, **12th**: 2 | 6000gp | 1500gp |
-| 14 | 36500gp | **15th**: 2, **14th**: 2 | **15th**: 2, **14th**: 2, **13th**: 2 | 9000gp | 2250gp |
-| 15 | 54500gp | **16th**: 2, **15th**: 2 | **16th**: 2, **15th**: 2, **14th**: 2 | 13000gp | 3250gp |
-| 16 | 82500gp | **17th**: 2, **16th**: 2 | **17th**: 2, **16th**: 2, **15th**: 2 | 20000gp | 5000gp |
-| 17 | 128000gp | **18th**: 2, **17th**: 2 | **18th**: 2, **17th**: 2, **16th**: 2 | 30000gp | 7500gp |
-| 18 | 208000gp | **19th**: 2, **18th**: 2 | **19th**: 2, **18th**: 2, **17th**: 2 | 48000gp | 12000gp |
-| 19 | 355000gp | **20th**: 2, **19th**: 2 | **20th**: 2, **19th**: 2, **18th**: 2 | 80000gp | 20000gp |
-| 20 | 490000gp | **20th**: 4 | **20th**: 4, **19th**: 2 | 140000gp | 35000gp |
-
-## Currency
-
-__Source__ Core Rulebook pg. 509 3.0
-A party will find money and other treasure that isn’t useful on its own but that can be sold or spent on other things. The gp values in the Party Currency column don’t refer only to coins. Gems, art objects, crafting materials (including precious materials), jewelry, and even items of much lower level than the party’s level can all be more interesting than a pile of gold.
-
-If you include a lower-level permanent item as part of a currency reward, count only half the item’s Price toward the gp amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly scrolls, and if you think your party will use them, count those items at their full Price.
-
-## Other Types of Treasure
-
-__Source__ Core Rulebook pg. 509 3.0
-Not all treasure has to be items or currency. Crafters can use the Crafting skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character’s abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy’s spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop.
-
-## Treasure and Rarity
-
-__Source__ Core Rulebook pg. 509 3.0
-Giving out uncommon and rare items and formulas can get players more interested in treasure. It’s best to introduce uncommon items as a reward fairly regularly but rare items only occasionally. These rewards are especially compelling when the adventurers get the item by defeating or outsmarting an enemy who carries an item that fits their backstory or theme.
-
-Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world.
-
-## Different Item Levels
-
-__Source__ Core Rulebook pg. 510 3.0
-The levels listed for items on Table 10–9: Party Treasure by Level aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a runestone with a fortification rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level shadow rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.
-
-However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11th-level permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!
-
-If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level. Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters below. They should be a bit higher. but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly.
-
-## Different Party Sizes
-
-__Source__ Core Rulebook pg. 510 3.0
-If a party has more than four characters, add the following for each additional character:
-
-- One permanent item of the party’s level or 1 level higher
-- Two consumables, usually one of the party’s level and one of 1 level higher
-- Currency equal to the value in the Currency per Additional PC column of Table 10–9
-If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that can’t cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear help compensate for the smaller group size.
diff --git a/content/Mechanics/Rules/True Names.md b/content/Mechanics/Rules/True Names.md
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----
-aliases: True Names
----
-
-# True Names
-
-**Source** Secrets of Magic pg. 238
-
-_The magic of true names rests on the principle that if you know someone's name, you have power over them. After all, to name a thing is to describe that thing—but to accurately describe a thing, you have to understand it, and if you understand it, you can control it._
-**Rarity**: [Rare](../Traits/Rare.md)
-
-The older and more complicated a thing is, the more likely it has more than one name. A single person acquires many names: names they inherit, names they're given at birth, names they choose, and nicknames bequeathed by others. The magic of true names, however, postulates there's a final, secret name—a true name known to no one, or to only a few—that best represents us in all our complexity.
-
-True names might have been assigned by the gods when the cosmos was created or generated by natural processes, and are unique like fingerprints. Most people never learn theirs, and they might not even be aware they have one, but masters of this magic spend countless hours in study divining these names, recording them in long lists, and using them to summon, command, dispel, or otherwise dominate their enemies.
-
-## Nameless Things
-
-Sometimes an aberration, celestial, fiend, monitor, spirit, or other creature enters the cosmos from another plane or another universe altogether—one where the laws of magic are different. If this creature comes from a place where true names don't exist or are optional, it may have no true name at all. Loremasters refer to these creatures as nameless things and no one is sure they even exist; some scholars argue that as soon as something without a name enters the cosmos, it is assigned a name in the same way every other living creature is. But if nameless things do exist in your game, give them the following rare ability.
-
-**Nameless Thing.** This creature has no true name. It can't be targeted by any magical effect performed at a distance without line of effect, such as scrying or sending. It has a +2 circumstance bonus on saves against other magical effects.
-
-## Fragmentary Names
-
-Sometimes characters know only pieces of a creature's true name, not the whole thing. You don't gain the benefits listed under Using True Names if you only have fragments of the name, but you can still try to use abilities with the true name trait, though it's very dangerous. If your true name ability requires you to attempt a check, reduce your degree of success by one step. If your ability requires the named creature to attempt a saving throw, improve their degree of success by one step. For example, Invoke True Name would do nothing, since its effects would be canceled out. If the true name ability also has the incapacitation trait and the creature is high enough level, these effects combine, reducing your degree of success by two steps or improving their degree of success by two steps.
-
-## The Nature of Names
-
-**Source.** Secrets of Magic pg. 244
-
-For the purposes of true name magic, names are divided into three categories: public names, private names, and true names. Public names are what we call something when we don't have a more specific name. They're often just words—like “grass” or “a giraffe”—but they also include aliases and nicknames. A public name can be given without consent, which is how spellcasters who rely on names work magic on those they don't know, improvising a nickname or simply referring to the target with a noun, like “elf.”
-
-Private names include most birth names, given names, and chosen names. They're not necessarily a secret, but at the same time not everyone knows them. They're confidential, and knowing them means you can better understand—and influence—the individual. Places, animals, and other objects can be given private names by individuals and communities. A mountain is just a mountain, but when those who live nearby see in it the image of a protective goddess and begin to call it the Stone Mother, that mountain has now gained a private name known only to this community.
-
-A person, place, or thing might have many public or private names, but it can have only one true name, which perfectly represents its essence. Depending on their culture, individuals may not even be aware of theirs; a child who grows up in a society without knowledge of true names could live their whole life relying solely on private names and never even suspect they have a true name, let alone know what it is! But in cultures where this magic is common, most people know their true name and take steps to protect it. They keep their true name secret, revealing it only to their most trusted loved ones. An individual might first be told their true name by someone knowledgeable in magic, who finds it for them via research. But in other societies, individuals are given their true name by their soulmate, who knows this name without being told. Knowing your own true name gives you a deep, introspective insight into yourself that allows you to understand your own motivations and psychology, helping you self-actualize and avoid dissociation and anomie.
-
-True names, by definition, encapsulate everything an individual is and has ever been. They are the essential kernel of a person, and that means they do not change. But life, magic, and the world are mysterious and unpredictable! There are a few individuals who go through an experience so transformative that they become, for all practical purposes, a different person at the end of the story than they were at the beginning—and when they change, their true name changes with them.
-
-## Learning True Names
-
-**Source.** Secrets of Magic pg. 244
-
-True names can be discovered or learned in many ways. A few rare secret societies might have “namers” among their number whose sole job is to teach long lists of true names to fellow members through rote memorization and practice. But for most, the discovery of a true name is the result of extensive research—though the form that research requires is difficult to predict.
-
-True names are sometimes found recorded in the personal diaries or grimoires of long-dead spellcasters. Organizations known for combating certain types of creatures compile lists of the few true names of their enemies they've managed to uncover. The true names of angels, demons, and similar creatures can rarely be found in prayers dedicated to that entity or in chants that protect against them. Occultists sometimes use deep meditative trances—potentially assisted by hallucinogenic drugs—to cast their minds through the cosmos and receive a true name through bizarre epiphanies. Those who serve and understand nature also know that the true name of primal and First World entities is encoded into the world itself—in tree rings, geological strata, and the pattern of snow on the ground—just waiting to be deciphered by someone who knows what to look for. For a lucky few, a true name just comes to them spontaneously as a sign they've found their soulmate. All these are examples of information that can be uncovered using the research subsystem.
-
-### Using the Research Subsystem
-
-**Source.** Secrets of Magic pg. 245
-
-When finding the true name of a specific individual is key to the story and time is short, use the research subsystem. Set the level of the library equal to the level of the creature whose true name the PCs are trying to find. Consider the types of strange and fanciful libraries you might use for such a story. For instance, imagine the player characters are searching for the true name of a phistophilus (also known as a contract devil), in order to rescue an NPC from the consequences of an infernal contract. You might build an infernal library in Cheliax or some other region where knowledge of devils is common, or maybe even in Hell itself! Such a library might have guardians and traps aplenty, but also the potential to learn even more true names from the various contracts therein.
-
-### Simplified Name Research
-
-Sometimes the GM doesn't have time to create a library or use the research subsystem, but nonetheless would like a PC to be able to research the name of a particular entity for story reasons. In that case, they can use the Learn Name downtime activity. Since the knowledge of a true name essentially puts that creature at the namer's mercy, this activity can't reveal true names by default, but it might lead to clues regarding a creature's true name.
-
-## Using True Names
-
-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](Actions/Recall%20Knowledge.md) about the creature
-- Arcana, Nature, Occultism, or Religion checks relating to the creature, such as [Deciphering its Writing](../Activities/Decipher%20Writing.md), [Identifying its Magic](Actions/Identify%20Magic.md), or [Learning its Spells](Actions/Learn%20a%20Spell.md)
-- Deception, Diplomacy, and Intimidation checks used on or related to the creature, such as to [Coerce](Actions/Coerce.md) it, [Gather Information](Actions/Gather%20Information.md) on it, or [Impersonate](Actions/Impersonate.md) it
-
-## Namer's Codex
-
-**Source.** Secrets of Magic pg. 246
-Namers have hidden their special techniques, spells, and items for millennia.
-
-**Feats:** Reveal True Name
-**Spells:** Catch your name, compel true name, invoke true name
-**Items:** True name amulet
diff --git a/content/Mechanics/Rules/abilities/all-around-vision.md b/content/Mechanics/Rules/abilities/all-around-vision.md
new file mode 100644
index 000000000..f2b2cbcb7
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+++ b/content/Mechanics/Rules/abilities/all-around-vision.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["All-Around Vision"]
+---
+# All-Around Vision
+
+This monster can see in all directions simultaneously, and therefore can't be flanked.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/aquatic-ambush.md b/content/Mechanics/Rules/abilities/aquatic-ambush.md
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index 000000000..4bc4c4002
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+++ b/content/Mechanics/Rules/abilities/aquatic-ambush.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Aquatic Ambush"]
+---
+# Aquatic Ambush [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+
+- **Activate**: Single Action
+- **Requirements**: The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.
+
+**Effect** The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a [Strike](rules/actions/strike.md) against it. The creature is [flat-footed](rules/conditions.md#Flat-footed) against this [Strike](rules/actions/strike.md).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/aquatic-bones-botd.md b/content/Mechanics/Rules/abilities/aquatic-bones-botd.md
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index 000000000..21e17a267
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Aquatic Bones"]
+---
+# Aquatic Bones
+
+The skeleton has bones from aquatic creatures, allowing it to swim using a simple tail, paddles, or similar appendage. The skeleton has a swim Speed of 20 feet and gains the [aquatic](rules/traits/aquatic-b1.md "Aquatic Creature Trait") trait and the [aquatic ambush](rules/abilities/aquatic-ambush.md) ability.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/at-will-spells.md b/content/Mechanics/Rules/abilities/at-will-spells.md
new file mode 100644
index 000000000..8a85c8d6f
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/at-will-spells.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["At-Will Spells"]
+---
+# At-Will Spells
+
+The monster can cast its at-will spells any number of times without using up spell slots.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/attack-of-opportunity.md b/content/Mechanics/Rules/abilities/attack-of-opportunity.md
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index 000000000..b94a2210a
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+++ b/content/Mechanics/Rules/abilities/attack-of-opportunity.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Attack of Opportunity"]
+---
+# Attack of Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")
+
+- **Activate**: Reaction
+- **Trigger**: A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
+
+**Effect** The monster attempts a melee [Strike](rules/actions/strike.md) against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This [Strike](rules/actions/strike.md) doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/aura.md b/content/Mechanics/Rules/abilities/aura.md
new file mode 100644
index 000000000..9110d465f
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+++ b/content/Mechanics/Rules/abilities/aura.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Aura"]
+---
+# Aura
+
+A monster's aura automatically affects everything within a specified emanation around that monster. The monster doesn't need to spend actions on the aura; rather, the aura's effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura.
+
+If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster's aura doesn't affect its own allies. For example, a creature might be immune to a monster' frightful presence if they have been around each other for a long time.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/blaze-b3.md b/content/Mechanics/Rules/abilities/blaze-b3.md
new file mode 100644
index 000000000..f7752f5d4
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Blaze"]
+---
+# Blaze
+
+The skeleton is wreathed with fire, which doesn't consume its bones or gear. The skeleton gains immunity to fire and weakness 5 to cold, loses its resistance to cold, and its [Strikes](rules/actions/strike.md) deal additional [persistent fire damage](rules/conditions.md#Persistent%20Damage) equal to half the skeleton's level (minimum 1 damage).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/bloody.md b/content/Mechanics/Rules/abilities/bloody.md
new file mode 100644
index 000000000..b47eff065
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+++ b/content/Mechanics/Rules/abilities/bloody.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Bloody"]
+---
+# Bloody
+
+The skeleton is covered in dripping blood and gains [fast healing](rules/abilities/fast-healing.md) equal to its level.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/bone-missile-b3.md b/content/Mechanics/Rules/abilities/bone-missile-b3.md
new file mode 100644
index 000000000..05880dfb5
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+++ b/content/Mechanics/Rules/abilities/bone-missile-b3.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Bone Missile"]
+---
+# Bone Missile [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")
+
+- **Activate**: Two-Action
+
+The skeleton yanks a rib from its ribcage to use as an arrow or javelin. The skeleton loses HP equal to its level (minimum 1), then makes a ranged [Strike](rules/actions/strike.md). This uses the attack bonus of whichever of the skeleton's other [Strikes](rules/actions/strike.md) has the highest attack bonus and deals piercing damage equal to that [Strike](rules/actions/strike.md)'s damage plus the skeleton's level (minimum 1).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/bone-powder-b3.md b/content/Mechanics/Rules/abilities/bone-powder-b3.md
new file mode 100644
index 000000000..345a7fd1b
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+++ b/content/Mechanics/Rules/abilities/bone-powder-b3.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Bone Powder"]
+---
+# Bone Powder
+
+When the skeleton takes physical damage from a critical hit, one of its bones is pulverized into a fine powder. All creatures in a 5-foot emanation that breathe take `1d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage) (plus an additional `1d6` for every 6 levels the skeleton has).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/bone-storm-botd.md b/content/Mechanics/Rules/abilities/bone-storm-botd.md
new file mode 100644
index 000000000..c7c558421
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/bone-storm-botd.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Bone Storm"]
+---
+# Bone Storm [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")
+
+- **Activate**: Three-Action
+- **Frequency**: once per day
+
+**Effect** The skeleton transforms into a cyclone of bones, taking up the same space, but twice as tall. It then Strides up to double its Speed. It can move through spaces occupied by other creatures, and this movement doesn't trigger reactions. Creatures the bone storm moves through take `1d6` slashing damage for every 2 levels of the skeleton, with a basic Reflex save against the hard DC for the creature's level. A level 1 or lower skeleton only moves; it doesn't deal damage. A creature attempts this save only once even if the bone storm moved through its space multiple times. At the end of the movement, the skeleton reforms.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/buck.md b/content/Mechanics/Rules/abilities/buck.md
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index 000000000..16a562164
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+++ b/content/Mechanics/Rules/abilities/buck.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Buck"]
+---
+# Buck [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")
+
+- **Activate**: Reaction
+- **Trigger**: A creature Mounts or uses the Command an Animal action while riding the monster.
+
+**Effect** Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated. The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land [prone](rules/conditions.md#Prone). If the save is a critical failure, the triggering creature also takes `1d6` bludgeoning damage in addition to the normal damage for the fall.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/butter-up-gmg.md b/content/Mechanics/Rules/abilities/butter-up-gmg.md
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+++ b/content/Mechanics/Rules/abilities/butter-up-gmg.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+tags:
+- trait/emotion
+- trait/mental
+aliases: ["Butter Up"]
+---
+# Butter Up
+[emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait")
+
+
+When someone eats a dish or treat made by this NPC, the NPC can attempt a [Baking Lore](compendium/skills.md#Lore), [Cooking Lore](compendium/skills.md#Lore), or similar check against that creature's Will DC, with the same results as the [Make an Impression](rules/actions/make-an-impression.md) action of [Diplomacy](compendium/skills.md#Diplomacy). If more than one creature partakes, the NPC uses the same check result against each creature's Will DC.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/call-your-bluff-gmg.md b/content/Mechanics/Rules/abilities/call-your-bluff-gmg.md
new file mode 100644
index 000000000..de5ab27aa
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+++ b/content/Mechanics/Rules/abilities/call-your-bluff-gmg.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Call Your Bluff"]
+---
+# Call Your Bluff
+
+When gambling, the NPC may use [Games Lore](compendium/skills.md#Lore) to [Sense Motive](rules/actions/sense-motive.md) instead of [Perception](compendium/skills.md#Perception).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/catch-rock.md b/content/Mechanics/Rules/abilities/catch-rock.md
new file mode 100644
index 000000000..b91a85095
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+++ b/content/Mechanics/Rules/abilities/catch-rock.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Catch Rock"]
+---
+# Catch Rock [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")
+
+- **Activate**: Reaction
+- **Trigger**: The monster is targeted with a thrown rock Strike or a rock would fall on the monster.
+- **Requirements**: The monster must have a free hand but can Release anything it's holding as part of this reaction.
+
+**Effect** The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/change-shape.md b/content/Mechanics/Rules/abilities/change-shape.md
new file mode 100644
index 000000000..fdea093f0
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/change-shape.md
@@ -0,0 +1,16 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+tags:
+- trait/concentrate
+- trait/magical-tradition
+- trait/polymorph
+- trait/transmutation
+aliases: ["Change Shape"]
+---
+# Change Shape [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+[[magical tradition]](rules/traits/magical-tradition-b1.md "Any Magical Tradition Tradition Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait")
+
+- **Activate**: Single Action
+
+The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of [Deception](compendium/skills.md#Deception). The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its [Deception](compendium/skills.md#Deception) DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and [Strikes](rules/actions/strike.md), and might potentially change its senses or size. Any changes are listed in its stat block.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/child-care-gmg.md b/content/Mechanics/Rules/abilities/child-care-gmg.md
new file mode 100644
index 000000000..f0659bc32
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Child Care"]
+---
+# Child Care
+
+When treating infants, the NPC can use their [Midwifery Lore](compendium/skills.md#Lore) skill in place of [Medicine](compendium/skills.md#Medicine), and can use Medicine's trained actions on infants.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/collapse.md b/content/Mechanics/Rules/abilities/collapse.md
new file mode 100644
index 000000000..6f37143b1
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/collapse.md
@@ -0,0 +1,11 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Collapse"]
+---
+# Collapse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")
+
+- **Activate**: Reaction
+- **Trigger**: The skeleton is critically hit.
+
+**Effect** The skeleton collapses into a pile of bones and the attack deals only normal damage. The skeleton can reform in a standing position as an action, but until it does, it is [immobilized](rules/conditions.md#Immobilized) and [flat-footed](rules/conditions.md#Flat-footed).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/constant-spells.md b/content/Mechanics/Rules/abilities/constant-spells.md
new file mode 100644
index 000000000..c4b37a524
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/constant-spells.md
@@ -0,0 +1,8 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Constant Spells"]
+---
+# Constant Spells
+
+A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/constrict.md b/content/Mechanics/Rules/abilities/constrict.md
new file mode 100644
index 000000000..19bca1de3
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/constrict.md
@@ -0,0 +1,10 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Constrict"]
+---
+# Constrict [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+
+- **Activate**: Single Action
+
+The monster deals the listed amount of damage to any number of creatures [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/corrupting-gaze.md b/content/Mechanics/Rules/abilities/corrupting-gaze.md
new file mode 100644
index 000000000..7dbe4b14d
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/corrupting-gaze.md
@@ -0,0 +1,10 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Corrupting Gaze"]
+---
+# Corrupting Gaze [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")
+
+- **Activate**: Two-Action
+
+The ghost stares at a creature it can see within 30 feet. The target takes `1d6` negative damage + `1d6` per 2 levels with a basic Will save. A creature that fails its save is also [stupefied](rules/conditions.md#Stupefied) for 1 minute.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/coven.md b/content/Mechanics/Rules/abilities/coven.md
new file mode 100644
index 000000000..c1ed60ab3
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/coven.md
@@ -0,0 +1,18 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+tags:
+- trait/divination
+- trait/mental
+- trait/occult
+aliases: ["Coven"]
+---
+# Coven
+[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait")
+
+
+This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"), and can sense what another coven member is sensing as a two-action activity, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") as well.
+
+Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-level [baleful polymorph](compendium/spells/baleful-polymorph.md) spell and all the following spells, which the coven can cast at any level up to 5th: [augury](compendium/spells/augury.md), [charm](compendium/spells/charm.md), [clairaudience](compendium/spells/clairaudience.md), [clairvoyance](compendium/spells/clairvoyance.md), [dream message](compendium/spells/dream-message.md), [illusory disguise](compendium/spells/illusory-disguise.md), [illusory scene](compendium/spells/illusory-scene.md), [prying eye](compendium/spells/prying-eye.md), and [talking corpse](compendium/spells/talking-corpse.md). Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the [control weather](compendium/spells/rituals/control-weather.md) ritual, with a DC of 23 instead of the standard DC.
+
+If a coven member leaving the coven or the death of a coven member brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/crumbling-bones-botd.md b/content/Mechanics/Rules/abilities/crumbling-bones-botd.md
new file mode 100644
index 000000000..324de0d8f
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+++ b/content/Mechanics/Rules/abilities/crumbling-bones-botd.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Crumbling Bones"]
+---
+# Crumbling Bones
+
+The skeleton is made from crumbling bones that drift in clouds of dust. The skeleton has a fly Speed of 20 but it must end its turn within no more than 5 feet off the ground, or it falls, taking damage as normal. In addition, the skeleton can move through any space that's large enough for its skull to fit through.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/curse-of-the-werecreature.md b/content/Mechanics/Rules/abilities/curse-of-the-werecreature.md
new file mode 100644
index 000000000..4abc98b7e
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+++ b/content/Mechanics/Rules/abilities/curse-of-the-werecreature.md
@@ -0,0 +1,20 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+tags:
+- trait/curse
+- trait/necromancy
+- trait/primal
+aliases: ["Curse of the Werecreature"]
+---
+# Curse of the Werecreature
+[curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait")
+
+
+This curse affects only humanoids.
+
+```ad-inline-affliction
+title: Saving Throw: DC is the standard DC for the [werecreature's new level – 1](rules/tables/dcs-by-level.md) Fortitude
+
+**Effect** On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling [unconscious](rules/conditions.md#Unconscious) until dawn
+```
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/darkvision.md b/content/Mechanics/Rules/abilities/darkvision.md
new file mode 100644
index 000000000..250e72838
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+++ b/content/Mechanics/Rules/abilities/darkvision.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Darkvision"]
+---
+# Darkvision
+
+A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level [darkness](compendium/spells/darkness.md) spell, block normal [darkvision](rules/abilities/darkvision.md). A monster with greater darkvision, however, can see through even these forms of magical darkness.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/disease.md b/content/Mechanics/Rules/abilities/disease.md
new file mode 100644
index 000000000..cd735f8cc
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+++ b/content/Mechanics/Rules/abilities/disease.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Disease"]
+---
+# Disease
+
+When a creature is exposed to a monster's disease, it attempts a Fortitude save or succumbs to the disease. The level of a disease is the level of the monster inflicting the disease. The disease follows the rules for afflictions found on page 457 of the Pathfinder Core Rulebook.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/draining-touch.md b/content/Mechanics/Rules/abilities/draining-touch.md
new file mode 100644
index 000000000..6581ef485
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+++ b/content/Mechanics/Rules/abilities/draining-touch.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Draining Touch"]
+---
+# Draining Touch [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")
+
+- **Activate**: Two-Action
+
+With a touch, the ghost attempts to drain a living creature's life force. It makes a ghostly hand [Strike](rules/actions/strike.md) but deals no damage on a hit. Instead, the target becomes [drained](rules/conditions.md#Drained) for 1 day, and the ghost regains HP equal to half its own level.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/engulf.md b/content/Mechanics/Rules/abilities/engulf.md
new file mode 100644
index 000000000..9264b660e
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+++ b/content/Mechanics/Rules/abilities/engulf.md
@@ -0,0 +1,14 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Engulf"]
+---
+# Engulf [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")
+
+- **Activate**: Two-Action
+
+The monster [Strides](rules/actions/stride.md) up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.
+
+A creature that fails its save is pulled into the monster's body. It is [grabbed](rules/conditions.md#Grabbed), is [slowed](rules/conditions.md#Slowed), and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is [flat-footed](rules/conditions.md#Flat-footed) against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.
+
+If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/explosive-death.md b/content/Mechanics/Rules/abilities/explosive-death.md
new file mode 100644
index 000000000..3b88b7baa
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/explosive-death.md
@@ -0,0 +1,8 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Explosive Death"]
+---
+# Explosive Death
+
+When the skeleton is destroyed, its bones shatter and explode as the necromantic energy holding it together is released. Adjacent creatures take `1d6` slashing damage per 2 levels (minimum `1d6`) with a basic Reflex save.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/fast-healing.md b/content/Mechanics/Rules/abilities/fast-healing.md
new file mode 100644
index 000000000..196a62152
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/fast-healing.md
@@ -0,0 +1,8 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Fast Healing"]
+---
+# Fast Healing
+
+A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/ferocity.md b/content/Mechanics/Rules/abilities/ferocity.md
new file mode 100644
index 000000000..055287394
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/ferocity.md
@@ -0,0 +1,11 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Ferocity"]
+---
+# Ferocity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")
+
+- **Activate**: Reaction
+- **Trigger**: The monster is reduced to 0 HP.
+
+**Effect** The monster avoids being knocked out and remains at 1 HP, but its [wounded](rules/conditions.md#Wounded) value increases by 1. When it is [wounded](rules/conditions.md#Wounded), it can no longer use this ability.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/find-footing-gmg.md b/content/Mechanics/Rules/abilities/find-footing-gmg.md
new file mode 100644
index 000000000..166cd9a34
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/find-footing-gmg.md
@@ -0,0 +1,13 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+tags:
+- trait/concentrate
+aliases: ["Find Footing"]
+---
+# Find Footing [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait")
+
+- **Activate**: Single Action
+
+The NPC attempts an [Architecture Lore](compendium/skills.md#Lore), [Engineering Lore](compendium/skills.md#Lore), or similar skill check to find a stable path across uneven ground. This grants them and anyone they share this information with a +2 circumstance bonus on [Acrobatics](compendium/skills.md#Acrobatics) checks to [Balance](rules/actions/balance.md) across that ground.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/frightful-moan.md b/content/Mechanics/Rules/abilities/frightful-moan.md
new file mode 100644
index 000000000..933969bbd
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/frightful-moan.md
@@ -0,0 +1,18 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+tags:
+- trait/auditory
+- trait/divine
+- trait/emotion
+- trait/enchantment
+- trait/fear
+- trait/mental
+aliases: ["Frightful Moan"]
+---
+# Frightful Moan [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")
+[auditory](rules/traits/auditory.md "Auditory Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait")
+
+- **Activate**: Two-Action
+
+The ghost laments its fate, forcing each living creature within 30 feet to attempt a Will save. On a failure, a creature becomes [frightened](rules/conditions.md#Frightened) (or [frightened](rules/conditions.md#Frightened) on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/frightful-presence.md b/content/Mechanics/Rules/abilities/frightful-presence.md
new file mode 100644
index 000000000..be6a946c4
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/frightful-presence.md
@@ -0,0 +1,21 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+tags:
+- trait/aura
+- trait/emotion
+- trait/fear
+- trait/mental
+aliases: ["Frightful Presence"]
+---
+# Frightful Presence
+[aura](rules/traits/aura.md "Aura Combat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait")
+
+
+A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
+
+> [!success-degree]
+> - **Critical Success** The creature is unaffected by the presence.
+> - **Success** The creature is [frightened](rules/conditions.md#Frightened).
+> - **Failure** The creature is [frightened](rules/conditions.md#Frightened).
+> - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/frozen-botd.md b/content/Mechanics/Rules/abilities/frozen-botd.md
new file mode 100644
index 000000000..85f3cade2
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/frozen-botd.md
@@ -0,0 +1,8 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Frozen"]
+---
+# Frozen
+
+The skeleton's bones are covered in a thin layer of ice. The skeleton gains immunity to cold and weakness 5 to fire and loses resistance to fire. The skeleton is surrounded by an aura of cold that deals cold damage equal to half the skeleton's level to all adjacent creatures at the start of the skeleton's turn (basic Reflex save with a standard DC for its level).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/golem-antimagic.md b/content/Mechanics/Rules/abilities/golem-antimagic.md
new file mode 100644
index 000000000..5b11f008c
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/golem-antimagic.md
@@ -0,0 +1,13 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Golem Antimagic"]
+---
+# Golem Antimagic
+
+A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem.
+
+- **Harmed By** Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.
+- **Healed By** Any magic of this type that targets the golem makes the golem lose the [slowed](rules/conditions.md#Slowed) condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.
+- **Slowed By** Any magic of this type that targets the golem causes it to be [slowed](rules/conditions.md#Slowed) for `2d6` rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's [slowed](rules/conditions.md#Slowed) for that round.
+- **Vulnerable To** Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/gone-fishing-gmg.md b/content/Mechanics/Rules/abilities/gone-fishing-gmg.md
new file mode 100644
index 000000000..9ca253840
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/gone-fishing-gmg.md
@@ -0,0 +1,8 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Gone Fishing"]
+---
+# Gone Fishing
+
+The NPC can use [Fishing Lore](compendium/skills.md#Lore) to [Track](rules/actions/track.md) aquatic creatures or to [Aid](rules/actions/aid.md) checks to [Track](rules/actions/track.md) them.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/grab.md b/content/Mechanics/Rules/abilities/grab.md
new file mode 100644
index 000000000..7ccde9651
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/grab.md
@@ -0,0 +1,11 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Grab"]
+---
+# Grab [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+
+- **Activate**: Single Action
+- **Requirements**: The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
+
+**Effect** The monster automatically Grabs the target until the end of the monster's next turn. The creature is [grabbed](rules/conditions.md#Grabbed) by whichever body part the monster attacked with, and that body part can't be used to [Strike](rules/actions/strike.md) creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures [grabbed](rules/conditions.md#Grabbed) by it. A [grabbed](rules/conditions.md#Grabbed) creature can use the [Escape](rules/actions/escape.md) action to get out of the grab, and the Grab ends for a [grabbed](rules/conditions.md#Grabbed) creatures if the monster moves away from it.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/grave-eruption-botd.md b/content/Mechanics/Rules/abilities/grave-eruption-botd.md
new file mode 100644
index 000000000..3b6509144
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/grave-eruption-botd.md
@@ -0,0 +1,11 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Grave Eruption"]
+---
+# Grave Eruption [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")
+
+- **Activate**: Two-Action
+- **Requirements**: The skeleton is [undetected](rules/conditions.md#Undetected) and buried in dirt, gravel, or other loose material
+
+**Effect** The skeleton erupts from the ground, Stands, and makes a melee [Strike](rules/actions/strike.md). The target is [flat-footed](rules/conditions.md#Flat-footed) against this [Strike](rules/actions/strike.md). If the [Strike](rules/actions/strike.md) hits, the target is [frightened](rules/conditions.md#Frightened) (or [frightened](rules/conditions.md#Frightened) on a critical hit).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/greater-constrict.md b/content/Mechanics/Rules/abilities/greater-constrict.md
new file mode 100644
index 000000000..13ff6c205
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/greater-constrict.md
@@ -0,0 +1,10 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Greater Constrict"]
+---
+# Greater Constrict [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+
+- **Activate**: Single Action
+
+The monster deals the listed amount of damage to any number of creatures [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [unconscious](rules/conditions.md#Unconscious), and a creature that succeeds is then temporarily immune to falling [unconscious](rules/conditions.md#Unconscious) from Greater Constrict for 1 minute.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/improved-grab.md b/content/Mechanics/Rules/abilities/improved-grab.md
new file mode 100644
index 000000000..41f4beb35
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/improved-grab.md
@@ -0,0 +1,10 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Improved Grab"]
+---
+# Improved Grab [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action")
+
+- **Activate**: Free Action
+
+The monster can use [Grab](rules/abilities/grab.md) as a free action triggered by a hit with its initial attack. A monster with [Improved Grab](rules/abilities/improved-grab.md) still needs to spend an action to extend the duration for creatures it already has [grabbed](rules/conditions.md#Grabbed).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/improved-knockdown.md b/content/Mechanics/Rules/abilities/improved-knockdown.md
new file mode 100644
index 000000000..f11ba0595
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/improved-knockdown.md
@@ -0,0 +1,10 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Improved Knockdown"]
+---
+# Improved Knockdown [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action")
+
+- **Activate**: Free Action
+
+The monster can use [Knockdown](rules/abilities/knockdown.md) as a free action triggered by a hit with its initial attack.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/improved-push.md b/content/Mechanics/Rules/abilities/improved-push.md
new file mode 100644
index 000000000..ad2841b7b
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/improved-push.md
@@ -0,0 +1,10 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Improved Push"]
+---
+# Improved Push [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action")
+
+- **Activate**: Free Action
+
+The monster can use [Push](rules/abilities/push.md) as a free action triggered by a hit with its initial attack.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/inhabit-object.md b/content/Mechanics/Rules/abilities/inhabit-object.md
new file mode 100644
index 000000000..16e25e950
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/inhabit-object.md
@@ -0,0 +1,10 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Inhabit Object"]
+---
+# Inhabit Object [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+
+- **Activate**: Single Action
+
+The ghost possesses an object of size [Large](rules/traits/large-b1.md "Large Size Trait") or smaller within 20 feet, making it an animated object (pages 20–21). This animated object's level can be no higher than the ghost's level – 2. If the target object is being held by a creature, the bearer can attempt a Will save to prevent the possession. This possession ends when the object is destroyed or the ghost leaves it. At this point, the ghost reappears in the object's square and can't Inhabit an Object again for `1d4` rounds.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/keen-eyes-gmg.md b/content/Mechanics/Rules/abilities/keen-eyes-gmg.md
new file mode 100644
index 000000000..e1cf80136
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/keen-eyes-gmg.md
@@ -0,0 +1,8 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Keen Eyes"]
+---
+# Keen Eyes
+
+Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/knockdown.md b/content/Mechanics/Rules/abilities/knockdown.md
new file mode 100644
index 000000000..1daf69244
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+++ b/content/Mechanics/Rules/abilities/knockdown.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Knockdown"]
+---
+# Knockdown [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+
+- **Activate**: Single Action
+- **Requirements**: The monster's last action was a success with a Strike that lists Knockdown in its damage entry.
+
+**Effect** The monster knocks the target [prone](rules/conditions.md#Prone).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/lacquered-botd.md b/content/Mechanics/Rules/abilities/lacquered-botd.md
new file mode 100644
index 000000000..534e97504
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/lacquered-botd.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Lacquered"]
+---
+# Lacquered
+
+During the process to create the skeleton, it was covered with several layers of an alchemical lacquer, giving its bones a golden hue and granting added protection. The skeleton gains acid resistance 5 and a +2 status bonus to saves against effects that age or erode the target.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/lifesense.md b/content/Mechanics/Rules/abilities/lifesense.md
new file mode 100644
index 000000000..c89034bf5
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+++ b/content/Mechanics/Rules/abilities/lifesense.md
@@ -0,0 +1,8 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Lifesense"]
+---
+# Lifesense
+
+Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/light-blindness.md b/content/Mechanics/Rules/abilities/light-blindness.md
new file mode 100644
index 000000000..8d0bc76aa
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+++ b/content/Mechanics/Rules/abilities/light-blindness.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Light Blindness"]
+---
+# Light Blindness
+
+When first exposed to bright light, the monster is [blinded](rules/conditions.md#Blinded) until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in [darkness](compendium/spells/darkness.md). However, as long as the monster is in an area of bright light, it's [dazzled](rules/conditions.md#Dazzled).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/local-lore-gmg.md b/content/Mechanics/Rules/abilities/local-lore-gmg.md
new file mode 100644
index 000000000..eb70e01e1
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/local-lore-gmg.md
@@ -0,0 +1,8 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Local Lore"]
+---
+# Local Lore
+
+When they first meet a given person from their home settlement, the NPC can automatically attempt one check to [Recall Knowledge](rules/actions/recall-knowledge.md) about that person. This uses the [Lore](compendium/skills.md#Lore) skill for that settlement.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/low-light-vision.md b/content/Mechanics/Rules/abilities/low-light-vision.md
new file mode 100644
index 000000000..3f56b02d6
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/low-light-vision.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Low-Light Vision"]
+---
+# Low-Light Vision
+
+The monster can see in dim light as though it were bright light, so it ignores the [concealed](rules/conditions.md#Concealed) condition due to dim light.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/malevolent-possession.md b/content/Mechanics/Rules/abilities/malevolent-possession.md
new file mode 100644
index 000000000..8f2892bd2
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+++ b/content/Mechanics/Rules/abilities/malevolent-possession.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Malevolent Possession"]
+---
+# Malevolent Possession [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")
+
+- **Activate**: Two-Action
+
+The ghost attempts to possess an adjacent corporeal creature. This has the same effect as the [possession](compendium/spells/possession.md) spell, except since the ghost doesn't have a physical body, it is unaffected by that restriction of the spell.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/moon-frenzy.md b/content/Mechanics/Rules/abilities/moon-frenzy.md
new file mode 100644
index 000000000..b8b17e498
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/moon-frenzy.md
@@ -0,0 +1,14 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+tags:
+- trait/polymorph
+- trait/primal
+- trait/transmutation
+aliases: ["Moon Frenzy"]
+---
+# Moon Frenzy
+[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait")
+
+
+When a full moon appears in the night sky, the werecreature must enter hybrid form, can't [Change Shape](rules/abilities/change-shape.md) thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/negative-healing-b2.md b/content/Mechanics/Rules/abilities/negative-healing-b2.md
new file mode 100644
index 000000000..9fe8b6902
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/negative-healing-b2.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Negative Healing"]
+---
+# Negative Healing
+
+A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/nimble-botd.md b/content/Mechanics/Rules/abilities/nimble-botd.md
new file mode 100644
index 000000000..392b7987c
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/nimble-botd.md
@@ -0,0 +1,8 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Nimble"]
+---
+# Nimble
+
+The skeleton is particularly fast and nimble. Its land Speed increases by 10 feet and it has a climb Speed of 20 feet. In addition, it gains the Nimble Dodge reaction (Core Rulebook 183).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/poison.md b/content/Mechanics/Rules/abilities/poison.md
new file mode 100644
index 000000000..e46c31219
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/poison.md
@@ -0,0 +1,8 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Poison"]
+---
+# Poison
+
+When a creature is exposed to a monster's poison, it attempts a Fortitude save to avoid becoming poisoned. The level of a poison is the level of the monster inflicting the poison. The poison follows the rules for afflictions found on page 457 of the Pathfinder Core Rulebook.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/push.md b/content/Mechanics/Rules/abilities/push.md
new file mode 100644
index 000000000..d8ba246dc
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/push.md
@@ -0,0 +1,11 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Push"]
+---
+# Push [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+
+- **Activate**: Single Action
+- **Requirements**: The monster's last action was a success with a Strike that lists Push in its damage entry.
+
+**Effect** The monster automatically knocks the target away from the monster. Unless otherwise noted in the ability description, the creature is pushed 5 feet. If the attack was a critical hit, this distance is doubled.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/quick-transcription-gmg.md b/content/Mechanics/Rules/abilities/quick-transcription-gmg.md
new file mode 100644
index 000000000..8b364d350
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/quick-transcription-gmg.md
@@ -0,0 +1,8 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Quick Transcription"]
+---
+# Quick Transcription
+
+The NPC can attempt to copy a document faster than normal, provided they don't alter the content. They attempt a [Scribing Lore](compendium/skills.md#Lore) check, completing the task in half the time on a success (one-quarter on a critical success).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/regeneration.md b/content/Mechanics/Rules/abilities/regeneration.md
new file mode 100644
index 000000000..c65842463
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/regeneration.md
@@ -0,0 +1,8 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Regeneration"]
+---
+# Regeneration
+
+This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [dying](rules/conditions.md#Dying) condition never increases beyond [dying](rules/conditions.md#Dying) as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to [dying](rules/conditions.md#Dying).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/rejuvenation-ghost.md b/content/Mechanics/Rules/abilities/rejuvenation-ghost.md
new file mode 100644
index 000000000..0ccb32146
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/rejuvenation-ghost.md
@@ -0,0 +1,13 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+tags:
+- trait/divine
+- trait/necromancy
+aliases: ["Rejuvenation (Ghost)"]
+---
+# Rejuvenation (Ghost)
+[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait")
+
+
+When a ghost is destroyed, it re-forms after `2d4` days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/rend.md b/content/Mechanics/Rules/abilities/rend.md
new file mode 100644
index 000000000..7d3ae2867
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/rend.md
@@ -0,0 +1,11 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Rend"]
+---
+# Rend [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+
+- **Activate**: Single Action
+- **Requirements**: The monster hit the same enemy with two consecutive [Strikes](rules/actions/strike.md) of the listed type in the same round.
+
+**Effect** A Rend entry lists a [Strike](rules/actions/strike.md) the monster has. The monster automatically deals that [Strike](rules/actions/strike.md)'s damage again to the enemy.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/retributive-strike.md b/content/Mechanics/Rules/abilities/retributive-strike.md
new file mode 100644
index 000000000..eda67a3c5
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/retributive-strike.md
@@ -0,0 +1,11 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Retributive Strike"]
+---
+# Retributive Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")
+
+- **Activate**: Reaction
+- **Trigger**: An enemy damages the monster's ally, and both are within 15 feet of the monster.
+
+**Effect** The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee [Strike](rules/actions/strike.md) against it.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/rotten-botd.md b/content/Mechanics/Rules/abilities/rotten-botd.md
new file mode 100644
index 000000000..e9547d296
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/rotten-botd.md
@@ -0,0 +1,10 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Rotten"]
+---
+# Rotten
+
+The bones of this skeleton are black and rotten, having spent years in polluted water or some other foul substance. The skeleton loses its resistance to piercing and slashing damage and is surrounded by a horrific stench in a 10-foot aura. A creature entering or starting its turn in the aura must succeed at a Fortitude save against the standard DC of the skeleton's level or become [sickened](rules/conditions.md#Sickened) (plus [slowed](rules/conditions.md#Slowed) for as long as it remains [sickened](rules/conditions.md#Sickened) on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the [sickened](rules/conditions.md#Sickened) condition. A creature that succeeds at its save is temporarily immune for 1 minute.
+
+This stench remains for 1 hour after the rotten skeleton has been destroyed unless the bones are burned, or the rot is washed away with at least 1 gallon of water.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/scent.md b/content/Mechanics/Rules/abilities/scent.md
new file mode 100644
index 000000000..337b7e6a7
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/scent.md
@@ -0,0 +1,10 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Scent"]
+---
+# Scent
+
+Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma)
+
+If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of [scent](rules/abilities/scent.md) abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/screaming-skull.md b/content/Mechanics/Rules/abilities/screaming-skull.md
new file mode 100644
index 000000000..5a972344a
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/screaming-skull.md
@@ -0,0 +1,16 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+tags:
+- trait/auditory
+- trait/emotion
+- trait/fear
+- trait/mental
+aliases: ["Screaming Skull"]
+---
+# Screaming Skull [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")
+[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait")
+
+- **Activate**: Two-Action
+
+The skeleton removes its skull and throws it, making a jaws attack with a range of 20 feet. It then attempts to [Demoralize](rules/actions/demoralize.md) each foe within 10 feet of the target. The head bounces, rolls, or even flies back, returning to the skeleton at the start of its next turn. The skeleton is blind until then.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/shield-block.md b/content/Mechanics/Rules/abilities/shield-block.md
new file mode 100644
index 000000000..d70a00ad8
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/shield-block.md
@@ -0,0 +1,11 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Shield Block"]
+---
+# Shield Block [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")
+
+- **Activate**: Reaction
+- **Trigger**: The monster has its shield raised and takes damage from a physical attack.
+
+**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/site-bound.md b/content/Mechanics/Rules/abilities/site-bound.md
new file mode 100644
index 000000000..f2141bea3
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/site-bound.md
@@ -0,0 +1,8 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Site Bound"]
+---
+# Site Bound
+
+A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/skeleton-of-roses-b3.md b/content/Mechanics/Rules/abilities/skeleton-of-roses-b3.md
new file mode 100644
index 000000000..0c139ec50
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/skeleton-of-roses-b3.md
@@ -0,0 +1,8 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Skeleton of Roses"]
+---
+# Skeleton of Roses
+
+Thick briars have grown through the skeleton's bones, covering it in red roses with inch-long thorns. The skeleton's unarmed melee [Strikes](rules/actions/strike.md) deal additional piercing damage equal to 1/3 the skeleton's level (minimum 1 damage). At the end of each of its turns, if the skeleton has caused piercing damage with its thorns, it regains HP equal to its level (minimum 1). Each time the skeleton regains HP in this way, another rose blossoms.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/sneak-attack.md b/content/Mechanics/Rules/abilities/sneak-attack.md
new file mode 100644
index 000000000..65c491556
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/sneak-attack.md
@@ -0,0 +1,8 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Sneak Attack"]
+---
+# Sneak Attack
+
+When the monster [Strikes](rules/actions/strike.md) a creature that has the [flat-footed](rules/conditions.md#Flat-footed) condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/swallow-whole.md b/content/Mechanics/Rules/abilities/swallow-whole.md
new file mode 100644
index 000000000..76b0187b5
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/swallow-whole.md
@@ -0,0 +1,17 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+tags:
+- trait/attack
+aliases: ["Swallow Whole"]
+---
+# Swallow Whole [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+[attack](rules/traits/attack.md "Attack Combat Trait")
+
+- **Activate**: Single Action
+
+The monster attempts to swallow a creature of the listed size or smaller that it has [grabbed](rules/conditions.md#Grabbed) in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an [Athletics](compendium/skills.md#Athletics) check opposed by the [grabbed](rules/conditions.md#Grabbed) creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to [Strike](rules/actions/strike.md) or Grab once again. The monster can't attack creatures it has swallowed.
+
+A swallowed creature is [grabbed](rules/conditions.md#Grabbed), is [slowed](rules/conditions.md#Slowed), and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [Escapes](rules/actions/escape.md) this ability's [grabbed](rules/conditions.md#Grabbed) condition, it exits through the monster's mouth. This frees any other creature [grabbed](rules/conditions.md#Grabbed) in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is [flat-footed](rules/conditions.md#Flat-footed) against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
+
+If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/swarm-mind.md b/content/Mechanics/Rules/abilities/swarm-mind.md
new file mode 100644
index 000000000..166b16da6
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/swarm-mind.md
@@ -0,0 +1,8 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Swarm Mind"]
+---
+# Swarm Mind
+
+This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/telekinetic-assault.md b/content/Mechanics/Rules/abilities/telekinetic-assault.md
new file mode 100644
index 000000000..dfbbd5342
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/telekinetic-assault.md
@@ -0,0 +1,14 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+tags:
+- trait/divine
+- trait/evocation
+aliases: ["Telekinetic Assault"]
+---
+# Telekinetic Assault [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")
+[divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait")
+
+- **Activate**: Two-Action
+
+The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take `1d6` bludgeoning damage + `1d6` per 2 levels, subject to a basic Reflex save.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/telepathy.md b/content/Mechanics/Rules/abilities/telepathy.md
new file mode 100644
index 000000000..5ae8655c2
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/telepathy.md
@@ -0,0 +1,14 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+tags:
+- trait/aura
+- trait/divination
+- trait/magical
+aliases: ["Telepathy"]
+---
+# Telepathy
+[aura](rules/traits/aura.md "Aura Combat Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait")
+
+
+A monster with [telepathy](compendium/spells/telepathy.md) can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/throw-rock.md b/content/Mechanics/Rules/abilities/throw-rock.md
new file mode 100644
index 000000000..7e76d317f
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/throw-rock.md
@@ -0,0 +1,10 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Throw Rock"]
+---
+# Throw Rock [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+
+- **Activate**: Single Action
+
+The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged [Strike](rules/actions/strike.md).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/trample.md b/content/Mechanics/Rules/abilities/trample.md
new file mode 100644
index 000000000..3d0aaaefa
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/trample.md
@@ -0,0 +1,10 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Trample"]
+---
+# Trample [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")
+
+- **Activate**: Three-Action
+
+The monster [Strides](rules/actions/stride.md) up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed [Strike](rules/actions/strike.md), but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/tremorsense.md b/content/Mechanics/Rules/abilities/tremorsense.md
new file mode 100644
index 000000000..0c0cd3f2d
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/tremorsense.md
@@ -0,0 +1,8 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Tremorsense"]
+---
+# Tremorsense
+
+Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/troop-defenses-b3.md b/content/Mechanics/Rules/abilities/troop-defenses-b3.md
new file mode 100644
index 000000000..61c021a9c
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/troop-defenses-b3.md
@@ -0,0 +1,8 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Troop Defenses"]
+---
+# Troop Defenses
+
+Troops are composed of many individuals, and over the course of enough attacks and downed comrades, troops shrink in size. Most troops start with 16 squares (4 by 4), and their Hit Points have two listed thresholds, typically the first is at 2/3 their maximum Hit Points and the second is at 1/3 their maximum Hit Points. Once the troop drops below the first threshold, it loses 4 squares, leaving 12 squares remaining, and the first threshold becomes the troop's new maximum Hit Points. Once the troop falls below the second threshold, it loses another 4 squares, leaving 8 squares remaining, and the second threshold becomes the troop's new maximum Hit Points. In order to restore its size and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. At 0 Hit Points, the troop is reduced down to 4 squares, which is too few to sustain the troop, so it disperses entirely, with the few remaining members surrendering, [fleeing](rules/conditions.md#Fleeing), or easily dispatched, depending on their nature. A damaging single-target effect, such as a [Strike](rules/actions/strike.md), can't force a troop to pass through more than one threshold at once. For instance, if a troop had 60 Hit Points, with thresholds at 40 and 20, a [Strike](rules/actions/strike.md) for 50 damage would leave the troop at 21 Hit Points, just above the second threshold. A damaging area effect or multi-target effect can cross multiple thresholds at once and could potentially destroy the entire troop in one shot. Non-damaging effects with an area or that target all creatures in a certain proximity affect a troop normally if they affect the entire area occupied by the troop. If an effect has a smaller area or numbers of targets, it typically has no effect on the troop. However, if the effect can target at least four creatures or cover at least four squares in the troop, and if it would prevent its targets from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more, the troop loses a number of Hit Points equal to the amount required to bring it to the next threshold, removing 4 squares. If an effect would both deal damage and automatically cross a threshold due to incapacitating some of the creatures in the troop, apply the damage first. If the damage wasn't enough to cross a threshold on its own, then reduce the Hit Points to cross the threshold for the incapacitating effect.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/warpwave-aoe6.md b/content/Mechanics/Rules/abilities/warpwave-aoe6.md
new file mode 100644
index 000000000..06ac8dc84
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/warpwave-aoe6.md
@@ -0,0 +1,19 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Warpwave"]
+---
+# Warpwave
+
+Many proteans can inflict disorienting alterations in time and space called warpwaves. When a creature fails its saving throw and is affected by a warpwave, roll `1d8` and consult the table below for the specific effect on that creature. Unless indicated otherwise, a warpwave effect lasts for `1d4` rounds, and a new warpwave effect negates any previous warpwave effect already affecting a creature.
+
+| `D8` | Warpwave Effect |
+|------|-----------------|
+| 1 | [Clumsy](rules/conditions.md#Clumsy) ([clumsy](rules/conditions.md#Clumsy) on a critical failure) |
+| 2 | [Confused](rules/conditions.md#Confused) and gains `4d6` temporary Hit Points |
+| 3 | [Dazzled](rules/conditions.md#Dazzled) (permanent on a critical failure) |
+| 4 | [Enfeebled](rules/conditions.md#Enfeebled) (3 on a critical failure) |
+| 5 | [Immobilized](rules/conditions.md#Immobilized) by filaments of energy |
+| 6 | [Quickened](rules/conditions.md#Quickened) ([Stride](rules/actions/stride.md), [Strike](rules/actions/strike.md), or [Step](rules/actions/step.md) only) |
+| 7 | [Slowed](rules/conditions.md#Slowed) |
+| 8 | [Stupefied](rules/conditions.md#Stupefied) (3 on a critical failure) |
\ No newline at end of file
diff --git a/content/Mechanics/Rules/abilities/wavesense.md b/content/Mechanics/Rules/abilities/wavesense.md
new file mode 100644
index 000000000..fe1ba3167
--- /dev/null
+++ b/content/Mechanics/Rules/abilities/wavesense.md
@@ -0,0 +1,8 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-ability
+aliases: ["Wavesense"]
+---
+# Wavesense
+
+This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/accidental-shot-g-g.md b/content/Mechanics/Rules/actions/accidental-shot-g-g.md
new file mode 100644
index 000000000..58ce2d1f2
--- /dev/null
+++ b/content/Mechanics/Rules/actions/accidental-shot-g-g.md
@@ -0,0 +1,18 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/archetype/unexpected-sharpshooter-g-g
+- compendium/src/pf2e/g&g
+- trait/fortune
+aliases: ["Accidental Shot"]
+---
+# Accidental Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")
+[fortune](rules/traits/fortune.md "Fortune Effect Trait")
+*Source: Guns & Gears p. 142*
+
+**Archetype** [Unexpected Sharpshooter](compendium/character/archetypes/unexpected-sharpshooter-g-g.md)
+- **Frequency**: once per day
+- **Activity**: Two-Action
+
+You make a [Strike](rules/actions/strike.md) with a ranged weapon, rolling the attack and damage twice and using the better results for each. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/act-together-som.md b/content/Mechanics/Rules/actions/act-together-som.md
new file mode 100644
index 000000000..89f3514e6
--- /dev/null
+++ b/content/Mechanics/Rules/actions/act-together-som.md
@@ -0,0 +1,23 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/class/summoner-som
+- compendium/src/pf2e/som
+- trait/summoner
+- trait/tandem
+aliases: ["Act Together"]
+---
+# Act Together [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"))
+[summoner](rules/traits/summoner-som.md "Summoner Class Trait") [tandem](rules/traits/tandem-som.md "Tandem Action & Ability Trait")
+*Source: Secrets of Magic p. 53*
+
+**Class** summoner
+- **Frequency**: once per round
+- **Activity**: Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"))
+
+You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action.
+
+For example, if you spent 2 actions to Act Together, you could cast [burning hands](compendium/spells/burning-hands.md) (2 actions) and your eidolon could [Strike](rules/actions/strike.md) (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could [Stride](rules/actions/stride.md) (1 action).
+
+This lets you each use separate exploration activities like [Avoid Notice](rules/actions/avoid-notice.md) as you travel (Core Rulebook 496).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/actions.md b/content/Mechanics/Rules/actions/actions.md
new file mode 100644
index 000000000..deccea449
--- /dev/null
+++ b/content/Mechanics/Rules/actions/actions.md
@@ -0,0 +1,291 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-index
+---
+# Index of Actions
+
+- [Accidental Shot](accidental-shot-g-g.md)
+- [Act Together](act-together-som.md)
+- [Activate an Item](activate-an-item.md)
+- [Administer](administer-aoa2.md)
+- [Administer First Aid](administer-first-aid.md)
+- [Affix a Fulu](affix-a-fulu-som.md)
+- [Affix a Talisman](affix-a-talisman.md)
+- [Aid](aid.md)
+- [Amulet's Abeyance](amulets-abeyance-da.md)
+- [Anadi Venom](anadi-venom-lome.md)
+- [Approach Duneshadow](approach-duneshadow-aoa5.md)
+- [Arcane Cascade](arcane-cascade-som.md)
+- [Arrest a Fall](arrest-a-fall.md)
+- [Attack of Opportunity](attack-of-opportunity.md)
+- [Automaton Aim](automaton-aim-g-g.md)
+- [Avert Gaze](avert-gaze.md)
+- [Avoid Notice](avoid-notice.md)
+- [Balance](balance.md)
+- [Barbed Quills](barbed-quills-lome.md)
+- [Base Kinesis](base-kinesis-roe.md)
+- [Befriend a Local](befriend-a-local-aoa0.md)
+- [Blend In](blend-in-aoa5.md)
+- [Board](board-gmg.md)
+- [Borrow an Arcane Spell](borrow-an-arcane-spell.md)
+- [Break Them Down](break-them-down-loil.md)
+- [Breaking and Entering](breaking-and-entering-aoa5.md)
+- [Breaking the Chains](breaking-the-chains-aoa5.md)
+- [Bribe Contact](bribe-contact-gmg.md)
+- [Build Connections](build-connections-aoa5.md)
+- [Build Infirmary](build-infirmary-aoa2.md)
+- [Build Library](build-library-aoa2.md)
+- [Build Training Facility](build-training-facility-aoa2.md)
+- [Build Workshop (Crafting)](build-workshop-crafting-aoa2.md)
+- [Bullying Press](bullying-press-gmg.md)
+- [Burrow](burrow.md)
+- [Calculate Threats](calculate-threats-da.md)
+- [Call on Ancient Blood](call-on-ancient-blood.md)
+- [Call to Axis](call-to-axis-lome.md)
+- [Camp in the Mwangi Jungle](camp-in-the-mwangi-jungle-aoa2.md)
+- [Cast a Spell](cast-a-spell.md)
+- [Change Shape (Beastkin)](change-shape-beastkin-loag.md)
+- [Change Shape (Kitsune)](change-shape-kitsune-loag.md)
+- [Change Tradition Focus](change-tradition-focus-gmg.md)
+- [Channel Elements](channel-elements-roe.md)
+- [Check the Walls](check-the-walls-aoa4.md)
+- [Clean](clean-aoa2.md)
+- [Cleanse Soul Path](cleanse-soul-path-som.md)
+- [Clear a Path](clear-a-path-g-g.md)
+- [Clear Courtyard](clear-courtyard-aoa2.md)
+- [Climb](climb.md)
+- [Clue In](clue-in-apg.md)
+- [Coerce](coerce.md)
+- [Command an Animal](command-an-animal.md)
+- [Conceal an Object](conceal-an-object.md)
+- [Conduct Energy](conduct-energy-loag.md)
+- [Confident Finisher](confident-finisher-apg.md)
+- [Contact Steel Falcons](contact-steel-falcons-aoa5.md)
+- [Convince Mengkare](convince-mengkare-aoa6.md)
+- [Cover Tracks](cover-tracks.md)
+- [Covered Reload](covered-reload-g-g.md)
+- [Craft Disharmonic Instrument](craft-disharmonic-instrument-lomm.md)
+- [Craft](craft.md)
+- [Cram](cram-sot1.md)
+- [Crawl](crawl.md)
+- [Create a Diversion](create-a-diversion.md)
+- [Create Forgery](create-forgery.md)
+- [Cunning Disguise](cunning-disguise-aoa5.md)
+- [Deadly Traps](deadly-traps-aoa5.md)
+- [Debilitating Strike](debilitating-strike.md)
+- [Deceptive Sidestep](deceptive-sidestep-gmg.md)
+- [Decipher Writing](decipher-writing.md)
+- [Deconstruct](deconstruct-tv.md)
+- [Deduce Traditions](deduce-traditions-aoa4.md)
+- [Defend](defend.md)
+- [Delay](delay.md)
+- [Demoralize](demoralize.md)
+- [Destructive Vengeance](destructive-vengeance-apg.md)
+- [Detect Magic](detect-magic.md)
+- [Devise a Stratagem](devise-a-stratagem-apg.md)
+- [Dimensional Interference](dimensional-interference-aoa5.md)
+- [Disable a Device](disable-a-device.md)
+- [Disarm](disarm.md)
+- [Discover](discover-gmg.md)
+- [Dismiss](dismiss.md)
+- [Dispel a Disguise](dispel-a-disguise-aoa5.md)
+- [Dispelling Bullet](dispelling-bullet-g-g.md)
+- [Distract Guards](distract-guards-aoa6.md)
+- [Diviner on Duty](diviner-on-duty-aoa5.md)
+- [Do I Know You?](do-i-know-you-aoa5.md)
+- [Drain Bonded Item](drain-bonded-item.md)
+- [Drifter's Wake](drifters-wake-g-g.md)
+- [Drink from the Chalice](drink-from-the-chalice-da.md)
+- [Drive](drive-gmg.md)
+- [Drop Prone](drop-prone.md)
+- [Dueling Counter](dueling-counter-gmg.md)
+- [Earn Income](earn-income.md)
+- [Elemental Blast](elemental-blast-roe.md)
+- [Energy Emanation](energy-emanation-locg.md)
+- [Energy Shot](energy-shot-g-g.md)
+- [Envenom](envenom-loil.md)
+- [Escape](escape.md)
+- [Expeditious Inspection](expeditious-inspection-apg.md)
+- [Explode](explode-g-g.md)
+- [Exploit Vulnerability](exploit-vulnerability-da.md)
+- [Extract Element](extract-element-roe.md)
+- [Fade Into Daydreams](fade-into-daydreams-da.md)
+- [Feint](feint.md)
+- [Fight the Fire](fight-the-fire-aoa6.md)
+- [Find the Cells](find-the-cells-aoa5.md)
+- [Finish the Job](finish-the-job-g-g.md)
+- [Fling Magic](fling-magic-da.md)
+- [Flurry of Blows](flurry-of-blows.md)
+- [Fly](fly.md)
+- [Follow the Expert](follow-the-expert.md)
+- [Force Open](force-open.md)
+- [Forge Documents](forge-documents-aoa5.md)
+- [Forge Documents](forge-documents-gmg.md)
+- [Fortify Camp](fortify-camp-gmg.md)
+- [Gain Contact](gain-contact-gmg.md)
+- [Gather Information](gather-information-aoa5.md)
+- [Gather Information](gather-information.md)
+- [Ghost Shot](ghost-shot-g-g.md)
+- [Glimpse of Redemption](glimpse-of-redemption.md)
+- [Gossip](gossip-gmg.md)
+- [Grab an Edge](grab-an-edge.md)
+- [Grapple](grapple.md)
+- [Grim Swagger](grim-swagger-g-g.md)
+- [Grow](grow-tv.md)
+- [Guild Investigation](guild-investigation-aoa4.md)
+- [Harvest Heartsliver](harvest-heartsliver-lomm.md)
+- [Haul Supplies](haul-supplies-aoa5.md)
+- [Hide](hide.md)
+- [High Jump](high-jump.md)
+- [Host Event](host-event-aoa5.md)
+- [Hunt Prey](hunt-prey.md)
+- [Hunt the Animals](hunt-the-animals-aoa2.md)
+- [Hustle](hustle.md)
+- [Identify Alchemy](identify-alchemy.md)
+- [Identify Magic](identify-magic.md)
+- [Impersonate](impersonate.md)
+- [Implement's Interruption](implements-interruption-da.md)
+- [Impromptu Tour](impromptu-tour-aoa5.md)
+- [Influence](influence-gmg.md)
+- [Influence Guild](influence-guild-aoa5.md)
+- [Influence Regent](influence-regent-aoa4.md)
+- [Intensify Vulnerability](intensify-vulnerability-da.md)
+- [Interact](interact.md)
+- [Into the Fray](into-the-fray-g-g.md)
+- [Invest an Item](invest-an-item.md)
+- [Investigate Chamber](investigate-chamber-aoa6.md)
+- [Investigate](investigate.md)
+- [Invigorating Fear](invigorating-fear-loag.md)
+- [Invoke Celestial Privilege](invoke-celestial-privilege.md)
+- [Iron Command](iron-command-apg.md)
+- [Issue Challange](issue-challange-aoa5.md)
+- [Leap](leap.md)
+- [Learn a Spell](learn-a-spell.md)
+- [Learn Name](learn-name-som.md)
+- [Liberating Step](liberating-step.md)
+- [Lie](lie.md)
+- [Living Fortification](living-fortification-g-g.md)
+- [Locked Doors](locked-doors-aoa5.md)
+- [Long Jump](long-jump.md)
+- [Long-Term Rest](long-term-rest.md)
+- [Loot the Vaults](loot-the-vaults-aoa5.md)
+- [Make an Impression](make-an-impression.md)
+- [Make General Repairs](make-general-repairs-aoa2.md)
+- [Maneuver in Flight](maneuver-in-flight.md)
+- [Manifest Eidolon](manifest-eidolon-som.md)
+- [Map the Area](map-the-area-gmg.md)
+- [Master Strike](master-strike.md)
+- [Mighty Rage](mighty-rage.md)
+- [Mirror's Reflection](mirrors-reflection-da.md)
+- [Mount](mount.md)
+- [Mutagenic Flashback](mutagenic-flashback.md)
+- [Obstructed Route](obstructed-route-aoa5.md)
+- [One Shot, One Kill](one-shot-one-kill-g-g.md)
+- [Opportune Riposte](opportune-riposte-apg.md)
+- [Organize Labor](organize-labor-aoa2.md)
+- [Overdrive](overdrive-g-g.md)
+- [Palm an Object](palm-an-object.md)
+- [Pander to the Crowd](pander-to-the-crowd-aoa5.md)
+- [Perform](perform.md)
+- [Pick a Lock](pick-a-lock.md)
+- [Pistolero's Retort](pistoleros-retort-g-g.md)
+- [Point Out](point-out.md)
+- [Pointed Question](pointed-question-apg.md)
+- [Position the Hunters](position-the-hunters-aoa2.md)
+- [Practical Research](practical-research-sot1.md)
+- [Psychic Defense](psychic-defense-da.md)
+- [Pursue a Lead](pursue-a-lead-apg.md)
+- [Quick Alchemy](quick-alchemy.md)
+- [Quick Tincture](quick-tincture-apg.md)
+- [Raconteur's Reload](raconteurs-reload-g-g.md)
+- [Rage](rage.md)
+- [Raise a Shield](raise-a-shield.md)
+- [Raise Neck](raise-neck-loil.md)
+- [Rally](rally-gmg.md)
+- [Ready](ready.md)
+- [Rebuild Battlements](rebuild-battlements-aoa2.md)
+- [Rebuild Collapsed Stairs](rebuild-collapsed-stairs-aoa2.md)
+- [Recall Ammunition](recall-ammunition-g-g.md)
+- [Recall Knowledge](recall-knowledge.md)
+- [Recall The Teachings](recall-the-teachings-da.md)
+- [Recenter](recenter-da.md)
+- [Reconnoiter](reconnoiter-gmg.md)
+- [Refocus](refocus.md)
+- [Release](release.md)
+- [Reloading Strike](reloading-strike-g-g.md)
+- [Repair Crumbled Walls](repair-crumbled-walls-aoa2.md)
+- [Repair Huntergate](repair-huntergate-aoa2.md)
+- [Repair](repair.md)
+- [Repeat a Spell](repeat-a-spell.md)
+- [Request](request.md)
+- [Rescue Citizens](rescue-citizens-aoa6.md)
+- [Research](research-gmg.md)
+- [Restore The Mind](restore-the-mind-da.md)
+- [Retraining](retraining.md)
+- [Retributive Strike](retributive-strike.md)
+- [Ring Bell](ring-bell-da.md)
+- [Run Over](run-over-gmg.md)
+- [Scout Duneshadow](scout-duneshadow-aoa5.md)
+- [Scout Location](scout-location-gmg.md)
+- [Scout the Facility](scout-the-facility-aoa5.md)
+- [Scout](scout.md)
+- [Search](search.md)
+- [Secure Disguises](secure-disguises-aoa5.md)
+- [Secure Disguises](secure-disguises-gmg.md)
+- [Secure Invitation](secure-invitation-aoa5.md)
+- [Seek the Animals](seek-the-animals-aoa2.md)
+- [Seek the Hidden Forge](seek-the-hidden-forge-aoa4.md)
+- [Seek](seek.md)
+- [Selfish Shield](selfish-shield-apg.md)
+- [Sense Direction](sense-direction.md)
+- [Sense Motive](sense-motive.md)
+- [Sense Weakness](sense-weakness-gmg.md)
+- [Share Senses](share-senses-som.md)
+- [Shove](shove.md)
+- [Siegebreaker](siegebreaker-g-g.md)
+- [Smooth the Path](smooth-the-path-aoa5.md)
+- [Smuggled](smuggled-aoa5.md)
+- [Sneak](sneak.md)
+- [Spellstrike](spellstrike-som.md)
+- [Spinning Crush](spinning-crush-g-g.md)
+- [Spring the Trap](spring-the-trap-loil.md)
+- [Squeeze](squeeze.md)
+- [Stand](stand.md)
+- [Steal Keys](steal-keys-aoa5.md)
+- [Steal](steal.md)
+- [Step](step.md)
+- [Stop](stop-gmg.md)
+- [Stride](stride.md)
+- [Strike](strike.md)
+- [Study](study-sot1.md)
+- [Subsist](subsist.md)
+- [Sustain a Spell](sustain-a-spell.md)
+- [Sustain an Activation](sustain-an-activation.md)
+- [Swim](swim.md)
+- [Tail Toxin](tail-toxin-apg.md)
+- [Take a Breather](take-a-breather-gmg.md)
+- [Take Control](take-control-gmg.md)
+- [Take Cover](take-cover.md)
+- [Tap Ley Line](tap-ley-line-som.md)
+- [Ten Paces](ten-paces-g-g.md)
+- [That's Not Everyone](thats-not-everyone-aoa5.md)
+- [Thoughtful Reload](thoughtful-reload-g-g.md)
+- [Threatening Approach](threatening-approach-locg.md)
+- [Topple Crates](topple-crates-aoa3.md)
+- [Touch and Go](touch-and-go-loil.md)
+- [Toxic Skin](toxic-skin-lome.md)
+- [Track](track.md)
+- [Travel](travel-gmg.md)
+- [Treat Disease](treat-disease.md)
+- [Treat Poison](treat-poison.md)
+- [Treat Wounds](treat-wounds.md)
+- [Trip](trip.md)
+- [Tumble Through](tumble-through.md)
+- [Unexpected Falcons](unexpected-falcons-aoa5.md)
+- [Unexpected Patrol](unexpected-patrol-aoa5.md)
+- [Unleash Psyche](unleash-psyche-da.md)
+- [Upgrade Defenses](upgrade-defenses-aoa2.md)
+- [Venom Draw](venom-draw-loil.md)
+- [Vital Shot](vital-shot-g-g.md)
+- [Wicked Thorns](wicked-thorns-loil.md)
+- [Wind Them Up](wind-them-up-loil.md)
diff --git a/content/Mechanics/Rules/actions/activate-an-item.md b/content/Mechanics/Rules/actions/activate-an-item.md
new file mode 100644
index 000000000..f2d550700
--- /dev/null
+++ b/content/Mechanics/Rules/actions/activate-an-item.md
@@ -0,0 +1,61 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/basic
+- compendium/src/pf2e/crb
+aliases: ["Activate an Item"]
+---
+# Activate an Item (basic) [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies")
+*Source: Core Rulebook p. 532*
+
+
+- **Requirements**: You can Activate an Item with the [invested](rules/traits/invested.md "Invested Item Trait") trait only if it's invested by you. If the item requires you to [Interact](rules/actions/interact.md) with it, you must be wielding it (if it's a held item) or touching it with a free hand (if it's another type of item).
+- **Activity**: Varies
+
+You call forth the effect of an item by properly activating it. This is a special activity that takes a variable number of actions, as listed in the item's stat block.
+
+Some items can be activated as a reaction or free action. In this case, you Activate the Item as a reaction or free action (as appropriate) instead of as an activity. Such cases are noted in the item's Activate entry in its stat block—for example, "**Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command."
+
+**Long Activation Times** Some items take minutes or hours to activate. The Activate an Item activity for these items includes a mix of the listed activation components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while activating such an item, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these activations have the [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") trait, and you can't activate them in an encounter. If combat breaks out while you're activating one, your activation is disrupted (see the Disrupting Activations sidebar).
+
+**Activation Components** Each activation entry lists any components involved in the activation after the action icons or text, such as "[>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command." The activation components, described below, add traits (listed in parentheses) and requirements to the activation. If you can't provide the components, you fail to Activate the Item.
+
+- Command ([auditory](rules/traits/auditory.md "Auditory Effect Trait"), [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"))
+- Envision ([concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"))
+- [Interact](rules/actions/interact.md) ([manipulate](rules/traits/manipulate.md "Manipulate General Trait"))
+- [Cast a Spell](rules/actions/cast-a-spell.md)
+
+Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity.
+
+Activating an Item works much like [Casting a Spell](rules/actions/cast-a-spell.md), in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item's Activate entry.
+
+If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description.
+
+Activations are not necessarily magical—for instance, drinking an alchemical elixir isn't usually a magical effect.
+
+> [!pf2-brown] DISRUPTING ACTIVATIONS
+>
+> Some abilities and effects can disrupt the process of [Activating an Item](rules/actions/activate-an-item.md). If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends.
+
+**Activation Components.** An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below.
+
+**Command.** This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait")s. You must be able to speak to provide this component.
+
+**Envision.** This component is a specific image or phenomenon you need to imagine. Activate an Item gains the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait").
+
+**Interact.** This component works like the Interact basic action.
+
+Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action.
+
+**Cast a Spell.** If an item lists "[Cast a Spell](rules/actions/cast-a-spell.md)" after "Activate," the activation requires you to use the [Cast a Spell](rules/actions/cast-a-spell.md) activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component.
+
+If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it.
+
+In this case, Activate an Item gains all the traits from the relevant components of the [Cast a Spell](rules/actions/cast-a-spell.md) activity.
+
+**Limited Activations.** Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesn't refresh if another creature later invests or tries to activate the item.
+
+**Sustaining Activations.** Some items, once activated, have effects that can be sustained if you concentrate on them. This works much
+
+**Dismissing Activations.** Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/administer-aoa2.md b/content/Mechanics/Rules/actions/administer-aoa2.md
new file mode 100644
index 000000000..1019abd44
--- /dev/null
+++ b/content/Mechanics/Rules/actions/administer-aoa2.md
@@ -0,0 +1,30 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action
+- compendium/src/pf2e/aoa2
+- trait/concentrate
+- trait/downtime
+- trait/linguistic
+- trait/mental
+aliases: ["Administer"]
+---
+# Administer
+[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait")
+*Source: Age of Ashes #2: Cult of Cinders p. 72*
+
+
+You spend the day attending to administrative needs related to running Citadel Altaerein. The Administer activity can be used to undo poor public relations from the use of [Deception](compendium/skills.md#Deception) or [Intimidation](compendium/skills.md#Intimidation) to [Organize Labor](rules/actions/organize-labor-aoa2.md), but it is also used to maintain relations with groups you make contact with over the course of the Age of Ashes campaign.
+
+Only one person can attempt to Administer per day (though others can [Aid](rules/actions/aid.md)), and once the castle has been Administered, no one else can Administer until after the interval specified in the result. However, the GM might allow exceptions to this if, for instance, the group is about to go on an adventure and wants to make sure the citadel runs smoothly while they're gone.
+
+If you perform downtime activities involving Citadel Altaerein when it's not successfully Administered, you take a –4 circumstance penalty to your checks.
+
+Administering requires a successful DC 20 [Society](compendium/skills.md#Society) check (although for special actions later in the Adventure Path, this DC may change). You can pay a seneschal (see [Hired Help](rules/tables/hired-help-aoa2.md)) to attend to Citadel Altaerein's administrative needs. As long as the seneschal is paid, the weekly requirement to Administer is automatically a success (but never a critical success).
+
+> [!success-degree]
+> - **Critical Success** You facilitate the prosperity of the citadel. The citadel functions smoothly for 1 month. In addition, during this time you gain a +2 circumstance bonus to all checks to [Organize Labor](rules/actions/organize-labor-aoa2.md).
+> - **Success** Citadel Altaerein functions smoothly for 1 week.
+> - **Failure** Citadel Altaerein is not Administered, but you can try again the next day.
+> - **Critical Failure** Citadel Altaerein is not Administered. Botched relations and flared tempers among certain citizens in Breachill prevent you from attempting to Administer again for 1 week.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/administer-first-aid.md b/content/Mechanics/Rules/actions/administer-first-aid.md
new file mode 100644
index 000000000..05e30db74
--- /dev/null
+++ b/content/Mechanics/Rules/actions/administer-first-aid.md
@@ -0,0 +1,25 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/basic
+- compendium/src/pf2e/crb
+- trait/manipulate
+aliases: ["Administer First Aid"]
+---
+# Administer First Aid (basic) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")
+[manipulate](rules/traits/manipulate.md "Manipulate General Trait")
+*Source: Core Rulebook p. 248*
+
+**Skill** [medicine](compendium/skills.md#Medicine) (untrained)
+- **Requirements**: You are holding [healer's tools](compendium/equipment/items/healers-tools.md), or you are wearing them and have a hand free.
+- **Activity**: Two-Action
+
+You perform first aid on an adjacent creature that is [dying](rules/conditions.md#Dying) or bleeding. If a creature is both [dying](rules/conditions.md#Dying) and bleeding, choose which ailment you're trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.
+
+- **Stabilize** Attempt a [Medicine](compendium/skills.md#Medicine) check on a creature that has 0 Hit Points and the [dying](rules/conditions.md#Dying) condition. The DC is equal to 5 + that creature's recovery roll DC (typically 15 + its dying value).
+- **Stop Bleeding** Attempt a [Medicine](compendium/skills.md#Medicine) check on a creature that is taking [persistent bleed damage](rules/conditions.md#Persistent%20Damage), giving them a chance to make another flat check to remove the [persistent damage](rules/conditions.md#Persistent%20Damage). The DC is usually the DC of the effect that caused the bleed.
+
+> [!success-degree]
+> - **Success** If you're trying to stabilize, the creature loses the [dying](rules/conditions.md#Dying) condition (but remains [unconscious](rules/conditions.md#Unconscious)). If you're trying to stop bleeding, the creature attempts a flat check to end the bleeding.
+> - **Critical Failure** If you were trying to stabilize, the creature's [dying](rules/conditions.md#Dying) value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its [persistent bleed damage](rules/conditions.md#Persistent%20Damage).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/affix-a-fulu-som.md b/content/Mechanics/Rules/actions/affix-a-fulu-som.md
new file mode 100644
index 000000000..cd4af6943
--- /dev/null
+++ b/content/Mechanics/Rules/actions/affix-a-fulu-som.md
@@ -0,0 +1,17 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/basic
+- compendium/src/pf2e/som
+- trait/manipulate
+aliases: ["Affix a Fulu"]
+---
+# Affix a Fulu (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+[manipulate](rules/traits/manipulate.md "Manipulate General Trait")
+*Source: Secrets of Magic p. 158*
+
+
+- **Activity**: Single Action
+
+You affix a fulu to an armor, weapon, shield, creature, or structure that's beside or in the same square as you. A creature can remove a fulu from itself or an unattended object in its reach with a single action.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/affix-a-talisman.md b/content/Mechanics/Rules/actions/affix-a-talisman.md
new file mode 100644
index 000000000..429f3ab83
--- /dev/null
+++ b/content/Mechanics/Rules/actions/affix-a-talisman.md
@@ -0,0 +1,18 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/basic
+- compendium/src/pf2e/crb
+- trait/exploration
+- trait/manipulate
+aliases: ["Affix a Talisman"]
+---
+# Affix a Talisman (basic)
+[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait")
+*Source: Core Rulebook p. 565*
+
+
+- **Requirements**: You must use a [repair kit](compendium/equipment/items/repair-kit.md).
+
+You spend 10 minutes affixing a talisman to an item, placing the item on a stable surface and using the [repair kit](compendium/equipment/items/repair-kit.md) with both hands. You can also use this activity to remove a talisman. Attaching more than one talisman to an item deactivates all the talismans. They must be removed and re-affixed before they can be used again.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/aid.md b/content/Mechanics/Rules/actions/aid.md
new file mode 100644
index 000000000..fe8703290
--- /dev/null
+++ b/content/Mechanics/Rules/actions/aid.md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/basic
+- compendium/src/pf2e/crb
+aliases: ["Aid", "Help"]
+---
+# Aid (basic) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")
+*Source: Core Rulebook p. 470*
+
+
+- **Trigger**: An ally is about to use an action that requires a skill check or attack roll.
+- **Requirements**: The ally is willing to accept your aid, and you have prepared to help (see below).
+- **Activity**: Reaction
+
+You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you're trying to help, and they determine whether you can Aid your ally.
+
+When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 20, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.
+
+> [!success-degree]
+> - **Critical Success** You grant your ally a +2 circumstance bonus to the triggering check. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4.
+> - **Success** You grant your ally a +1 circumstance bonus to the triggering check.
+> - **Critical Failure** Your ally takes a –1 circumstance penalty to the triggering check.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/amulets-abeyance-da.md b/content/Mechanics/Rules/actions/amulets-abeyance-da.md
new file mode 100644
index 000000000..aacce540c
--- /dev/null
+++ b/content/Mechanics/Rules/actions/amulets-abeyance-da.md
@@ -0,0 +1,21 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action
+- compendium/src/pf2e/da
+- trait/abjuration
+- trait/magical
+- trait/manipulate
+- trait/thaumaturge
+aliases: ["Amulet's Abeyance"]
+---
+# Amulet's Abeyance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")
+[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait")
+*Source: Dark Archive p. 36*
+
+- **Trigger**: The target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) would damage you or an ally within 15 feet of you.
+- **Requirements**: You're holding your First Implement and Esoterica|Thaumaturge|DA|amulet|DA|1||amulet implement and are benefiting from [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md).
+- **Activity**: Reaction
+
+You forcefully present your amulet to turn away harm. You or a target ally within 15 feet gain resistance to all damage against the triggering damage. The resistance is equal to 2 + your level.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/anadi-venom-lome.md b/content/Mechanics/Rules/actions/anadi-venom-lome.md
new file mode 100644
index 000000000..ec9c31c44
--- /dev/null
+++ b/content/Mechanics/Rules/actions/anadi-venom-lome.md
@@ -0,0 +1,16 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/ancestry/anadi-lome
+- compendium/src/pf2e/lome
+aliases: ["Anadi Venom"]
+---
+# Anadi Venom [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+*Source: Lost Omens: The Mwangi Expanse p. 103*
+
+**Ancestry** Anadi; **Heritage** Anadi|LOME|Venomous|Venomous|LOME|
+- **Frequency**: a number of times per day equal to your level
+- **Activity**: Single Action
+
+You envenom your fangs. If the next fangs [Strike](rules/actions/strike.md) you make before the end of your turn hits and deals damage, the [Strike](rules/actions/strike.md) deals an additional `1d6` poison damage. On a critical failure, the poison is wasted as normal. At 12th level, this poison damage increases to `2d6`.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/approach-duneshadow-aoa5.md b/content/Mechanics/Rules/actions/approach-duneshadow-aoa5.md
new file mode 100644
index 000000000..335d75700
--- /dev/null
+++ b/content/Mechanics/Rules/actions/approach-duneshadow-aoa5.md
@@ -0,0 +1,21 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action
+- compendium/src/pf2e/aoa5
+- trait/concentrate
+- trait/exploration
+- trait/move
+aliases: ["Approach Duneshadow"]
+---
+# Approach Duneshadow
+[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [move](rules/traits/move.md "Move Combat Trait")
+*Source: Age of Ashes #5: Against the Scarlet Triad p. 36*
+
+
+Once the PCs have Tracked Duneshadow, they begin intermittently sighting him atop distant hills, hear his bellowing calls, or sense other signs that he's near. The camel is remarkably cunning and stealthy, able to exploit heat shimmers to hide his movements, predict hunters' next steps, and make exceptional use of the terrain. All the while, his path leads the PCs farther into the foothills of the Brazen Peaks.
+
+An attempt to Approach Duneshadow is a slow and deliberate activity that takes 1 hour to perform, during which each PC attempts a skill check chosen from the following options: [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) DC 37 (to approach quickly via a shortcut), [Deception](compendium/skills.md#Deception) DC 38 (to trick Duneshadow into evading pursuit in the wrong direction), [Nature](compendium/skills.md#Nature) DC 35 (to keep Duneshadow calm and appear non-threatening), [Performance](compendium/skills.md#Performance) DC 34 (to intrigue Duneshadow with calming music), or [Stealth](compendium/skills.md#Stealth) DC 36 (to approach undetected). [Lore](compendium/skills.md#Lore) skills can be substituted for any of these skills, reducing the DC by 2.
+
+To reach Duneshadow, the party must successfully Approach four times. Critical successes count as two successes, and critical failures negate one success. If this reduces the total to two or fewer, Duneshadow runs off and the PCs must Scout for his location all over again.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/arcane-cascade-som.md b/content/Mechanics/Rules/actions/arcane-cascade-som.md
new file mode 100644
index 000000000..467a3c792
--- /dev/null
+++ b/content/Mechanics/Rules/actions/arcane-cascade-som.md
@@ -0,0 +1,27 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/class/magus-som
+- compendium/src/pf2e/som
+- trait/concentrate
+- trait/magus
+- trait/stance
+aliases: ["Arcane Cascade"]
+---
+# Arcane Cascade [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait")
+*Source: Secrets of Magic p. 38*
+
+**Class** magus
+- **Requirements**: You used your most recent action to [Cast a Spell](rules/actions/cast-a-spell.md) or make a [Spellstrike](rules/actions/spellstrike-som.md).
+- **Activity**: Single Action
+
+You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you're in the stance, your melee [Strikes](rules/actions/strike.md) deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.
+
+If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn't deal damage, this stance's bonus damage depends on the spell's school.
+
+- **Abjuration or Evocation** force
+- **Conjuration or Transmutation** same type as your weapon or unarmed attack
+- **Divination, Enchantment, or Illusion** mental
+- **Necromancy** negative
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/arrest-a-fall.md b/content/Mechanics/Rules/actions/arrest-a-fall.md
new file mode 100644
index 000000000..9953066e8
--- /dev/null
+++ b/content/Mechanics/Rules/actions/arrest-a-fall.md
@@ -0,0 +1,20 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/basic
+- compendium/src/pf2e/crb
+aliases: ["Arrest a Fall"]
+---
+# Arrest a Fall (basic) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")
+*Source: Core Rulebook p. 472*
+
+
+- **Trigger**: You fall.
+- **Requirements**: You have a fly Speed.
+- **Activity**: Reaction
+
+You attempt an [Acrobatics](compendium/skills.md#Acrobatics) check to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances.
+
+> [!success-degree]
+> - **Success** You fall gently, taking no damage from the fall.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/attack-of-opportunity.md b/content/Mechanics/Rules/actions/attack-of-opportunity.md
new file mode 100644
index 000000000..5e48dea5a
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@@ -0,0 +1,16 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/class/fighter
+- compendium/src/pf2e/crb
+aliases: ["Attack of Opportunity"]
+---
+# Attack of Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")
+*Source: Core Rulebook p. 474*
+
+**Class** fighter
+- **Trigger**: A creature within your reach uses a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") action or a [move](rules/traits/move.md "Move Combat Trait") action, makes a ranged attack, or leaves a square during a move action it's using.
+- **Activity**: Reaction
+
+You lash out at a foe that leaves an opening. Make a melee [Strike](rules/actions/strike.md) against the triggering creature. If your attack is a critical hit and the trigger was a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") action, you disrupt that action. This [Strike](rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/automaton-aim-g-g.md b/content/Mechanics/Rules/actions/automaton-aim-g-g.md
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index 000000000..2c688ac3b
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+++ b/content/Mechanics/Rules/actions/automaton-aim-g-g.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/ancestry/automaton-g-g
+- compendium/src/pf2e/g&g
+aliases: ["Automaton Aim"]
+---
+# Automaton Aim [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+*Source: Guns & Gears p. 39*
+
+**Ancestry** Automaton; **Heritage** Automaton|G&G|Sharpshooter Automaton|Sharpshooter Automaton|G&G|
+- **Activity**: Single Action
+
+You steady your body and observe the events of the battlefield to maximize the range of your next shot. You reduce the penalty for firing into your weapon's second range increment from –2 to 0 for the next ranged attack you make this turn. You can use this action a second time in the same turn to reduce the penalty from firing into your weapon's third range increment from –4 to 0 for the next ranged attack you make this turn.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/avert-gaze.md b/content/Mechanics/Rules/actions/avert-gaze.md
new file mode 100644
index 000000000..5e414047c
--- /dev/null
+++ b/content/Mechanics/Rules/actions/avert-gaze.md
@@ -0,0 +1,15 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/basic
+- compendium/src/pf2e/crb
+aliases: ["Avert Gaze"]
+---
+# Avert Gaze (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+*Source: Core Rulebook p. 472*
+
+
+- **Activity**: Single Action
+
+You avert your gaze from danger. You gain a +2 circumstance bonus to saves against visual abilities that require you to look at a creature or object, such as a medusa's petrifying gaze. Your gaze remains averted until the start of your next turn.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/avoid-notice.md b/content/Mechanics/Rules/actions/avoid-notice.md
new file mode 100644
index 000000000..6a369fa00
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+++ b/content/Mechanics/Rules/actions/avoid-notice.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/basic
+- compendium/src/pf2e/crb
+- trait/exploration
+aliases: ["Avoid Notice"]
+---
+# Avoid Notice (basic)
+[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait")
+*Source: Core Rulebook p. 479*
+
+
+
+You attempt a [Stealth](compendium/skills.md#Stealth) check to avoid notice while traveling at half speed. If you have the [Swift Sneak](compendium/feats/swift-sneak.md) feat, you can move at full Speed rather than half, but you still can't use another exploration activity while you do so. If you have the [Legendary Sneak](compendium/feats/legendary-sneak.md) feat, you can move at full Speed and use a second exploration activity. If you're Avoiding Notice at the start of an encounter, you usually roll a [Stealth](compendium/skills.md#Stealth) check instead of a [Perception](compendium/skills.md#Perception) check both to determine your initiative and to see if the enemies notice you (based on their [Perception](compendium/skills.md#Perception) DCs, as normal for [Sneak](rules/actions/sneak.md), regardless of their initiative check results).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/balance.md b/content/Mechanics/Rules/actions/balance.md
new file mode 100644
index 000000000..f12fd8756
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+++ b/content/Mechanics/Rules/actions/balance.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/basic
+- compendium/src/pf2e/crb
+- trait/move
+aliases: ["Balance"]
+---
+# Balance (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+[move](rules/traits/move.md "Move Combat Trait")
+*Source: Core Rulebook p. 240*
+
+**Skill** [acrobatics](compendium/skills.md#Acrobatics) (untrained)
+- **Requirements**: You are in a square that contains a narrow surface, uneven ground, or another similar feature.
+- **Activity**: Single Action
+
+You move across a narrow surface or uneven ground, attempting an [Acrobatics](compendium/skills.md#Acrobatics) check against its Balance DC. You are [flat-footed](rules/conditions.md#Flat-footed) while on a narrow surface or uneven ground.
+
+> [!success-degree]
+> - **Critical Success** You move up to your Speed.
+> - **Success** You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).
+> - **Failure** You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.
+> - **Critical Failure** You fall and your turn ends.
+
+> [!pf2-example] Sample Balance Tasks
+>
+> - **Untrained.** tangled roots, uneven cobblestones
+> - **Trained.** wooden beam
+> - **Expert.** deep, loose gravel
+> - **Master.** tightrope, smooth sheet of ice
+> - **Legendary.** razor's edge, chunks of floor falling in midair
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/barbed-quills-lome.md b/content/Mechanics/Rules/actions/barbed-quills-lome.md
new file mode 100644
index 000000000..a346ea2e7
--- /dev/null
+++ b/content/Mechanics/Rules/actions/barbed-quills-lome.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/ancestry/shisk-lome
+- compendium/src/pf2e/lome
+aliases: ["Barbed Quills"]
+---
+# Barbed Quills [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")
+*Source: Lost Omens: The Mwangi Expanse p. 123*
+
+**Ancestry** Shisk; **Heritage** Shisk|LOME|Quillcoat|Quillcoat|LOME|
+- **Frequency**: once per day
+- **Trigger**: You are hit with an unarmed strike or a strike with a non-reach melee weapon.
+- **Activity**: Reaction
+
+You break off quills in your attacker's flesh. You deal `1d8` piercing damage to the triggering creature (basic Reflex save using your class DC or spell DC, whichever is higher.) On a critical failure, the creature also takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) as your quills hook into its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by `1d8` and the [persistent piercing damage](rules/conditions.md#Persistent%20Damage) increases by 1.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/base-kinesis-roe.md b/content/Mechanics/Rules/actions/base-kinesis-roe.md
new file mode 100644
index 000000000..6355f5416
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+++ b/content/Mechanics/Rules/actions/base-kinesis-roe.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action
+- compendium/src/pf2e/roe
+- trait/impulse
+- trait/kineticist
+- trait/primal
+aliases: ["Base Kinesis"]
+---
+# Base Kinesis [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")
+[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait")
+*Source: Rage of Elements p. 16*
+
+- **Activity**: Two-Action
+
+It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you.
+
+Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted.
+
+- **Generate.** You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances.
+- **Move.** Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element.
+- **Suppress.** You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/befriend-a-local-aoa0.md b/content/Mechanics/Rules/actions/befriend-a-local-aoa0.md
new file mode 100644
index 000000000..5dace693a
--- /dev/null
+++ b/content/Mechanics/Rules/actions/befriend-a-local-aoa0.md
@@ -0,0 +1,23 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action
+- compendium/src/pf2e/aoa0
+- trait/concentrate
+- trait/downtime
+- trait/linguistic
+aliases: ["Befriend a Local"]
+---
+# Befriend a Local
+[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait")
+*Source: Age of Ashes Player's Guide p. 9*
+
+
+You spend the day in the company of an NPC whose companionship you value in order to strengthen the bonds of your friendship with them. You can always roll a [Diplomacy](compendium/skills.md#Diplomacy) check to determine your degree of success when you try to Befriend a Local, but you can instead attempt another skill check of your choice to engage that NPC in an area of expertise they might be interested in. For example, if you seek to befriend a local smith, you could instead roll a [Crafting](compendium/skills.md#Crafting) check to make friends. Or if you seek to befriend an herbalist, you could attempt a [Medicine](compendium/skills.md#Medicine) check or a [Nature](compendium/skills.md#Nature) check. As you interact with an NPC, you might discover other personality traits that suggest other skill check options—for example, after a few days of chatting with a local hunter you might learn that they have a deep appreciation of music, allowing you to attempt a [Performance](compendium/skills.md#Performance) check to befriend them. If you elect to attempt a skill check other than [Diplomacy](compendium/skills.md#Diplomacy), your GM will decide if the check you chose is applicable—if not, the outcome of your check is one degree of success worse. Regardless of the skill you choose, the DC is 20.
+
+> [!success-degree]
+> - **Critical Success** You befriend the NPC, and that NPC particularly favors your company. If the NPC is a merchant, goods and services purchased from them are discounted by 10% rather than 5%. If the NPC is not a merchant, their friendship instead grants you a +1 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks you attempt as part of downtime activities in Breachill, as long as they favor you. These benefits are permanent, as long as you don't take actions that jeopardize this friendship (as determined by the GM). Once you have permanently gained an NPC's favor in this way, the GM might decide the NPC helps you in other ways as well.
+> - **Success** Per critical success, except the NPC's favor lasts for a number of weeks equal to your Charisma modifier (minimum of 1 week).
+> - **Failure** The NPC does not favor you.
+> - **Critical Failure** The NPC is offended or insulted by something you did. You no longer gain the effects of an ongoing success or critical success with that NPC, and the DC to use Befriend a Local with that NPC in the future increases by 5.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/blend-in-aoa5.md b/content/Mechanics/Rules/actions/blend-in-aoa5.md
new file mode 100644
index 000000000..9518f5733
--- /dev/null
+++ b/content/Mechanics/Rules/actions/blend-in-aoa5.md
@@ -0,0 +1,17 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action
+- compendium/src/pf2e/aoa5
+- trait/exploration
+aliases: ["Blend In"]
+---
+# Blend In
+[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait")
+*Source: Age of Ashes #5: Against the Scarlet Triad p. 27*
+
+
+Sometimes the best option for crossing a crowded party is to act natural and join the crowd.
+
+If a PC successfully Blends In, roll a secret DC 34 [Perception](compendium/skills.md#Perception) check for them to notice that something seems off about one of the guests. On a success, inform them about the [Dispel a Disguise](rules/actions/dispel-a-disguise-aoa5.md) Opportunity.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/board-gmg.md b/content/Mechanics/Rules/actions/board-gmg.md
new file mode 100644
index 000000000..cb3cccf5f
--- /dev/null
+++ b/content/Mechanics/Rules/actions/board-gmg.md
@@ -0,0 +1,17 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- compendium/src/pf2e/gmg
+- trait/move
+aliases: ["Board"]
+---
+# Board [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+[move](rules/traits/move.md "Move Combat Trait")
+*Source: Gamemastery Guide p. 175*
+
+**Variant Rule** Vehicles
+- **Requirements**: You are adjacent to a point of entry on the vehicle you are attempting to board.
+- **Activity**: Single Action
+
+You board a vehicle through an open top, a door, a portal, or a hatch; if you're already on board, you can instead use this action to disembark into an empty space adjacent to the vehicle's point of entry. Using this action while the vehicle is in motion is challenging, requiring a successful [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) check with a DC equal to the vehicle's AC.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/borrow-an-arcane-spell.md b/content/Mechanics/Rules/actions/borrow-an-arcane-spell.md
new file mode 100644
index 000000000..082c4f987
--- /dev/null
+++ b/content/Mechanics/Rules/actions/borrow-an-arcane-spell.md
@@ -0,0 +1,21 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/basic
+- compendium/src/pf2e/crb
+- trait/concentrate
+- trait/exploration
+aliases: ["Borrow an Arcane Spell"]
+---
+# Borrow an Arcane Spell (basic)
+[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait")
+*Source: Core Rulebook p. 241*
+
+**Skill** [arcana](compendium/skills.md#Arcana) (trained)
+
+If you're an arcane spellcaster who prepares from a spellbook, you can attempt to prepare a spell from someone else's spellbook. The GM sets the DC for the check based on the spell's level and rarity; it's typically a bit easier than [Learning the Spell](rules/actions/learn-a-spell.md).
+
+> [!success-degree]
+> - **Success** You prepare the borrowed spell as part of your normal spell preparation.
+> - **Failure** You fail to prepare the spell, but the spell slot remains available for you to prepare a different spell. You can't try to prepare this spell until the next time you prepare spells.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/break-them-down-loil.md b/content/Mechanics/Rules/actions/break-them-down-loil.md
new file mode 100644
index 000000000..2842d9b50
--- /dev/null
+++ b/content/Mechanics/Rules/actions/break-them-down-loil.md
@@ -0,0 +1,17 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/class/gunslinger-g-g
+- compendium/src/pf2e/loil
+- trait/gunslinger
+aliases: ["Break Them Down"]
+---
+# Break Them Down [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")
+[gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait")
+*Source: Lost Omens: Impossible Lands p. 108*
+
+**Class** gunslinger; **Subclass** Triggerbrand
+- **Activity**: Two-Action
+
+Your foes are but dross from which you carve and shoot your legend. Make a melee [Strike](rules/actions/strike.md) and then a ranged [Strike](rules/actions/strike.md) with a combination weapon, both against the same enemy; you don't need to change modes to do so. If the melee [Strike](rules/actions/strike.md) hits, you gain a +1 circumstance bonus to the attack roll with the ranged [Strike](rules/actions/strike.md). Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you've made both attacks. If both [Strikes](rules/actions/strike.md) hit, you deal an additional `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to the enemy, and they're [dazzled](rules/conditions.md#Dazzled) until this [persistent bleed damage](rules/conditions.md#Persistent%20Damage) ends.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/breaking-and-entering-aoa5.md b/content/Mechanics/Rules/actions/breaking-and-entering-aoa5.md
new file mode 100644
index 000000000..51a6f877f
--- /dev/null
+++ b/content/Mechanics/Rules/actions/breaking-and-entering-aoa5.md
@@ -0,0 +1,15 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action
+- compendium/src/pf2e/aoa5
+- trait/exploration
+aliases: ["Breaking and Entering"]
+---
+# Breaking and Entering
+[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait")
+*Source: Age of Ashes #5: Against the Scarlet Triad p. 27*
+
+
+The PCs scale the walls, calm the guard dogs, hide from guards, and unlock gates.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/breaking-the-chains-aoa5.md b/content/Mechanics/Rules/actions/breaking-the-chains-aoa5.md
new file mode 100644
index 000000000..595de1942
--- /dev/null
+++ b/content/Mechanics/Rules/actions/breaking-the-chains-aoa5.md
@@ -0,0 +1,16 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action
+- compendium/src/pf2e/aoa5
+- trait/exploration
+aliases: ["Breaking the Chains"]
+---
+# Breaking the Chains
+[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait")
+*Source: Age of Ashes #5: Against the Scarlet Triad p. 28*
+
+- **Requirements**: The PCs have overcome the other three Obstacles for this phase.
+
+The captives are sealed behind bars and chained to the walls. The PCs undo these bindings as quietly as possible. Once the PCs defeat this Obstacle, they have freed Exavisu and one of her assistants and can begin Phase 4: Extraction. See the [That's Not Everyone](rules/actions/thats-not-everyone-aoa5.md) Complication for more options.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/bribe-contact-gmg.md b/content/Mechanics/Rules/actions/bribe-contact-gmg.md
new file mode 100644
index 000000000..3723ec430
--- /dev/null
+++ b/content/Mechanics/Rules/actions/bribe-contact-gmg.md
@@ -0,0 +1,23 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- compendium/src/pf2e/gmg
+- trait/downtime
+- trait/secret
+aliases: ["Bribe Contact"]
+---
+# Bribe Contact
+[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait")
+*Source: Gamemastery Guide p. 163*
+
+**Variant Rule** Infiltration
+- **Cost**: A bribe worth at least one-tenth of the Currency per Additional PC listed on [Table 10–9: Party Treasure by Level](rules/tables/party-treasure-by-level.md). Doubling this amount grants a +2 circumstance bonus to the check.
+- **Requirements**: You've successfully [Gained a Contact](rules/actions/gain-contact-gmg.md)
+
+You offer a bribe to your contact to help the heist in some way. Attempt a hard or very hard [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) check.
+
+> [!success-degree]
+> - **Success** The contact accepts the bribe and you gain 1 EP.
+> - **Failure** You believe you successfully Bribed your Contact and gained 1 EP, but in fact the contact informs the opposition of the attempted bribery, adding 1 AP to the infiltration. The GM can reveal that this Edge Point grants no benefit at any point during the infiltration, as befits the story.
+> - **Critical Failure** As failure, but adding 2 AP to the infiltration.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/build-connections-aoa5.md b/content/Mechanics/Rules/actions/build-connections-aoa5.md
new file mode 100644
index 000000000..ee00ee326
--- /dev/null
+++ b/content/Mechanics/Rules/actions/build-connections-aoa5.md
@@ -0,0 +1,20 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action
+- compendium/src/pf2e/aoa5
+- trait/downtime
+aliases: ["Build Connections"]
+---
+# Build Connections
+[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait")
+*Source: Age of Ashes #5: Against the Scarlet Triad p. 18*
+
+
+You dedicate a day to making friends in high places, typically by inviting yourself to parties, performing small favors to be repaid later, and generally projecting an aura of confidence and capability. Attempt a DC 36 [Crafting](compendium/skills.md#Crafting), [Diplomacy](compendium/skills.md#Diplomacy), [Performance](compendium/skills.md#Performance), or appropriate [Lore](compendium/skills.md#Lore) check. The result determines the impact of your efforts. If you have the [Connections](compendium/feats/connections.md) skill feat and roll a success, you get a critical success instead.
+
+> [!success-degree]
+> - **Critical Success** For 1 month, you gain a +1 circumstance bonus to your skill checks to pursue the downtime activities listed here. You also earn a single favor that you can call in when you or an ally you're working with attempts a skill check for one of these downtime actions. That creature can roll twice and use the better result, after which the favor is considered repaid; calling in the favor is a fortune effect.
+> - **Success** For 1 week, you gain a +1 circumstance bonus to your skill checks for the downtime activities listed here.
+> - **Critical Failure** A faux pas embarrasses you, and rumors recount the incident widely. For 3 days, you take a –1 circumstance penalty to skill checks for the downtime activities listed here.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/build-infirmary-aoa2.md b/content/Mechanics/Rules/actions/build-infirmary-aoa2.md
new file mode 100644
index 000000000..9b9dc53c6
--- /dev/null
+++ b/content/Mechanics/Rules/actions/build-infirmary-aoa2.md
@@ -0,0 +1,17 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action
+- compendium/src/pf2e/aoa2
+- trait/downtime
+- trait/manipulate
+aliases: ["Build Infirmary"]
+---
+# Build Infirmary
+[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait")
+*Source: Age of Ashes #2: Cult of Cinders p. 73*
+
+- **Requirements**: [Crafting](compendium/skills.md#Crafting) (master), [Medicine](compendium/skills.md#Medicine) (master), or hired medic; organized specialists
+
+Choose a single room in Citadel Altaerein to serve as a dedicated infirmary. Once complete, the infirmary fulfills the healer's tools requirement for [Medicine](compendium/skills.md#Medicine) skill actions and grants a +2 circumstance bonus to [Medicine](compendium/skills.md#Medicine) checks made on site. This upgrade requires 20 days of work and a DC 25 [Crafting](compendium/skills.md#Crafting) or [Medicine](compendium/skills.md#Medicine) check.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/build-library-aoa2.md b/content/Mechanics/Rules/actions/build-library-aoa2.md
new file mode 100644
index 000000000..065ea9bac
--- /dev/null
+++ b/content/Mechanics/Rules/actions/build-library-aoa2.md
@@ -0,0 +1,17 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action
+- compendium/src/pf2e/aoa2
+- trait/downtime
+- trait/manipulate
+aliases: ["Build Library"]
+---
+# Build Library
+[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait")
+*Source: Age of Ashes #2: Cult of Cinders p. 73*
+
+- **Requirements**: [Crafting](compendium/skills.md#Crafting) (master), any [Lore](compendium/skills.md#Lore) (master), or hired bookmaker; organized specialists
+
+Pick a single room in Citadel Altaerein to serve as a library. Once complete, the library grants a +2 circumstance bonus to skill checks made to [Borrow an Arcane Spell](rules/actions/borrow-an-arcane-spell.md), [Create Forgery](rules/actions/create-forgery.md), [Decipher Writing](rules/actions/decipher-writing.md), [Identify Alchemy](rules/actions/identify-alchemy.md), [Identify Magic](rules/actions/identify-magic.md), [Learn a Spell](rules/actions/learn-a-spell.md), or [Recall Knowledge](rules/actions/recall-knowledge.md) as long as the PC performing the action is on site. This upgrade takes 20 days of work and a DC 25 [Crafting](compendium/skills.md#Crafting) or [Lore](compendium/skills.md#Lore) check.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/build-training-facility-aoa2.md b/content/Mechanics/Rules/actions/build-training-facility-aoa2.md
new file mode 100644
index 000000000..178f0dbe2
--- /dev/null
+++ b/content/Mechanics/Rules/actions/build-training-facility-aoa2.md
@@ -0,0 +1,43 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action
+- compendium/src/pf2e/aoa2
+- trait/downtime
+- trait/manipulate
+aliases: ["Build Training Facility"]
+---
+# Build Training Facility
+[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait")
+*Source: Age of Ashes #2: Cult of Cinders p. 73*
+
+- **Requirements**: expert in the skill listed below or hired trainer; organized specialists
+
+Pick a room in Citadel Altaerein to serve as a training area for a single character class (you can have multiple training facilities, with each one devoted to a different class). Once complete, the training facility fills the role of a teacher when using the Retrain downtime activity for the chosen class, and reduces the time required to retrain a feat or skill increase by 2 days and the time required to retrain a class feature by 1 week. This upgrade takes 40 days of work.
+
+Building the facility requires a DC 25 skill check using a skill depending on the class in question, as listed below. If a class lists multiple skills, the PC can choose whichever one they like (but they must be an expert in the chosen skill, as noted in the Requirements entry above).
+
+**Alchemist** Crafting
+
+**Barbarian** Athletics
+
+**Bard** Occultism or Performance
+
+**Champion** Religion
+
+**Cleric** Religion
+
+**Druid** Nature
+
+**Fighter** Acrobatics or Athletics
+
+**Monk** Acrobatics or Athletics
+
+**Ranger** Athletics, Nature, or Survival
+
+**Rogue** Acrobatics or Thievery
+
+**Sorcerer** Arcana, Nature, Occultism, or Religion
+
+**Wizard** Arcana
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/build-workshop-crafting-aoa2.md b/content/Mechanics/Rules/actions/build-workshop-crafting-aoa2.md
new file mode 100644
index 000000000..fc48275e7
--- /dev/null
+++ b/content/Mechanics/Rules/actions/build-workshop-crafting-aoa2.md
@@ -0,0 +1,17 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action
+- compendium/src/pf2e/aoa2
+- trait/downtime
+- trait/manipulate
+aliases: ["Build Workshop (Crafting)"]
+---
+# Build Workshop (Crafting)
+[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait")
+*Source: Age of Ashes #2: Cult of Cinders p. 73*
+
+- **Requirements**: [Crafting](compendium/skills.md#Crafting) (master), Specialty Crafting (any), or any hired specialist; organized specialists
+
+Pick a room in Citadel Altaerein to serve as a crafting area for a specific [Crafting](compendium/skills.md#Crafting) skill chosen from one of the crafting specialties listed under the [Specialty Crafting](compendium/feats/specialty-crafting.md) feat. You can have multiple workshops, each devoted to its own skill. Use of a workshop grants a +1 circumstance bonus to [Crafting](compendium/skills.md#Crafting) checks, or a +3 circumstance bonus to [Crafting](compendium/skills.md#Crafting) skill checks associated with that workshop's specialty. This upgrade takes 20 days of work to complete and a DC 25 [Crafting](compendium/skills.md#Crafting) check.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/bullying-press-gmg.md b/content/Mechanics/Rules/actions/bullying-press-gmg.md
new file mode 100644
index 000000000..29298547c
--- /dev/null
+++ b/content/Mechanics/Rules/actions/bullying-press-gmg.md
@@ -0,0 +1,18 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- compendium/src/pf2e/gmg
+- trait/flourish
+aliases: ["Bullying Press"]
+---
+# Bullying Press [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")
+[flourish](rules/traits/flourish.md "Flourish Combat Trait")
+*Source: Gamemastery Guide p. 167*
+
+**Variant Rule** Duels
+- **Trigger**: You attempt a melee [Strike](rules/actions/strike.md) against your opponent, but haven't rolled yet.
+- **Requirements**: You're in a duel, you're trained in [Intimidation](compendium/skills.md#Intimidation), and you rolled an [Intimidation](compendium/skills.md#Intimidation) check for initiative this round.
+- **Activity**: Reaction
+
+If you hit, your opponent becomes [frightened](rules/conditions.md#Frightened). If your opponent is using [Perception](compendium/skills.md#Perception) for initiative when this ability is used, they become [frightened](rules/conditions.md#Frightened) instead.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/burrow.md b/content/Mechanics/Rules/actions/burrow.md
new file mode 100644
index 000000000..db9bc6bc0
--- /dev/null
+++ b/content/Mechanics/Rules/actions/burrow.md
@@ -0,0 +1,18 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/basic
+- compendium/src/pf2e/crb
+- trait/move
+aliases: ["Burrow"]
+---
+# Burrow (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+[move](rules/traits/move.md "Move Combat Trait")
+*Source: Core Rulebook p. 472*
+
+
+- **Requirements**: You have a burrow Speed
+- **Activity**: Single Action
+
+You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can't burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/calculate-threats-da.md b/content/Mechanics/Rules/actions/calculate-threats-da.md
new file mode 100644
index 000000000..32a85bd65
--- /dev/null
+++ b/content/Mechanics/Rules/actions/calculate-threats-da.md
@@ -0,0 +1,18 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action
+- compendium/src/pf2e/da
+- trait/mental
+- trait/psyche
+- trait/psychic
+aliases: ["Calculate Threats"]
+---
+# Calculate Threats [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+[mental](rules/traits/mental.md "Mental Effect Trait") [psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait")
+*Source: Dark Archive p. 16*
+
+- **Activity**: Single Action
+
+Your subconscious automatically calculates vectors and forces when your mind is unleashed, showing you the likely path of incoming attacks to avoid. You gain a +2 circumstance bonus to AC and Reflex saves until the beginning of your next turn.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/call-on-ancient-blood.md b/content/Mechanics/Rules/actions/call-on-ancient-blood.md
new file mode 100644
index 000000000..62c1083ef
--- /dev/null
+++ b/content/Mechanics/Rules/actions/call-on-ancient-blood.md
@@ -0,0 +1,16 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/ancestry/dwarf
+- compendium/src/pf2e/crb
+aliases: ["Call on Ancient Blood"]
+---
+# Call on Ancient Blood [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")
+*Source: Core Rulebook p. 35*
+
+**Ancestry** Dwarf; **Heritage** Dwarf||Ancient-Blooded|Ancient-Blooded||
+- **Trigger**: You attempt a saving throw against a [magical](rules/traits/magical.md "Magical Item Trait") effect, but you haven't rolled yet.
+- **Activity**: Reaction
+
+Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus until the end of this turn. This bonus also applies to the triggering save.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/call-to-axis-lome.md b/content/Mechanics/Rules/actions/call-to-axis-lome.md
new file mode 100644
index 000000000..5425c2cf1
--- /dev/null
+++ b/content/Mechanics/Rules/actions/call-to-axis-lome.md
@@ -0,0 +1,19 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/ancestry/conrasu-lome
+- compendium/src/pf2e/lome
+- trait/fortune
+aliases: ["Call to Axis"]
+---
+# Call to Axis [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action")
+[fortune](rules/traits/fortune.md "Fortune Effect Trait")
+*Source: Lost Omens: The Mwangi Expanse p. 107*
+
+**Ancestry** Conrasu; **Heritage** Conrasu|LOME|Rite of Knowing|Rite of Knowing|LOME|
+- **Frequency**: once per day
+- **Trigger**: You are about to attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md).
+- **Activity**: Free Action
+
+You call upon the knowledge of Axis to ensure the accuracy of your information. You roll a second time and use the higher result. If you roll a critical failure, you get a failure instead. If you roll a success, you get a critical success instead.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/camp-in-the-mwangi-jungle-aoa2.md b/content/Mechanics/Rules/actions/camp-in-the-mwangi-jungle-aoa2.md
new file mode 100644
index 000000000..39b51fe1a
--- /dev/null
+++ b/content/Mechanics/Rules/actions/camp-in-the-mwangi-jungle-aoa2.md
@@ -0,0 +1,22 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action
+- compendium/src/pf2e/aoa2
+- trait/exploration
+- trait/secret
+aliases: ["Camp in the Mwangi Jungle"]
+---
+# Camp in the Mwangi Jungle
+[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait")
+*Source: Age of Ashes #2: Cult of Cinders p. 71*
+
+
+Setting up a camp in the Mwangi Jungle takes about an hour and requires one PC to attempt a secret DC 22 [Survival](compendium/skills.md#Survival) check to determine the quality of the campsite. Utilizing Ekujae mosquito netting they provide grants the PC a +2 circumstance bonus to this [Survival](compendium/skills.md#Survival) check. At your option, other precautions taken by the PCs can instead grant this bonus, but multiple tactics are not cumulative. Certain magic spells like [magnificent mansion](compendium/spells/magnificent-mansion.md) or [rope trick](compendium/spells/rope-trick.md), or magic items like an [instant fortress](compendium/equipment/items/instant-fortress.md), can create shelters that result in an automatic success at camping in dangerous terrain like the Mwangi Jungle, but at this point in their adventuring careers, the PCs are unlikely to have access to this type of magic. This activity assumes the PCs are resting for 8 hours.
+
+> [!success-degree]
+> - **Critical Success** The camp serves the PCs well, allowing them to rest and make their daily preparations upon waking without difficulty. The camp is also camouflaged or protected, and as a result, there is no chance of a random encounter while the PCs rest.
+> - **Success** The camp serves the PCs well, allowing them to rest and make their daily preparations upon waking without difficulty.
+> - **Failure** The camp doesn't effectively prevent insects, rain, and other unpleasant jungle elements from reaching the PCs. The PCs can still rest and make their daily preparations, but each PC is also exposed to dysentery.
+> - **Critical Failure** The camp is an utter mess. The PCs are exposed to both dysentery and malaria. In addition, they gain no benefit from rest during the time spent camping, and they instead become [fatigued](rules/conditions.md#Fatigued).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/cast-a-spell.md b/content/Mechanics/Rules/actions/cast-a-spell.md
new file mode 100644
index 000000000..014774b06
--- /dev/null
+++ b/content/Mechanics/Rules/actions/cast-a-spell.md
@@ -0,0 +1,28 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/basic
+- compendium/src/pf2e/crb
+aliases: ["Cast a Spell"]
+---
+# Cast a Spell (basic) [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies")
+*Source: Core Rulebook p. 302*
+
+
+- **Activity**: Varies
+
+You [Cast a Spell](rules/actions/cast-a-spell.md) you have prepared or in your repertoire. [Casting a Spell](rules/actions/cast-a-spell.md) is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs.
+
+Some spells are cast as a reaction or free action. In those cases, you [Cast the Spell](rules/actions/cast-a-spell.md) as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block—for example, "[R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") verbal."
+
+**Long Casting Times** Some spells take minutes or hours to cast. The [Cast a Spell](rules/actions/cast-a-spell.md) activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted (see Disrupted and Lost Spells below).
+
+**Activation Components** Each spell lists the spell components required to cast it after the action icons or text, such as "[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") material, somatic, verbal." The spell components, described in detail below, add traits and requirements to the [Cast a Spell](rules/actions/cast-a-spell.md) activity. If you can't provide the components, you fail to [Cast the Spell](rules/actions/cast-a-spell.md).
+
+- Material ([manipulate](rules/traits/manipulate.md "Manipulate General Trait"))
+- Somatic ([manipulate](rules/traits/manipulate.md "Manipulate General Trait"))
+- Verbal ([concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"))
+- Focus ([manipulate](rules/traits/manipulate.md "Manipulate General Trait"))
+
+**Disrupted and Lost Spells** Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the [Cast a Spell](rules/actions/cast-a-spell.md) activity. If a spell is disrupted during a [Sustain a Spell](rules/actions/sustain-a-spell.md) action, the spell immediately ends. The full rules for disrupting actions appear here.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/change-shape-beastkin-loag.md b/content/Mechanics/Rules/actions/change-shape-beastkin-loag.md
new file mode 100644
index 000000000..2b1d4fc24
--- /dev/null
+++ b/content/Mechanics/Rules/actions/change-shape-beastkin-loag.md
@@ -0,0 +1,19 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- compendium/src/pf2e/loag
+- trait/concentrate
+- trait/polymorph
+- trait/primal
+- trait/transmutation
+aliases: ["Change Shape (Beastkin)"]
+---
+# Change Shape (Beastkin) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait")
+*Source: Lost Omens: Ancestry Guide p. 79*
+
+
+- **Activity**: Single Action
+
+You change into your humanoid or hybrid shape. Each shape has a specific, persistent appearance, and most beastkin remain in their hybrid shapes by default. In hybrid shape, you appear as a mix between your ancestry and your inherent animal. While in hybrid shape, you gain a jaws unarmed Strike resembling the features of your inherent animal (fangs for bats, beaks for eagles, mandibles for wasps, and so on). Your jaws deal `1d4` piercing damage, have the [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits, and are in the brawling weapon group. In your humanoid shape, you retain the appearance of your original ancestry.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/change-shape-kitsune-loag.md b/content/Mechanics/Rules/actions/change-shape-kitsune-loag.md
new file mode 100644
index 000000000..302de0b38
--- /dev/null
+++ b/content/Mechanics/Rules/actions/change-shape-kitsune-loag.md
@@ -0,0 +1,21 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/ancestry/kitsune-loag
+- compendium/src/pf2e/loag
+- trait/concentrate
+- trait/divine
+- trait/kitsune
+- trait/polymorph
+- trait/transmutation
+aliases: ["Change Shape (Kitsune)"]
+---
+# Change Shape (Kitsune) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait")
+*Source: Lost Omens: Ancestry Guide*
+
+**Ancestry** Kitsune
+- **Activity**: Single Action
+
+You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the [Impersonate](rules/actions/impersonate.md) use of [Deception](compendium/skills.md#Deception). You lose any unarmed [Strikes](rules/actions/strike.md) you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/change-tradition-focus-gmg.md b/content/Mechanics/Rules/actions/change-tradition-focus-gmg.md
new file mode 100644
index 000000000..2124587a4
--- /dev/null
+++ b/content/Mechanics/Rules/actions/change-tradition-focus-gmg.md
@@ -0,0 +1,17 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- compendium/src/pf2e/gmg
+- trait/magical
+aliases: ["Change Tradition Focus"]
+---
+# Change Tradition Focus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+[magical](rules/traits/magical.md "Magical Item Trait")
+*Source: Gamemastery Guide p. 167*
+
+**Variant Rule** Duels
+- **Requirements**: You are in a duel and are trained in the skill for the tradition you're changing your focus to ([Arcana](compendium/skills.md#Arcana) for arcane, [Occultism](compendium/skills.md#Occultism) for occult, [Nature](compendium/skills.md#Nature) for primal, or [Religion](compendium/skills.md#Religion) for divine).
+- **Activity**: Single Action
+
+You change your tradition focus to another magical tradition.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/channel-elements-roe.md b/content/Mechanics/Rules/actions/channel-elements-roe.md
new file mode 100644
index 000000000..4f1d30c05
--- /dev/null
+++ b/content/Mechanics/Rules/actions/channel-elements-roe.md
@@ -0,0 +1,21 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action
+- compendium/src/pf2e/roe
+- trait/aura
+- trait/kineticist
+- trait/primal
+aliases: ["Channel Elements"]
+---
+# Channel Elements [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+[aura](rules/traits/aura.md "Aura Combat Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait")
+*Source: Rage of Elements p. 15*
+
+- **Requirements**: Your kinetic gate isn't active.
+- **Activity**: Single Action
+
+You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action [Elemental Blast](rules/actions/elemental-blast-roe.md) or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements.
+
+Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/check-the-walls-aoa4.md b/content/Mechanics/Rules/actions/check-the-walls-aoa4.md
new file mode 100644
index 000000000..eac439ab4
--- /dev/null
+++ b/content/Mechanics/Rules/actions/check-the-walls-aoa4.md
@@ -0,0 +1,22 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action
+- compendium/src/pf2e/aoa4
+- trait/exploration
+- trait/secret
+aliases: ["Check the Walls"]
+---
+# Check the Walls
+[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait")
+*Source: Age of Ashes #4: Fires of the Haunted City p. 18*
+
+
+A PC spends a day studying the walls and patrolling them. The PC then attempts either a DC 32 [Arcana](compendium/skills.md#Arcana) check or a DC 27 [Crafting](compendium/skills.md#Crafting) check.
+
+> [!success-degree]
+> - **Critical Success** The PC discovers an irregularity in the protective runes along the western portion of the wall—a subtle distortion of the stone and magic that's a sign of repetitive strain, and while no obvious source for this strain is apparent, the distortions suggest the hidden source lies somewhere underground in the immediate area. Unfortunately, further research into city documents and architectural plans do not reveal the existence of any underground chambers in the area, suggesting either that no such chamber exists or, if it does, the records are either faulty or missing.
+> - **Success** The PC discovers the irregularity in the barrier in the western portion of the wall—enough to confirm Alljoiner Garnis's fears, yet not enough to suggest the source of the strain.
+> - **Failure** While the PC is able to discern some basic information about the city's barriers, it is not enough to find the structural flaws. Once the PCs report to her, Alljoiner Garnis suggests the PC tries again to confirm their suspicions, as she still feels there's more to learn.
+> - **Critical Failure** The PC discovers what they believe to be a flaw along the eastern walls that is, in fact, merely a quirk of the ancient magic's design. When the PCs report this finding to Alljoiner Garnis, she confronts Archmage Nalruven with the information, who immediately inspects the area and accurately points out the PCs' error. This failure on the PC's part results in both Alljoiner Garnis and Mountainheart Chiselrock becoming less supportive of the PCs' efforts in Kovlar.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/clean-aoa2.md b/content/Mechanics/Rules/actions/clean-aoa2.md
new file mode 100644
index 000000000..71ec4fbf8
--- /dev/null
+++ b/content/Mechanics/Rules/actions/clean-aoa2.md
@@ -0,0 +1,16 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action
+- compendium/src/pf2e/aoa2
+- trait/downtime
+- trait/manipulate
+aliases: ["Clean"]
+---
+# Clean
+[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait")
+*Source: Age of Ashes #2: Cult of Cinders p. 73*
+
+
+You spend the day cleaning—hauling out broken furniture, disposing of detritus, and making rooms clear enough to begin repairs. Citadel Altaerein requires 8 days of cleaning before any other basic repair activities can begin. Cleaning does not require a [Crafting](compendium/skills.md#Crafting) check, nor does it cost gold.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/cleanse-soul-path-som.md b/content/Mechanics/Rules/actions/cleanse-soul-path-som.md
new file mode 100644
index 000000000..1d0a1f5b5
--- /dev/null
+++ b/content/Mechanics/Rules/actions/cleanse-soul-path-som.md
@@ -0,0 +1,15 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- compendium/src/pf2e/som
+- trait/exploration
+aliases: ["Cleanse Soul Path"]
+---
+# Cleanse Soul Path
+[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait")
+*Source: Secrets of Magic p. 234*
+
+**Variant Rule** Soulforged Armaments
+
+You meditate, pray, or otherwise try to reinforce your soul's connection to your soulforged armament. This takes 10 minutes. Attempt a counteract check against your soulforged corruption. The counteract level is half your level rounded up, and the counteract check modifier is your [Religion](compendium/skills.md#Religion) modifier. If successful, reduce the stage of your [soulforged corruption](compendium/gm/afflictions/soulforged-corruption-som.md) by 1 (to a minimum of Stage 1).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/clear-a-path-g-g.md b/content/Mechanics/Rules/actions/clear-a-path-g-g.md
new file mode 100644
index 000000000..527293dcd
--- /dev/null
+++ b/content/Mechanics/Rules/actions/clear-a-path-g-g.md
@@ -0,0 +1,18 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/class/gunslinger-g-g
+- compendium/src/pf2e/g&g
+- trait/gunslinger
+aliases: ["Clear a Path"]
+---
+# Clear a Path [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+[gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait")
+*Source: Guns & Gears p. 110*
+
+**Class** gunslinger; **Subclass** Vanguard
+- **Requirements**: You're wielding a two-handed firearm or two-handed crossbow.
+- **Activity**: Single Action
+
+You push outward with your weapon to clear some space before quickly reloading a fresh round. You make an [Athletics](compendium/skills.md#Athletics) check to [Shove](rules/actions/shove.md) an opponent within your reach using your weapon, then [Interact](rules/actions/interact.md) to reload. For this [Shove](rules/actions/shove.md), you don't need a free hand, and you add the weapon's item bonus on attack rolls (if any) to the [Athletics](compendium/skills.md#Athletics) check. If your last action was a ranged [Strike](rules/actions/strike.md) with the weapon, use the same multiple attack penalty as that [Strike](rules/actions/strike.md) for the [Shove](rules/actions/shove.md); the [Shove](rules/actions/shove.md) still counts toward your multiple attack penalty on further attacks as normal.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/clear-courtyard-aoa2.md b/content/Mechanics/Rules/actions/clear-courtyard-aoa2.md
new file mode 100644
index 000000000..3991a3ee9
--- /dev/null
+++ b/content/Mechanics/Rules/actions/clear-courtyard-aoa2.md
@@ -0,0 +1,17 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action
+- compendium/src/pf2e/aoa2
+- trait/downtime
+- trait/manipulate
+aliases: ["Clear Courtyard"]
+---
+# Clear Courtyard
+[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait")
+*Source: Age of Ashes #2: Cult of Cinders p. 73*
+
+- **Requirements**: [Crafting](compendium/skills.md#Crafting) (trained) or hired stonemason; organized workers
+
+You work to repair the collapsed northern wall, drain and fill in the flooded sunken area, and clear out weeds. This activity requires 6 days of work and a DC 15 [Crafting](compendium/skills.md#Crafting) check.
\ No newline at end of file
diff --git a/content/Mechanics/Rules/actions/climb.md b/content/Mechanics/Rules/actions/climb.md
new file mode 100644
index 000000000..9de58baa0
--- /dev/null
+++ b/content/Mechanics/Rules/actions/climb.md
@@ -0,0 +1,78 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-action
+tags:
+- action/basic
+- compendium/src/pf2e/crb
+- trait/move
+aliases: ["Climb"]
+---
+# Climb (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
+[move](rules/traits/move.md "Move Combat Trait")
+*Source: Core Rulebook p. 241*
+
+**Skill** [athletics](compendium/skills.md#Athletics) (untrained)
+- **Requirements**: You have both hands free.
+- **Activity**: Single Action
+
+You move up, down, or across an incline. Unless it's particularly easy, you must attempt an [Athletics](compendium/skills.md#Athletics) check. The GM determines the DC based on the nature of the incline and environmental circumstances. You're [flat-footed](rules/conditions.md#Flat-footed) unless you have a climb Speed.
+
+> [!success-degree]
+> - **Critical Success** You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
+> - **Success** You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
+> - **Critical Failure** You fall. If you began the climb on stable ground, you fall and land [prone](rules/conditions.md#Prone).
+
+> [!pf2-example] Sample Climb Tasks
+>
+> - **Untrained.** ladder, steep slope, low-branched tree
+> - **Trained.** rigging, rope, typical tree
+> - **Expert.** wall with small handholds and footholds
+> - **Master.** ceiling with handholds and footholds, rock wall
+> - **Legendary.** smooth surface
+
+> [!pf2-example] Table 4–4: Climb and Swim Distance
+>
+> This table provides a quick reference for how far you can move with a Climb or [Swim](rules/actions/swim.md) action.
+>
+>
| +> | Swim Distance | +>|||
|---|---|---|---|---|
| Speed | +Success | +Critical | +Success | +Critical | +>
| 5-15 feet | +5 | +5 | +5 | +10 | +>
| 20-35 feet | +5 | +10 | +10 | +15 | +>
| 40-55 feet | +10 | +15 | +15 | +20 | +>
| 60-65 feet | +15 | +20 | +20 | +25 | +>
| +> | Swim Distance | +>|||
|---|---|---|---|---|
| Speed | +Success | +Critical | +Success | +Critical | +>
| 5-15 feet | +5 | +5 | +5 | +10 | +>
| 20-35 feet | +5 | +10 | +10 | +15 | +>
| 40-55 feet | +10 | +15 | +15 | +20 | +>
| 60-65 feet | +15 | +20 | +20 | +25 | +>
| Item | +Price | +Bulk | +Hands | +
|---|---|---|---|
| [Adventurer's pack](compendium/equipment/items/adventurers-pack.md) | +15 sp | +1 | +— | +
| [Alchemist's lab](compendium/equipment/items/alchemists-lab.md) Expanded alchemist's lab (level 3) |
+ 5 gp 55 gp |
+ 6 6 |
+ 2 2 |
+
| [Alchemist's tools](compendium/equipment/items/alchemists-tools.md) | +3 gp | +1 | +2 | +
| [Artisan's tools](compendium/equipment/items/artisans-tools.md) Sterling artisan's tools (level 3) |
+ 4 gp 50 gp |
+ 2 2 |
+ 2 2 |
+
| [Backpack](compendium/equipment/items/backpack.md) | +1 sp | +— | +— | +
| [Basic crafter's book](compendium/equipment/items/basic-crafters-book.md) | +1 sp | +L | +2 | +
| [Bedroll](compendium/equipment/items/bedroll.md) | +2 cp | +L | +— | +
| [Caltrops](compendium/equipment/items/caltrops.md) | +3 sp | +L | +1 | +
| [Candle (10)](compendium/equipment/items/candle-10.md) | +1 cp | +— | +1 | +
| [Chain (10 feet)](compendium/equipment/items/chain-10-feet.md) | +4 gp | +1 | +2 | +
| [Chalk (10)](compendium/equipment/items/chalk-10.md) | +1 cp | +— | +1 | +
| [Chest](compendium/equipment/items/chest.md) | +6 sp | +2 | +2 | +
| [Climbing kit](compendium/equipment/items/climbing-kit.md) Extreme climbing kit (level 3) |
+ 5 sp 40 gp |
+ 1 1 |
+ 2 2 |
+
| [Clothing](compendium/equipment/items/clothing.md) Ordinary [Explorer's](compendium/equipment/items/explorers-clothing.md) Fine High-fashion fine (level 3) Winter |
+ 1 sp 1 sp 2 gp 55 gp 4 sp |
+ — L L L L |
+ — — — — — |
+
| [Compass](compendium/equipment/items/compass.md) Lensatic compass (level 3) |
+ 1 gp 20 gp |
+ — — |
+ 1 1 |
+
| [Cookware](compendium/equipment/items/cookware.md) | +1 gp | +2 | +2 | +
| [Crowbar](compendium/equipment/items/crowbar.md) Levered crowbar (level 3) |
+ 5 sp 20 gp |
+ L L |
+ 2 2 |
+
| [Disguise kit](compendium/equipment/items/disguise-kit.md) [Replacement cosmetics](compendium/equipment/items/replacement-cosmetics.md) Elite disguise kit (level 3) Elite cosmetics (level 3) |
+ 2 gp 1 sp 40 gp 5 sp |
+ L — L — |
+ 2 — 2 — |
+
| [Fishing tackle](compendium/equipment/items/fishing-tackle.md) Professional fishing tackle (level 3) |
+ 8 sp 20 gp |
+ 1 1 |
+ 2 2 |
+
| [Flint and steel](compendium/equipment/items/flint-and-steel.md) | +5 cp | +— | +2 | +
| [Formula book (blank)](compendium/equipment/items/formula-book-blank.md) | +1 gp | +L | +1 | +
| [Grappling hook](compendium/equipment/items/grappling-hook.md) | +1 sp | +L | +1 | +
| [Hammer](compendium/equipment/items/hammer.md) | +1 sp | +L | +1 | +
| [Healer's tools](compendium/equipment/items/healers-tools.md) Expanded healer's tools (level 3) |
+ 5 gp 50 gp |
+ 1 1 |
+ 2 2 |
+
| [Holly and mistletoe](compendium/equipment/items/holly-and-mistletoe.md) | +0 | +— | +1 | +
| [Hourglass](compendium/equipment/items/hourglass.md) | +3 gp | +L | +1 | +
| [Ladder (10-foot)](compendium/equipment/items/ladder-10-foot.md) | +3 cp | +3 | +2 | +
| Lantern Bull's eye Hooded |
+ 1 gp 7 sp |
+ 1 L |
+ 1 1 |
+
| Lock Poor lock (level 0) Simple lock (level 1) Average lock (level 3) Good lock (level 9) Superior lock (level 17) |
+ 2 sp 2 gp 15 gp 200 gp 4,500 gp |
+ — — — — — |
+ 2 2 2 2 2 |
+
| [Magnifying glass](compendium/equipment/items/magnifying-glass.md) (level 3) | +40 gp | +— | +1 | +
| Manacles Poor manacles (level 0) Simple manacles (level 1) Average manacles (level 3) Good manacles (level 9) Superior manacles (level 17) |
+ 2 sp 3 gp 20 gp 250 gp 5,000 gp |
+ — — — — — |
+ 2 2 2 2 2 |
+
| [Material component pouch](compendium/equipment/items/material-component-pouch.md) | +5 sp | +L | +1 | +
| [Merchant's scale](compendium/equipment/items/merchants-scale.md) | +2 sp | +L | +2 | +
| [Mirror](compendium/equipment/items/mirror.md) | +1 gp | +— | +1 | +
| [Mug](compendium/equipment/items/mug.md) | +1 cp | +— | +1 | +
| Musical instrument Handheld Virtuoso handheld (level 3) Heavy Virtuoso heavy (level 3) |
+ 8 sp 50 gp 2 gp 100 gp |
+ 1 1 16 16 |
+ 2 2 2 2 |
+
| [Oil (1 pint)](compendium/equipment/items/oil-1-pint.md) | +1 cp | +— | +2 | +
| [Piton](compendium/equipment/items/piton.md) | +1 cp | +— | +1 | +
| [Rations (1 week)](compendium/equipment/items/rations-1-week.md) | +4 sp | +L | +1 | +
| Religious symbol Wooden Silver |
+ 1 sp 2 gp |
+ L L |
+ 1 1 |
+
| [Religious text](compendium/equipment/items/religious-text.md) | +1 gp | +L | +1 | +
| [Repair kit](compendium/equipment/items/repair-kit.md) Superb repair kit (level 3) |
+ 2 gp 25 gp |
+ 1 1 |
+ 2 2 |
+
| [Rope (50 feet)](compendium/equipment/items/rope-50-feet.md) | +5 sp | +L | +2 | +
| [Sack (5)](compendium/equipment/items/sack-5.md) | +1 cp | +L | +1 | +
| [Saddlebags](compendium/equipment/items/saddlebags.md) | +2 sp | +L | +2 | +
| [Signal whistle](compendium/equipment/items/signal-whistle.md) | +8 cp | +— | +1 | +
| [Snare kit](compendium/equipment/items/snare-kit.md) Specialist snare kit (level 3) |
+ 5 gp 55 gp |
+ 2 2 |
+ 2 2 |
+
| [Soap](compendium/equipment/items/soap.md) | +2 cp | +— | +1 | +
| [Spellbook (blank)](compendium/equipment/items/spellbook-blank.md) | +1 gp | +L | +1 | +
| [Spyglass](compendium/equipment/items/spyglass.md) Fine spyglass (level 4) |
+ 20 gp 80 gp |
+ L L |
+ 2 2 |
+
| [Tack](compendium/equipment/items/tack.md) | +4 gp | +1 | +— | +
| [Ten-foot pole](compendium/equipment/items/ten-foot-pole.md) | +1 cp | +1 | +2 | +
| Tent Pup Four-person Pavilion (level 2) |
+ 8 sp 5 gp 40 gp |
+ L 1 12 |
+ 2 2 2 |
+
| [Thieves' tools](compendium/equipment/items/thieves-tools.md) [Replacement picks](compendium/equipment/items/replacement-picks.md) Infiltrator thieves' tools (level 3) Infiltrator picks (level 3) |
+ 3 gp 3 sp 50 gp 3 gp |
+ L — L — |
+ 2 — 2 — |
+
| Tool Long tool Short tool |
+ 1 gp 4 sp |
+ 1 L |
+ 2 1 or 2 |
+
| [Torch](compendium/equipment/items/torch.md) | +1 cp | +L | +1 | +
| [Waterskin](compendium/equipment/items/waterskin.md) | +5 cp | +L | +1 | +
| [Writing set](compendium/equipment/items/writing-set.md) [Extra ink and paper](compendium/equipment/items/extra-ink-and-paper.md) |
+ 1 gp 1 sp |
+ L — |
+ 2 — |
+
| Service | +Price | +
|---|---|
| Black powder tattoo (per 4 hours) | +5 gp | +
| Bulletworks use (per day) | +1 gp | +
| Clockwork rentals (per day) Clockwork lookout Clockwork pack mule Clockwork servant Clockwork mount Clockwork carriage |
+ 1 sp 2 sp 1 gp 2 gp 8 gp |
+
| Firearm repair (per day) | +2 gp | +
| Spellcasting services | +×2* | +
| Workshop rental (per day) Including expert assistance |
+ 1 gp 3 gp |
+
| Animal | +Attack | +Damage | +Traits | +
|---|---|---|---|
| Ape | +Fist | +`1d10` B | +[Grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | +
| Bear |
+ Jaws Claws |
+ `1d10` P `1d6` S |
+ [Unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") [Agile](rules/traits/agile.md "Agile Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") |
+
| Bull | +Horn | +`1d10` P | +[Shove](rules/traits/shove.md "Shove Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | +
| Cat |
+ Jaws Claws |
+ `1d10` P `1d6` S |
+ [Unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") [Agile](rules/traits/agile.md "Agile Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") |
+
| Deer | +Antler | +`1d10` P | +[Grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | +
| Frog |
+ Jaws Tongue |
+ `1d10` B `1d4` B |
+ [Unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") [Agile](rules/traits/agile.md "Agile Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") |
+
| Shark | +Jaws | +`1d10` P | +[Grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | +
| Snake | +Fangs | +`1d10` P | +[Grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | +
| Wolf | +Jaws | +`1d10` P | +[Trip](rules/traits/trip.md "Trip Weapon Trait"), [Unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | +
| Animal | +Rental Price* (per day) | +Purchase Price | +
|---|---|---|
| Dog Guard dog Riding dog |
+ 1 cp per day 6 cp per day |
+ 2 sp 4 gp |
+
| Horse Riding horse Warhorse Pack animal |
+ 1 sp per day 1 gp per day 2 cp per day |
+ 8 gp 30 gp (level 2) 2 gp |
+
| Pony Riding pony Warpony |
+ 8 cp per day 8 sp per day |
+ 7 gp 24 gp (level 2) |
+
| Item | +Price | +Bulk | +Hands | +
|---|---|---|---|
| Beverages Mug of ale Keg of ale Pot of coffee or tea Bottle of wine Bottle of fine wine |
+ 1 cp 2 sp 2 cp 1 sp 1 gp |
+ L 2 L L L |
+ 1 2 1 1 1 |
+
| Hireling (1 day) Unskilled Skilled |
+ 1 sp 5 sp |
+ ||
| Lodging (1 day) Floor space Bed (for 1) Private room (for 2) Extravagant suite (for 6) |
+ 3 cp 1 sp 8 sp 10 gp |
+ ||
| Meals Poor meal Square meal Fine dining |
+ 1 cp 3 cp 1 gp |
+ L L L |
+ 2 2 2 |
+
| Stabling (1 day) | +2 cp | ++ | + |
| Toll | +at least 1 cp | ++ | + |
| Transportation (per 5 miles) Caravan Carriage Ferry or riverboat Sailing ship |
+ 3 cp 2 sp 4 cp 6 cp |
+
| + | Swim Distance | +|||
|---|---|---|---|---|
| Speed | +Success | +Critical | +Success | +Critical | +
| 5-15 feet | +5 | +5 | +5 | +10 | +
| 20-35 feet | +5 | +10 | +10 | +15 | +
| 40-55 feet | +10 | +15 | +15 | +20 | +
| 60-65 feet | +15 | +20 | +20 | +25 | +
| Level | +DC | +Level | +DC | +
|---|---|---|---|
| 0 | +14 | +13 | +31 | +
| 1 | +15 | +14 | +32 | +
| 2 | +16 | +15 | +34 | +
| 3 | +18 | +16 | +35 | +
| 4 | +19 | +17 | +36 | +
| 5 | +20 | +18 | +38 | +
| 6 | +22 | +19 | +39 | +
| 7 | +23 | +20 | +40 | +
| 8 | +24 | +21 | +42 | +
| 9 | +26 | +22 | +44 | +
| 10 | +27 | +23 | +46 | +
| 11 | +28 | +24 | +48 | +
| 12 | +30 | +25 | +50 | +
| + | DC | +||
| + | 15 | +||
| + | 18 | +||
| + | 20 | +||
| + | 23 | +||
| + | 26 | +||
| + | 28 | +||
| + | 31 | +||
| + | 34 | +||
| + | 36 | +||
| + | 39 | +||
| + | ||
|---|---|---|
| Level | +Simple Hazard | +Complex Hazard | +
| Party level –4 | +2 XP | +10 XP | +
| Party level –3 | +3 XP | +15 XP | +
| Party level –2 | +4 XP | +20 XP | +
| Party level –1 | +6 XP | +30 XP | +
| Party level | +8 XP | +40 XP | +
| Party level + 1 | +12 XP | +60 XP | +
| Party level + 2 | +16 XP | +80 XP | +
| Party level + 3 | +24 XP | +120 XP | +
| Party level + 4 | +30 XP | +150 XP | +
| House payment (10 year period) | +Price | +Monthly | +|
|---|---|---|---|
| Thatch hut (poor home) | +100 gp | +2 gp | +|
| Wood cottage (comfortable home) | +300 gp | +6 gp | +|
| Stone house (quality home) | +2,000 gp | +40 gp | +|
| Wood, stone, and metal manse (fine home) | +6,000 gp | +120 gp | +|
| Villa (luxury home) | +15,000 gp | +300 gp | +|
| House | +Monthly rent | +||
| Thatch hut (poor home) | +8 gp | +||
| Wood cottage (comfortable home) | +20 gp | +||
| Stone house (quality home) | +80 gp | +||
| Wood, stone, and metal manse (fine home) | +240 gp | +||
| Villa (luxury home) | +600 gp | +||
| Staff | +Maximum Spells | +||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Level | +Price | +Cantrip | +1st | +2nd | +3rd | +4th | +5th | +6th | +7th | +8th | +|
| 5 | +160 gp | +1 | +2 | +— | +— | +— | +— | +— | +— | +— | +|
| 7 | +250 gp | +1 | +2 | +2 | +— | +— | +— | +— | +— | +— | +|
| 9 | +700 gp | +1 | +2 | +2 | +2 | +— | +— | +— | +— | +— | +|
| 11 | +1400 gp | +1 | +2 | +2 | +2 | +2 | +— | +— | +— | +— | +|
| 13 | +3000 gp | +1 | +2 | +2 | +2 | +2 | +2 | +— | +— | +— | +|
| 15 | +6500 gp | +1 | +2 | +2 | +2 | +2 | +2 | +2 | +— | +— | +|
| 17 | +15000 gp | +1 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +— | +|
| 19 | +40000 gp | +1 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +|
| Simple Weapons | +Price | +Damage | +Range | +Reload | +Bulk | +Hands | +Group | +Weapon Traits | +
|---|---|---|---|---|---|---|---|---|
| [Blowgun](compendium/equipment/items/blowgun.md) 10 blowgun darts |
+ 1 sp 5 cp |
+ 1 P |
+ 20 ft. |
+ 1 |
+ L L |
+ 1 |
+ Dart |
+ [Agile](rules/traits/agile.md "Agile Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") |
+
| [Crossbow](compendium/equipment/items/crossbow.md) 10 bolts |
+ 3 gp 1 sp |
+ `1d8` P |
+ 120 ft. |
+ 1 |
+ 1 L |
+ 2 |
+ Bow |
+ — |
+
| [Dart](compendium/equipment/items/dart.md) | +1 cp | +`1d4` P | +20 ft. | +— | +L | +1 | +Dart | +[Agile](rules/traits/agile.md "Agile Weapon Trait"), [thrown](rules/traits/thrown.md "Thrown Weapon Trait") | +
| [Hand crossbow](compendium/equipment/items/hand-crossbow.md) 10 bolts |
+ 3 gp 1 sp |
+ `1d6` P |
+ 60 ft. |
+ 1 |
+ L L |
+ 1 |
+ Bow |
+ — |
+
| [Javelin](compendium/equipment/items/javelin.md) | +1 sp | +`1d6` P | +30 ft. | +— | +L | +1 | +Dart | +[Thrown](rules/traits/thrown.md "Thrown Weapon Trait") | +
| [Sling](compendium/equipment/items/sling.md) 10 sling bullets |
+ 0 1 cp |
+ `1d6` B |
+ 50 ft. |
+ 1 |
+ L L |
+ 1 |
+ Sling |
+ [Propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") |
+
| Martial Weapons | +Price | +Damage | +Range | +Reload | +Bulk | +Hands | +Group | +Weapon Traits | +
| Alchemical Bomb* | +Varies | +Varies | +20 ft. | +— | +L | +1 | +Bomb | +Varies | +
| [Composite longbow](compendium/equipment/items/composite-longbow.md) 10 arrows |
+ 20 gp 1 sp |
+ `1d8` P |
+ 100 ft. |
+ 0 |
+ 2 L |
+ 1+ |
+ Bow |
+ [Deadly](rules/traits/deadly.md "Deadly Weapon Trait") d10, [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait"), [volley](rules/traits/volley.md "Volley Weapon Trait") 30 ft. |
+
| [Composite shortbow](compendium/equipment/items/composite-shortbow.md) 10 arrows |
+ 14 gp 1 sp |
+ `1d6` P |
+ 60 ft. |
+ 0 |
+ 1 L |
+ 1+ |
+ Bow |
+ [Deadly](rules/traits/deadly.md "Deadly Weapon Trait") d10, [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") |
+
| [Longbow](compendium/equipment/items/longbow.md) 10 arrows |
+ 6 gp 1 sp |
+ `1d8` P |
+ 100 ft. |
+ 0 |
+ 2 L |
+ 1+ |
+ Bow |
+ [Deadly](rules/traits/deadly.md "Deadly Weapon Trait") d10, [volley](rules/traits/volley.md "Volley Weapon Trait") 30 ft. |
+
| [Shortbow](compendium/equipment/items/shortbow.md) 10 arrows |
+ 3 gp 1 sp |
+ `1d6` P |
+ 60 ft. |
+ 0 |
+ 1 L |
+ 1+ |
+ Bow |
+ [Deadly](rules/traits/deadly.md "Deadly Weapon Trait") d10 |
+
| Uncommon Martial Weapons | +Price | +Damage | +Range | +Reload | +Bulk | +Hands | +Group | +Weapon Traits | +
| [Halfling sling staff](compendium/equipment/items/halfling-sling-staff.md) 10 sling bullets |
+ 5 gp 1 cp |
+ `1d10` B |
+ 80 ft. |
+ 1 |
+ 1 L |
+ 2 |
+ Sling |
+ [Halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait"), [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") |
+
| [Shuriken](compendium/equipment/items/shuriken.md) | +1 cp | +`1d4` P | +20 ft. | +0 | +— | +1 | +Dart | +[Agile](rules/traits/agile.md "Agile Weapon Trait"), [monk](rules/traits/monk.md "Monk Class Trait"),[thrown](rules/traits/thrown.md "Thrown Weapon Trait") | +
| Service | +Price | +
|---|---|
| Bulletworks use (per hour) | +1 sp | +
| Bulletworks use (per day) | +1 gp | +
| Firearm services Cleaning (per gun) Repair (per day) |
+ 1 sp 1 gp |
+
| Firing range (per day) | +2 sp | +
| Sleeping accommodations (per night) Taproom floor space Bed (for 1) Private room (for 2) |
+ 5 cp 3 sp 1 gp |
+
| Food | +Price | +
| Bread of the day | +1 cp | +
| Brown bullet curry | +2 cp | +
| Full-course meal | +4 sp | +
| Spice cake | +5 cp | +
| Stew (broth only) | +5 cp | +
| Stew (with meat) | +1 sp | +
| Ustradi oysters | +2 sp | +
| Drink | +Price | +
| Dunsmith's dram | +5 cp | +
| Flaming whiskey | +7 cp | +
| Gear greaser | +6 cp | +
| Ghostly wainright | +2 sp | +
| Grenadier's revenge | +1 sp | +
| Smokeside sour | +2 cp | +
| Skill | +Key Ability | +Untrained Actions | +Trained Actions | +
|---|---|---|---|
| Acrobatics |
+ Dexterity |
+ [Balance](rules/actions/balance.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Tumble Through](rules/actions/tumble-through.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") |
+ [Maneuver in Flight](rules/actions/maneuver-in-flight.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Squeeze](rules/actions/squeeze.md)[^E] |
+
| Arcana |
+ Intelligence |
+ [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") |
+ [Borrow an Arcane Spell](rules/actions/borrow-an-arcane-spell.md)[^E] [Decipher Writing](rules/actions/decipher-writing.md)[^E, G] [Identify Magic](rules/actions/identify-magic.md)[^E, G] [Learn a Spell](rules/actions/learn-a-spell.md)[^E, G] |
+
| Athletics |
+ Strength |
+ [Climb](rules/actions/climb.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Force Open](rules/actions/force-open.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Grapple](rules/actions/grapple.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [High Jump](rules/actions/high-jump.md) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Long Jump](rules/actions/long-jump.md) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Shove](rules/actions/shove.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Swim](rules/actions/swim.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Trip](rules/actions/trip.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") |
+ [Disarm](rules/actions/disarm.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") |
+
| Crafting |
+ Intelligence |
+ [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Repair](rules/actions/repair.md)[^E] |
+ [Craft](rules/actions/craft.md)[^D] [Earn Income](rules/actions/earn-income.md)[^D, G] [Identify Alchemy](rules/actions/identify-alchemy.md)[^E] |
+
| Deception |
+ Charisma |
+ [Create a Diversion](rules/actions/create-a-diversion.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Impersonate](rules/actions/impersonate.md)[^E] [Lie](rules/actions/lie.md) |
+ [Feint](rules/actions/feint.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") |
+
| Diplomacy |
+ Charisma |
+ [Gather Information](rules/actions/gather-information.md)[^E] [Make an Impression](rules/actions/make-an-impression.md)[^E] [Request](rules/actions/request.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") |
+ |
| Intimidation |
+ Charisma |
+ [Coerce](rules/actions/coerce.md)[^E] [Demoralize](rules/actions/demoralize.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") |
+ |
| Lore | +Intelligence | +[Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | +[Earn Income](rules/actions/earn-income.md)[^D, G] | +
| Medicine |
+ Wisdom |
+ [Administer First Aid](rules/actions/administer-first-aid.md) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") |
+ [Treat Disease](rules/actions/treat-disease.md)[^D] [Treat Poison](rules/actions/treat-poison.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Treat Wounds](rules/actions/treat-wounds.md)[^E] |
+
| Nature |
+ Wisdom |
+ [Command an Animal](rules/actions/command-an-animal.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") |
+ [Identify Magic](rules/actions/identify-magic.md)[^E, G] [Learn a Spell](rules/actions/learn-a-spell.md)[^E, G] |
+
| Occultism |
+ Intelligence |
+ [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") |
+ [Decipher Writing](rules/actions/decipher-writing.md)[^E, G] [Identify Magic](rules/actions/identify-magic.md)[^E, G] [Learn a Spell](rules/actions/learn-a-spell.md)[^E, G] |
+
| Performance | +Charisma | +[Perform](rules/actions/perform.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | +[Earn Income](rules/actions/earn-income.md)[^D, G] | +
| Religion |
+ Wisdom |
+ [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") |
+ [Decipher Writing](rules/actions/decipher-writing.md)[^E, G] [Identify Magic](rules/actions/identify-magic.md)[^E, G] [Learn a Spell](rules/actions/learn-a-spell.md)[^E, G] |
+
| Society |
+ Intelligence |
+ [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Subsist](rules/actions/subsist.md)[^D, G] |
+ [Create Forgery](rules/actions/create-forgery.md)[^D] [Decipher Writing](rules/actions/decipher-writing.md)[^E, G] |
+
| Stealth |
+ Dexterity |
+ [Conceal an Object](rules/actions/conceal-an-object.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Hide](rules/actions/hide.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Sneak](rules/actions/sneak.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") |
+ |
| Survival |
+ Wisdom |
+ [Sense Direction](rules/actions/sense-direction.md)[^E] [Subsist](rules/actions/subsist.md)[^D, G] |
+ [Cover Tracks](rules/actions/cover-tracks.md)[^E] [Track](rules/actions/track.md)[^E] |
+
| Thievery |
+ Dexterity |
+ [Palm an Object](rules/actions/palm-an-object.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Steal](rules/actions/steal.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") |
+ [Disable a Device](rules/actions/disable-a-device.md) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Pick a Lock](rules/actions/pick-a-lock.md) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") |
+
| Ancestries | +Classes | +Languages | +Skills | +Feats | +
|---|---|---|---|---|
| **Strongly Recommended** | ++ | + | + | + |
| Elf (Auideen, Ilverani) | +Investigator | +Common | +[Arcana](compendium/skills.md#Arcana) | +Any occult skill feats | +
| Half-elf | +Psychic | +Elven | +[Deception](compendium/skills.md#Deception) | +[Arcane Sense](compendium/feats/arcane-sense.md) | +
| Human (Erutaki, Kellid, Taldan, Ulfen) | +Thaumaturge | ++ | [Occultism](compendium/skills.md#Occultism) | +[Oddity Identification](compendium/feats/oddity-identification.md) | +
| **Recommended** | ++ | + | + | + |
| Gnome (bleachling, feychild, keenspark) | +Bard | +Aklo | +[Nature](compendium/skills.md#Nature) | +[Forager](compendium/feats/forager.md) | +
| + | Oracle | +Sylvan | +[Society](compendium/skills.md#Society) | +[Hobnobber](compendium/feats/hobnobber.md) | +
| + | Witch | ++ | [Survival](compendium/skills.md#Survival) | +[Recognize Spell](compendium/feats/recognize-spell.md) | +
| **Appropriate** | ++ | + | + | + |
| Beastkin | +Alchemist | +Erutaki | +[Medicine](compendium/skills.md#Medicine) | +[Dubious Knowledge](compendium/feats/dubious-knowledge.md) | +
| Changeling | +Champion | +Hallit | +[Religion](compendium/skills.md#Religion) | +[Lie to Me](compendium/feats/lie-to-me.md) | +
| Dhampir | +Cleric | +Skald | ++ | [Ride](compendium/feats/ride.md) | +
| Tiefling | +Wizard | ++ | + | [Survey Wildlife](compendium/feats/survey-wildlife.md) | +
| **Not Recommended** | ++ | + | + | + |
| — | +— | +— | +— | +[Terrain Expertise](compendium/feats/terrain-expertise.md) | +
| + | + | + | + | [Terrain Stalker](compendium/feats/terrain-stalker.md) | +
| + | Alignments | +Ancestries (and Ethnicities) | +Classes | +Languages | +Skills | +Feats | +
|---|---|---|---|---|---|---|
| **Strongly Recommended** |
+ [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") |
+ Dwarf (Dongun) Human (Garundi, Keleshite, Mwangi, Vudrani) |
+ Alchemist Gunslinger Inventor |
+ Common Dwarven |
+ [Crafting](compendium/skills.md#Crafting) [Lore](compendium/skills.md#Lore) (Alkenstar, Brigh, Engineering) [Thievery](compendium/skills.md#Thievery) |
+ [Alchemical Crafting](compendium/feats/alchemical-crafting.md) [Crafter's Appraisal](compendium/feats/crafters-appraisal-apg.md) [Feather Step](compendium/feats/feather-step.md) [Quick Squeeze](compendium/feats/quick-squeeze.md) [Steady Balance](compendium/feats/steady-balance.md) |
+
| **Strongly Recommended** |
+ [N](rules/traits/n-b1.md "Neutral Alignment Trait") [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait") |
+ Halfling (Jaric) Half-Elf (Vourinoi) Geniekin Gnoll |
+ Bard Cleric Fighter Investigator Oracle Rogue Sorcerer Swashbuckler |
+ Gnoll Goblin Kelish |
+ [Acrobatics](compendium/skills.md#Acrobatics) [Athletics](compendium/skills.md#Athletics) [Deception](compendium/skills.md#Deception) [Society](compendium/skills.md#Society) |
+ [Deceptive Worship](compendium/feats/deceptive-worship-apg.md) [Experienced Smuggler](compendium/feats/experienced-smuggler.md) [Lengthy Diversion](compendium/feats/lengthy-diversion.md) [Pickpocket](compendium/feats/pickpocket.md) [Quick Coercion](compendium/feats/quick-coercion.md) [Quick Repair](compendium/feats/quick-repair.md) [Streetwise](compendium/feats/streetwise.md) [Subtle Theft](compendium/feats/subtle-theft.md) |
+
| **Appropriate** |
+ [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait") |
+ Dhampir Fleshwarp Gnoll |
+ Other common classes |
+ Aklo Halfling Jotun Mwangi Osiriani Vudrani |
+ [Diplomacy](compendium/skills.md#Diplomacy) [Intimidation](compendium/skills.md#Intimidation) [Performance](compendium/skills.md#Performance) [Religion](compendium/skills.md#Religion) [Stealth](compendium/skills.md#Stealth) [Survival](compendium/skills.md#Survival) |
+ [Bon Mot](compendium/feats/bon-mot-apg.md) [Charming Liar](compendium/feats/charming-liar.md) [Courtly Graces](compendium/feats/courtly-graces.md) [Group Impression](compendium/feats/group-impression.md) [Hobnobber](compendium/feats/hobnobber.md) [Intimidating Glare](compendium/feats/intimidating-glare.md) |
+
| **Not Recommended** |
+ [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait") [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") |
+ — |
+ — |
+ — |
+ [Medicine](compendium/skills.md#Medicine) [Nature](compendium/skills.md#Nature) [Occultism](compendium/skills.md#Occultism) |
+ Express Rider [Forager](compendium/feats/forager.md) [Multilingual](compendium/feats/multilingual.md) [Natural Medicine](compendium/feats/natural-medicine.md) [Ride](compendium/feats/ride.md) [Survey Wildlife](compendium/feats/survey-wildlife.md) [Terrain Expertise](compendium/feats/terrain-expertise.md) [Train Animal](compendium/feats/train-animal.md) [Underwater Marauder](compendium/feats/underwater-marauder.md) |
+
| + | Neutral | +Evil | +|
|---|---|---|---|
| Lawful | +Lawful Good (LG) | +Lawful Neutral (LN) | +Lawful Evil (LE) | +
| Neutral | +Neutral Good (NG) | +True Neutral (N) | +Neutral Evil (NE) | +
| Chaotic | +Chaotic Good (CG) | +Chaotic Neutral (CN) | +Chaotic Evil (CE) | +
](rules/traits/versatile-p.md "Versatile Weapon Trait") |
+| [Nine-ring sword](compendium/equipment/items/nine-ring-sword-logm.md) | 9 sp | `1d8` S | 1 | 1 | Sword | [Disarm](rules/traits/disarm.md "Disarm Weapon Trait") |
+| Polytool (level 1) | 10 gp | `1d6` [modular](rules/traits/modular-logm.md "Modular Weapon Trait") | 1 | 1 | Sword | [Agile](rules/traits/agile.md "Agile Weapon Trait"), modular B, P, or S |
+| Tekko-kagi | 2 sp | `1d4` S | L | 1 | Brawling | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [parry](rules/traits/parry.md "Parry Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") |
+| Urumi | 2 gp | `1d6` S | 2 | 1 | Flail | [Deadly
+
+
+* A counterfeit item has a minimum price (see text).
\ No newline at end of file
diff --git a/content/Mechanics/Rules/tables/watches-and-rest.md b/content/Mechanics/Rules/tables/watches-and-rest.md
new file mode 100644
index 000000000..47b6980cc
--- /dev/null
+++ b/content/Mechanics/Rules/tables/watches-and-rest.md
@@ -0,0 +1,17 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-note
+tags:
+- compendium/src/pf2e/crb
+aliases: ["Watches and Rest"]
+---
+# Watches and Rest
+*Source: Core Rulebook p. 500*
+
+| Group Size | Total Time | Duration of Each Watch |
+|------------|------------|------------------------|
+| 2 | 16 hours | 8 hours |
+| 3 | 12 hours | 4 hours |
+| 4 | 10 hours, 40 minutes | 2 hours, 40 minutes |
+| 5 | 10 hours | 2 hours |
+| 6 | 9 hours, 36 minutes | 1 hour, 36 minutes |
\ No newline at end of file
diff --git a/content/Mechanics/Rules/tables/weapon-upgrade-price.md b/content/Mechanics/Rules/tables/weapon-upgrade-price.md
new file mode 100644
index 000000000..819903e51
--- /dev/null
+++ b/content/Mechanics/Rules/tables/weapon-upgrade-price.md
@@ -0,0 +1,17 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-note
+tags:
+- compendium/src/pf2e/crb
+aliases: ["Weapon Upgrade Price"]
+---
+# Weapon Upgrade Price
+*Source: Core Rulebook p. 582*
+
+| Starting Weapon | Improved Weapon | Price and Process |
+|-----------------|-----------------|-------------------|
+| +1 weapon | +1 striking weapon | 65 gp to etch striking (4th level) |
+| +1 striking weapon | +2 striking weapon | 900 gp to etch +2 weapon potency (10th level) |
+| +2 striking weapon | +2 greater striking weapon | 1,000 gp to etch greater striking (12th level) |
+| +2 greater striking weapon | +3 greater striking weapon | 8,000 gp to etch +3 weapon potency (16th level) |
+| +3 greater striking weapon | +3 major striking weapon | 30,000 gp to etch major striking (19th level) |
\ No newline at end of file
diff --git a/content/Mechanics/Rules/tables/wellspring-surges-som.md b/content/Mechanics/Rules/tables/wellspring-surges-som.md
new file mode 100644
index 000000000..0755e96d4
--- /dev/null
+++ b/content/Mechanics/Rules/tables/wellspring-surges-som.md
@@ -0,0 +1,32 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-note
+tags:
+- compendium/src/pf2e/som
+aliases: ["Wellspring Surges"]
+---
+# Wellspring Surges
+*Source: Secrets of Magic p. 250*
+
+| `d20` | Effect |
+|-------|--------|
+| 1 | **Energy Unleashed** ([evocation](rules/traits/evocation.md "Evocation School Trait")) Raw energy deals 2d6 damage per spell level of the surge (basic Reflex save) in a 10-foot burst. |
+| 2 | **Positive Energy Expulsion** ([healing](rules/traits/healing.md "Healing Effect Trait"), [necromancy](rules/traits/necromancy.md "Necromancy School Trait"), [positive](rules/traits/positive.md "Positive Energy & Element Trait")) Positive energy explodes outward, healing living creatures for 1d8 Hit Points per spell level of the surge in a 20-foot burst. Undead creatures instead take the same amount of positive damage, with a basic Will save. |
+| 3 | **Mass Siphon** ([transmutation](rules/traits/transmutation.md "Transmutation School Trait")) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can [Climb](rules/actions/climb.md) at their land Speed and can [Leap](rules/actions/leap.md) as far upward as they could normally [Leap](rules/actions/leap.md) horizontally. |
+| 4 | **Magical Nemesis** ([conjuration](rules/traits/conjuration.md "Conjuration School Trait"), [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait")) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by [summon animal](compendium/spells/summon-animal.md) of the spell level, although it can be of any type. The GM determines the specific creature. The creature is [unfriendly](rules/conditions.md#Unfriendly) to you and friendly to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not [summoned](rules/traits/summoned.md "Summoned Creature Trait") or a [minion](rules/traits/minion.md "Minion Creature Trait"). |
+| 5 | **Monstrous Transformation** ([mental](rules/traits/mental.md "Mental Effect Trait"), [morph](rules/traits/morph.md "Morph Effect Trait"), [transmutation](rules/traits/transmutation.md "Transmutation School Trait")) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and unarmed damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be [confused](rules/conditions.md#Confused) until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus. |
+| 6 | **Sudden Gale** ([air](rules/traits/air.md "Air Energy & Element Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait")) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone) (and be pushed 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is difficult terrain, or greater difficult terrain while flying. |
+| 7 | **Tremor** ([earth](rules/traits/earth.md "Earth Energy & Element Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait")) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone). The surface then becomes difficult terrain for 1 minute. |
+| 8 | **Oppressive Voice** ([divination](rules/traits/divination.md "Divination School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take 1d4 mental damage per spell level with a basic Will save. On a failure, you're also [stunned](rules/conditions.md#Stunned) ([stunned](rules/conditions.md#Stunned) on a critical failure). |
+| 9 | **Trinket Squall** ([illusion](rules/traits/illusion.md "Illusion School Trait")) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to 0. |
+| 10 | **Antimagic Eruption** ([abjuration](rules/traits/abjuration.md "Abjuration School Trait")) The surge attempts to counteract a random spell active on you and on each creature within a 10-foot burst. |
+| 11 | **Mental Broadcast** ([detection](rules/traits/detection.md "Detection Effect Trait"), [divination](rules/traits/divination.md "Divination School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) For 1 minute, everyone within 30 feet of you can hear your surface thoughts. |
+| 12 | **Verdant Clutch** ([conjuration](rules/traits/conjuration.md "Conjuration School Trait"), [plant](rules/traits/plant.md "Plant Creature Type Trait")) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be [immobilized](rules/conditions.md#Immobilized) unless they succeed at a Reflex save. The [Escape](rules/actions/escape.md) DC is equal to the spell DC. |
+| 13 | **Tinge of Terror** ([emotion](rules/traits/emotion.md "Emotion Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [fear](rules/traits/fear.md "Fear Effect Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming [frightened](rules/conditions.md#Frightened) on a failure or [frightened](rules/conditions.md#Frightened) on a critical failure. |
+| 14 | **Strike up the Band** ([auditory](rules/traits/auditory.md "Auditory Effect Trait"), [illusion](rules/traits/illusion.md "Illusion School Trait")) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), and [Performance](compendium/skills.md#Performance) checks, a –2 status penalty to [Deception](compendium/skills.md#Deception) checks, and makes certain uses of [Stealth](compendium/skills.md#Stealth) virtually impossible. It might have other effects as the GM sees fit. |
+| 15 | **Life Sap** ([necromancy](rules/traits/necromancy.md "Necromancy School Trait")) The surge drains your life force and strength. You become [drained](rules/conditions.md#Drained) and [doomed](rules/conditions.md#Doomed), and you are [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. |
+| 16 | **Ablative Barrier** ([abjuration](rules/traits/abjuration.md "Abjuration School Trait")) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0. |
+| 17 | **Luminous Pests** ([illusion](rules/traits/illusion.md "Illusion School Trait"), [visual](rules/traits/visual.md "Visual Effect Trait")) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be [dazzled](rules/conditions.md#Dazzled) for 1 minute, or [blinded](rules/conditions.md#Blinded) for 1 round and then [dazzled](rules/conditions.md#Dazzled) for 1 minute on a critical failure. |
+| 18 | **Emotional Turmoil** ([emotion](rules/traits/emotion.md "Emotion Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a –2 status penalty to them instead. |
+| 19 | **Sudden Downpour** ([evocation](rules/traits/evocation.md "Evocation School Trait"), [water](rules/traits/water.md "Water Energy & Element Trait")) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires. |
+| 20 | **Spell Surge** You immediately cast any spell in your repertoire of the surge's spell level or lower (or from your prepared spells or innate spells if you don't have a repertoire but have been forced to generate a wellspring surge). You must choose a spell that takes 3 or fewer actions to cast. |
\ No newline at end of file
diff --git a/content/Mechanics/Rules/tables/xp-awards.md b/content/Mechanics/Rules/tables/xp-awards.md
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index 000000000..016ca21af
--- /dev/null
+++ b/content/Mechanics/Rules/tables/xp-awards.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-note
+tags:
+- compendium/src/pf2e/crb
+aliases: ["XP Awards"]
+---
+# XP Awards
+*Source: Core Rulebook p. 508*
+
+
+
+Service
+ Price
+
+
+Coded signal
+
Temporary
Permanent
Monument
+
10 gp
100 gp
1000 gp
+
+Counterfeit Item
+
Low-grade
Medium-grade
High-grade
+
5% of Price*
10% of Price*
20% of Price*
+
+False witness
+
Low-grade
Disreputable (DC 16)
Ordinary (level 5, DC 22)
Respectable (level 9, DC 28)
Honorable (level 13, DC 33)
Unimpeachable (level 17, DC 38)
+
5% of Price*
9 gp
75 gp
450 gp
1,500 gp
7,500 gp
+
+Political favor
+
Minor
Moderate
Major
+
50 gp
1,000 gp
10,000 gp
+
\ No newline at end of file
diff --git a/content/Mechanics/Traits/aasimar-apg.md b/content/Mechanics/Rules/traits/aasimar-apg.md
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diff --git a/content/Mechanics/Rules/traits/aberration.md b/content/Mechanics/Rules/traits/aberration.md
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+++ b/content/Mechanics/Rules/traits/aberration.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature-type
+aliases: ["Aberration"]
+---
+# Aberration
+*Source: Core Rulebook p. 266*
+
+Aberrations are creatures from beyond the planes or corruptions of the natural order.
+
+- **Categories**: Creature Type
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/abjuration.md b/content/Mechanics/Rules/traits/abjuration.md
new file mode 100644
index 000000000..4a029e12d
--- /dev/null
+++ b/content/Mechanics/Rules/traits/abjuration.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/school
+- trait/category/spell/abjuration
+aliases: ["Abjuration"]
+---
+# Abjuration
+*Source: Core Rulebook p. 628*
+
+Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.
+
+Abjurations protect and ward. They create barriers that keep out attacks, effects, or even certain types of creatures. They also create effects that harm trespassers or banish interlopers.
+
+- **Categories**: School (Abjuration)
\ No newline at end of file
diff --git a/content/Mechanics/Traits/academic-locg.md b/content/Mechanics/Rules/traits/academic-locg.md
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diff --git a/content/Mechanics/Rules/traits/acid.md b/content/Mechanics/Rules/traits/acid.md
new file mode 100644
index 000000000..a28e0ef18
--- /dev/null
+++ b/content/Mechanics/Rules/traits/acid.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/energy-element
+aliases: ["Acid"]
+---
+# Acid
+*Source: Core Rulebook p. 628*
+
+Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.
+
+- **Categories**: Energy & Element
\ No newline at end of file
diff --git a/content/Mechanics/Traits/additive.md b/content/Mechanics/Rules/traits/additive.md
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diff --git a/content/Mechanics/Rules/traits/agile.md b/content/Mechanics/Rules/traits/agile.md
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+++ b/content/Mechanics/Rules/traits/agile.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/weapon
+aliases: ["Agile"]
+---
+# Agile
+*Source: Core Rulebook p. 282*
+
+The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
+
+- **Categories**: Weapon
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/air.md b/content/Mechanics/Rules/traits/air.md
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index 000000000..7945256dc
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+++ b/content/Mechanics/Rules/traits/air.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/energy-element
+- trait/category/planar
+aliases: ["Air"]
+---
+# Air
+*Source: Core Rulebook p. 628*
+
+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.
+
+Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they may include clouds of acidic or toxic gas. Air magic is enhanced, and [earth](rules/traits/earth.md "Earth Energy & Element Trait") magic is impeded. Earth creatures often find themselves at a disadvantage within air planes, which tend to at least make them uncomfortable, as there is little solid ground for them to gain their bearings.
+
+- **Categories**: Energy & Element, Planar
\ No newline at end of file
diff --git a/content/Mechanics/Traits/alchemical.md b/content/Mechanics/Rules/traits/alchemical.md
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diff --git a/content/Mechanics/Traits/anadi-lome.md b/content/Mechanics/Rules/traits/anadi-lome.md
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diff --git a/content/Mechanics/Traits/android-loag.md b/content/Mechanics/Rules/traits/android-loag.md
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diff --git a/content/Mechanics/Rules/traits/angel.md b/content/Mechanics/Rules/traits/angel.md
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+++ b/content/Mechanics/Rules/traits/angel.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature
+aliases: ["Angel"]
+---
+# Angel
+*Source: Core Rulebook p. 628*
+
+This family of celestials is native to the plane of Nirvana. Most angels are neutral good, have [darkvision](rules/abilities/darkvision.md), and have a weakness to evil damage.
+
+- **Categories**: Creature
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/animal.md b/content/Mechanics/Rules/traits/animal.md
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+++ b/content/Mechanics/Rules/traits/animal.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature-type
+aliases: ["Animal"]
+---
+# Animal
+*Source: Core Rulebook p. 628*
+
+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.
+
+- **Categories**: Creature Type
\ No newline at end of file
diff --git a/content/Mechanics/Traits/any-b1.md b/content/Mechanics/Rules/traits/any-b1.md
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diff --git a/content/Mechanics/Rules/traits/arcane.md b/content/Mechanics/Rules/traits/arcane.md
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@@ -0,0 +1,16 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/tradition
+aliases: ["Arcane"]
+---
+# Arcane
+*Source: Core Rulebook p. 628*
+
+This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is [magical](rules/traits/magical.md "Magical Item Trait").
+
+A creature with this trait is primarily constituted of or has a strong connection to arcane magic.
+
+- **Categories**: Tradition
\ No newline at end of file
diff --git a/content/Mechanics/Traits/archetype.md b/content/Mechanics/Rules/traits/archetype.md
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diff --git a/content/Mechanics/Traits/attached.md b/content/Mechanics/Rules/traits/attached.md
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diff --git a/content/Mechanics/Rules/traits/attack.md b/content/Mechanics/Rules/traits/attack.md
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+++ b/content/Mechanics/Rules/traits/attack.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/combat
+aliases: ["Attack"]
+---
+# Attack
+*Source: Core Rulebook p. 629*
+
+An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
+
+- **Categories**: Combat
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/auditory.md b/content/Mechanics/Rules/traits/auditory.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Auditory"]
+---
+# Auditory
+*Source: Core Rulebook p. 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. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") effect, which still affects targets who can't hear it (such as [deaf](rules/conditions.md#Deafened) targets) as long as the effect itself makes sound.
+
+- **Categories**: Effect
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/aura.md b/content/Mechanics/Rules/traits/aura.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/combat
+aliases: ["Aura"]
+---
+# Aura
+*Source: Core Rulebook p. 629*
+
+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.
+
+- **Categories**: Combat
\ No newline at end of file
diff --git a/content/Mechanics/Traits/automaton-g-g.md b/content/Mechanics/Rules/traits/automaton-g-g.md
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diff --git a/content/Mechanics/Rules/traits/backswing.md b/content/Mechanics/Rules/traits/backswing.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/weapon
+aliases: ["Backswing"]
+---
+# Backswing
+*Source: Core Rulebook p. 282*
+
+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.
+
+- **Categories**: Weapon
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/bard.md b/content/Mechanics/Rules/traits/bard.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/class
+aliases: ["Bard"]
+---
+# Bard
+*Source: Core Rulebook p. 629*
+
+This indicates abilities from the bard class.
+
+- **Categories**: Class
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/beast.md b/content/Mechanics/Rules/traits/beast.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature-type
+aliases: ["Beast"]
+---
+# Beast
+*Source: Core Rulebook p. 629*
+
+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.
+
+- **Categories**: Creature Type
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/cantrip.md b/content/Mechanics/Rules/traits/cantrip.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/spell
+aliases: ["Cantrip"]
+---
+# Cantrip
+*Source: Core Rulebook p. 629*
+
+A spell you can cast at will that is automatically heightened to half your level rounded up.
+
+- **Categories**: Spell
\ No newline at end of file
diff --git a/content/Mechanics/Traits/capacity-tv.md b/content/Mechanics/Rules/traits/capacity-tv.md
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diff --git a/content/Mechanics/Rules/traits/celestial.md b/content/Mechanics/Rules/traits/celestial.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature-type
+aliases: ["Celestial"]
+---
+# Celestial
+*Source: Core Rulebook p. 629*
+
+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.
+
+- **Categories**: Creature Type
\ No newline at end of file
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/class
+aliases: ["Champion"]
+---
+# Champion
+*Source: Core Rulebook p. 629*
+
+This indicates abilities from the champion class.
+
+- **Categories**: Class
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/cleric.md b/content/Mechanics/Rules/traits/cleric.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/class
+aliases: ["Cleric"]
+---
+# Cleric
+*Source: Core Rulebook p. 629*
+
+This indicates abilities from the cleric class.
+
+- **Categories**: Class
\ No newline at end of file
diff --git a/content/Mechanics/Traits/climbing-aaws.md b/content/Mechanics/Rules/traits/climbing-aaws.md
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diff --git a/content/Mechanics/Rules/traits/cold.md b/content/Mechanics/Rules/traits/cold.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/energy-element
+aliases: ["Cold"]
+---
+# Cold
+*Source: Core Rulebook p. 629*
+
+Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
+
+- **Categories**: Energy & Element
\ No newline at end of file
diff --git a/content/Mechanics/Traits/combination-g-g.md b/content/Mechanics/Rules/traits/combination-g-g.md
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diff --git a/content/Mechanics/Rules/traits/composition.md b/content/Mechanics/Rules/traits/composition.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/spell
+aliases: ["Composition"]
+---
+# Composition
+*Source: Core Rulebook p. 629*
+
+To cast a composition cantrip or focus spell, you usually use a type of [Performance](compendium/skills.md#Performance). If the spell includes a verbal component, you must use an [auditory](rules/traits/auditory.md "Auditory Effect Trait") performance, and if it includes a somatic component, you must use a [visual](rules/traits/visual.md "Visual Effect Trait") one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
+
+- **Categories**: Spell
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/concentrate.md b/content/Mechanics/Rules/traits/concentrate.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/action-ability
+- trait/category/combat
+aliases: ["Concentrate"]
+---
+# Concentrate
+*Source: Core Rulebook p. 630*
+
+An action with this trait requires a degree of mental concentration and discipline.
+
+- **Categories**: Combat, Action & Ability
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/conjuration.md b/content/Mechanics/Rules/traits/conjuration.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/school
+- trait/category/spell/conjuration
+aliases: ["Conjuration"]
+---
+# Conjuration
+*Source: Core Rulebook p. 630*
+
+Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait"), or moving things from place to place.
+
+Conjuration spells transport creatures via teleportation, create an object, or bring a creature or object from somewhere else (typically from another plane) to follow your commands.
+
+Conjuration spells often have the [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") trait, and the creatures summoned by conjuration spells have the [summoned](rules/traits/summoned.md "Summoned Creature Trait") trait.
+
+- **Categories**: School (Conjuration)
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/construct.md b/content/Mechanics/Rules/traits/construct.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature-type
+aliases: ["Construct"]
+---
+# Construct
+*Source: Core Rulebook p. 630*
+
+A construct is an artificial creature empowered by a force other than necromancy. Constructs are often [mindless](rules/traits/mindless.md "Mindless Creature Trait"); they are immune to disease, the [paralyzed](rules/conditions.md#Paralyzed) condition, and poison; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
+
+- **Categories**: Creature Type
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/curse.md b/content/Mechanics/Rules/traits/curse.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Curse"]
+---
+# Curse
+*Source: Core Rulebook p. 630*
+
+A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
+
+Afflictions with this trait are manifestations of potent ill will. A curse either lasts a specified amount of time or can be removed only by certain actions a character must perform or conditions they must meet. A curse with stages follows the rules for afflictions.
+
+- **Categories**: Effect
\ No newline at end of file
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Darkness"]
+---
+# Darkness
+*Source: Core Rulebook p. 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.
+
+- **Categories**: Effect
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/deadly.md b/content/Mechanics/Rules/traits/deadly.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/weapon
+aliases: ["Deadly"]
+---
+# Deadly
+*Source: Core Rulebook p. 282*
+
+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. For instance, a rapier with a greater striking rune deals `2d8` extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.
+
+- **Categories**: Weapon
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/death.md b/content/Mechanics/Rules/traits/death.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Death"]
+---
+# Death
+*Source: Core Rulebook p. 630*
+
+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.
+
+- **Categories**: Effect
\ No newline at end of file
diff --git a/content/Mechanics/Traits/dedication.md b/content/Mechanics/Rules/traits/dedication.md
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diff --git a/content/Mechanics/Traits/deflecting-tv.md b/content/Mechanics/Rules/traits/deflecting-tv.md
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diff --git a/content/Mechanics/Rules/traits/demon.md b/content/Mechanics/Rules/traits/demon.md
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index 000000000..d95f735e9
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature
+aliases: ["Demon"]
+---
+# Demon
+*Source: Core Rulebook p. 630*
+
+A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have [darkvision](rules/abilities/darkvision.md).
+
+- **Categories**: Creature
\ No newline at end of file
diff --git a/content/Mechanics/Traits/dero-b1.md b/content/Mechanics/Rules/traits/dero-b1.md
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diff --git a/content/Mechanics/Rules/traits/detection.md b/content/Mechanics/Rules/traits/detection.md
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index 000000000..ed8b11b08
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+++ b/content/Mechanics/Rules/traits/detection.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Detection"]
+---
+# Detection
+*Source: Core Rulebook p. 630*
+
+Effects with this trait attempt to determine the presence or location of a person, object, or aura.
+
+- **Categories**: Effect
\ No newline at end of file
diff --git a/content/Mechanics/Traits/deviant-da.md b/content/Mechanics/Rules/traits/deviant-da.md
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diff --git a/content/Mechanics/Traits/devil.md b/content/Mechanics/Rules/traits/devil.md
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diff --git a/content/Mechanics/Traits/dhampir-b1.md b/content/Mechanics/Rules/traits/dhampir-b1.md
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diff --git a/content/Mechanics/Rules/traits/dinosaur.md b/content/Mechanics/Rules/traits/dinosaur.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature
+aliases: ["Dinosaur"]
+---
+# Dinosaur
+*Source: Core Rulebook p. 630*
+
+These reptiles have survived from prehistoric times.
+
+- **Categories**: Creature
\ No newline at end of file
diff --git a/content/Mechanics/Traits/disarm.md b/content/Mechanics/Rules/traits/disarm.md
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diff --git a/content/Mechanics/Rules/traits/disease.md b/content/Mechanics/Rules/traits/disease.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Disease"]
+---
+# Disease
+*Source: Core Rulebook p. 631*
+
+An effect with this trait applies one or more diseases. A disease is typically an affliction.
+
+- **Categories**: Effect
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/divination.md b/content/Mechanics/Rules/traits/divination.md
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index 000000000..b2d28333b
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+++ b/content/Mechanics/Rules/traits/divination.md
@@ -0,0 +1,19 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/school
+- trait/category/spell/divination
+aliases: ["Divination"]
+---
+# Divination
+*Source: Core Rulebook p. 631*
+
+The divination school of magic typically involves obtaining or transferring information, or predicting events.
+
+Divinations allow you to learn the secrets of the present, past, and future. They bestow good fortune, grant you the ability to perceive remote locations, and reveal secret knowledge.
+
+Divinations often have the detection trait if they find something, the [prediction](rules/traits/prediction.md "Prediction Effect Trait") trait if they grant you insight about what might happen in the future, the [revelation](rules/traits/revelation.md "Revelation Effect Trait") trait if they show things as they truly are, or the [scrying](rules/traits/scrying.md "Scrying Effect Trait") trait if they let you perceive another location.
+
+- **Categories**: School (Divination)
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/divine.md b/content/Mechanics/Rules/traits/divine.md
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index 000000000..b22dbdfb8
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+++ b/content/Mechanics/Rules/traits/divine.md
@@ -0,0 +1,14 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/tradition
+aliases: ["Divine"]
+---
+# Divine
+*Source: Core Rulebook p. 631*
+
+This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is [magical](rules/traits/magical.md "Magical Item Trait").
+
+- **Categories**: Tradition
\ No newline at end of file
diff --git a/content/Mechanics/Traits/double-barrel-g-g.md b/content/Mechanics/Rules/traits/double-barrel-g-g.md
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rename from content/Mechanics/Traits/double-barrel-g-g.md
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diff --git a/content/Mechanics/Rules/traits/downtime.md b/content/Mechanics/Rules/traits/downtime.md
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index 000000000..c68558ccc
--- /dev/null
+++ b/content/Mechanics/Rules/traits/downtime.md
@@ -0,0 +1,14 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/action-ability
+aliases: ["Downtime"]
+---
+# Downtime
+*Source: Core Rulebook p. 631*
+
+An activity with this trait takes a day or more, and can be used only during downtime.
+
+- **Categories**: Action & Ability
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/dragon.md b/content/Mechanics/Rules/traits/dragon.md
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+++ b/content/Mechanics/Rules/traits/dragon.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature-type
+aliases: ["Dragon"]
+---
+# Dragon
+*Source: Core Rulebook p. 631*
+
+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](rules/traits/sleep.md "Sleep Effect Trait") and [paralysis](rules/conditions.md#Paralyzed).
+
+- **Categories**: Creature Type
\ No newline at end of file
diff --git a/content/Mechanics/Traits/dream-b2.md b/content/Mechanics/Rules/traits/dream-b2.md
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diff --git a/content/Mechanics/Traits/drow.md b/content/Mechanics/Rules/traits/drow.md
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diff --git a/content/Mechanics/Traits/drug-gmg.md b/content/Mechanics/Rules/traits/drug-gmg.md
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diff --git a/content/Mechanics/Rules/traits/druid.md b/content/Mechanics/Rules/traits/druid.md
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index 000000000..28b5fcd1d
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/class
+aliases: ["Druid"]
+---
+# Druid
+*Source: Core Rulebook p. 631*
+
+This indicates abilities from the druid class.
+
+- **Categories**: Class
\ No newline at end of file
diff --git a/content/Mechanics/Traits/duergar.md b/content/Mechanics/Rules/traits/duergar.md
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diff --git a/content/Mechanics/Traits/duskwalker-apg.md b/content/Mechanics/Rules/traits/duskwalker-apg.md
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diff --git a/content/Mechanics/Traits/dwarf.md b/content/Mechanics/Rules/traits/dwarf.md
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diff --git a/content/Mechanics/Rules/traits/earth.md b/content/Mechanics/Rules/traits/earth.md
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+++ b/content/Mechanics/Rules/traits/earth.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/energy-element
+- trait/category/planar
+aliases: ["Earth"]
+---
+# Earth
+*Source: Core Rulebook p. 631*
+
+Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.
+
+These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don't reach a cavern or some other air pocket within the plane's solid matter. Creatures who can't burrow are entombed in the plane's substance and must attempt to dig their way toward an air pocket. Earth magic is enhanced, and [air](rules/traits/air.md "Air Energy & Element Trait") magic is impeded. Air creatures are ill at ease, as they rarely have the space to move freely through even the most lofty warrens.
+
+Effects with the earth trait either manipulate or conjure earth.
+
+- **Categories**: Energy & Element, Planar
\ No newline at end of file
diff --git a/content/Mechanics/Traits/eidolon-som.md b/content/Mechanics/Rules/traits/eidolon-som.md
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diff --git a/content/Mechanics/Rules/traits/electricity.md b/content/Mechanics/Rules/traits/electricity.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/energy-element
+aliases: ["Electricity"]
+---
+# Electricity
+*Source: Core Rulebook p. 631*
+
+Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
+
+- **Categories**: Energy & Element
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/elemental.md b/content/Mechanics/Rules/traits/elemental.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature-type
+aliases: ["Elemental"]
+---
+# Elemental
+*Source: Core Rulebook p. 631*
+
+Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
+
+- **Categories**: Creature Type
\ No newline at end of file
diff --git a/content/Mechanics/Traits/elf.md b/content/Mechanics/Rules/traits/elf.md
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diff --git a/content/Mechanics/Traits/elixir.md b/content/Mechanics/Rules/traits/elixir.md
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diff --git a/content/Mechanics/Rules/traits/emotion.md b/content/Mechanics/Rules/traits/emotion.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Emotion"]
+---
+# Emotion
+*Source: Core Rulebook p. 631*
+
+This effect alters a creature's emotions. Effects with this trait always have the [mental](rules/traits/mental.md "Mental Effect Trait") trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects.
+
+- **Categories**: Effect
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/enchantment.md b/content/Mechanics/Rules/traits/enchantment.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/school
+- trait/category/spell/enchantment
+aliases: ["Enchantment"]
+---
+# Enchantment
+*Source: Core Rulebook p. 631*
+
+Effects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects.
+
+Enchantments affect the minds and emotions of other creatures—sometimes to influence and control them, and other times to bolster them to greater heights of courage. Enchantment spells almost always have the [mental](rules/traits/mental.md "Mental Effect Trait") trait, and many have the [emotion](rules/traits/emotion.md "Emotion Effect Trait") trait or the [fear](rules/traits/fear.md "Fear Effect Trait") trait.
+
+- **Categories**: School (Enchantment)
\ No newline at end of file
diff --git a/content/Mechanics/Traits/energy-loag.md b/content/Mechanics/Rules/traits/energy-loag.md
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diff --git a/content/Mechanics/Traits/environmental.md b/content/Mechanics/Rules/traits/environmental.md
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diff --git a/content/Mechanics/Traits/erratic-gmg.md b/content/Mechanics/Rules/traits/erratic-gmg.md
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diff --git a/content/Mechanics/Traits/esoterica-da.md b/content/Mechanics/Rules/traits/esoterica-da.md
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diff --git a/content/Mechanics/Rules/traits/ethereal.md b/content/Mechanics/Rules/traits/ethereal.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature
+aliases: ["Ethereal"]
+---
+# Ethereal
+*Source: Core Rulebook p. 631*
+
+Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.
+
+- **Categories**: Creature
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/evil.md b/content/Mechanics/Rules/traits/evil.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/alignment
+- trait/category/planar
+aliases: ["Evil"]
+---
+# Evil
+*Source: Core Rulebook p. 631*
+
+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.
+
+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. An ability with this trait can be selected or used only by evil creatures.
+
+- **Categories**: Alignment, Planar
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/evocation.md b/content/Mechanics/Rules/traits/evocation.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/school
+- trait/category/spell/evocation
+aliases: ["Evocation"]
+---
+# Evocation
+*Source: Core Rulebook p. 634*
+
+Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.
+
+Evocations capture magical energy and then shape it to harm your foes or protect your allies. Evocation spells often have a trait that comes from the type of damage they deal, such as [acid](rules/traits/acid.md "Acid Energy & Element Trait"), [cold](rules/traits/cold.md "Cold Energy & Element Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait"), [force](rules/traits/force.md "Force Energy & Element Trait"), or [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait").
+
+- **Categories**: School (Evocation)
\ No newline at end of file
diff --git a/content/Mechanics/Traits/evolution-som.md b/content/Mechanics/Rules/traits/evolution-som.md
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diff --git a/content/Mechanics/Traits/expandable-tv.md b/content/Mechanics/Rules/traits/expandable-tv.md
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diff --git a/content/Mechanics/Rules/traits/exploration.md b/content/Mechanics/Rules/traits/exploration.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/action-ability
+aliases: ["Exploration"]
+---
+# Exploration
+*Source: Core Rulebook p. 631*
+
+An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
+
+- **Categories**: Action & Ability
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/extradimensional.md b/content/Mechanics/Rules/traits/extradimensional.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+- trait/category/item
+aliases: ["Extradimensional"]
+---
+# Extradimensional
+*Source: Core Rulebook p. 631*
+
+This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.
+
+- **Categories**: Effect, Item
\ No newline at end of file
diff --git a/content/Mechanics/Traits/fatal-aim-g-g.md b/content/Mechanics/Rules/traits/fatal-aim-g-g.md
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diff --git a/content/Mechanics/Rules/traits/fey.md b/content/Mechanics/Rules/traits/fey.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature-type
+aliases: ["Fey"]
+---
+# Fey
+*Source: Core Rulebook p. 631*
+
+Creatures of the First World are called the fey.
+
+- **Categories**: Creature Type
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/fiend.md b/content/Mechanics/Rules/traits/fiend.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature-type
+aliases: ["Fiend"]
+---
+# Fiend
+*Source: Core Rulebook p. 631*
+
+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.
+
+- **Categories**: Creature Type
\ No newline at end of file
diff --git a/content/Mechanics/Traits/fighter.md b/content/Mechanics/Rules/traits/fighter.md
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diff --git a/content/Mechanics/Traits/finite-gmg.md b/content/Mechanics/Rules/traits/finite-gmg.md
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diff --git a/content/Mechanics/Rules/traits/fire.md b/content/Mechanics/Rules/traits/fire.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/energy-element
+- trait/category/planar
+aliases: ["Fire"]
+---
+# Fire
+*Source: Core Rulebook p. 632*
+
+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 to non-fire creatures.
+
+Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Fire magic is enhanced, and [cold](rules/traits/cold.md "Cold Energy & Element Trait") and [water](rules/traits/water.md "Water Energy & Element Trait") magic are impeded. Water creatures are extremely uncomfortable on a fire plane, and any natural resistance they have against fire doesn't function against this environmental fire damage.
+
+- **Categories**: Energy & Element, Planar
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/flourish.md b/content/Mechanics/Rules/traits/flourish.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/combat
+aliases: ["Flourish"]
+---
+# Flourish
+*Source: Core Rulebook p. 632*
+
+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.
+
+- **Categories**: Combat
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/force.md b/content/Mechanics/Rules/traits/force.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/energy-element
+aliases: ["Force"]
+---
+# Force
+*Source: Core Rulebook p. 632*
+
+Effects with this trait deal force damage or create objects made of pure magical force.
+
+- **Categories**: Energy & Element
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/fortune.md b/content/Mechanics/Rules/traits/fortune.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Fortune"]
+---
+# Fortune
+*Source: Core Rulebook p. 632*
+
+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](rules/traits/misfortune.md "Misfortune Effect Trait") effect would apply to the same roll, the two cancel each other out, and you roll normally.
+
+- **Categories**: Effect
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/free-hand.md b/content/Mechanics/Rules/traits/free-hand.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/weapon
+aliases: ["Free-Hand"]
+---
+# Free-Hand
+*Source: Core Rulebook p. 282*
+
+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](rules/traits/manipulate.md "Manipulate General Trait") 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. When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
+
+This weapon doesn't take up your hand, usually because it's built into your armor.
+
+- **Categories**: Weapon
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/good.md b/content/Mechanics/Rules/traits/good.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/alignment
+- trait/category/planar
+aliases: ["Good"]
+---
+# Good
+*Source: Core Rulebook p. 632*
+
+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.
+
+An ability with this trait can be selected or used only by good creatures.
+
+- **Categories**: Alignment, Planar
\ No newline at end of file
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/hazard
+aliases: ["Haunt"]
+---
+# Haunt
+*Source: Core Rulebook p. 632*
+
+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.
+
+- **Categories**: Hazard
\ No newline at end of file
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Healing"]
+---
+# Healing
+*Source: Core Rulebook p. 632*
+
+A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing disease or other debilitating effects.
+
+- **Categories**: Effect
\ No newline at end of file
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature-type
+aliases: ["Humanoid"]
+---
+# Humanoid
+*Source: Core Rulebook p. 633*
+
+Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
+
+- **Categories**: Creature Type
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/illusion.md b/content/Mechanics/Rules/traits/illusion.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/school
+- trait/category/spell/illusion
+aliases: ["Illusion"]
+---
+# Illusion
+*Source: Core Rulebook p. 633*
+
+Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli.
+
+Illusions create the semblance of something real, fooling the eyes, ears, and other senses. They almost always have the [mental](rules/traits/mental.md "Mental Effect Trait") trait, and depending on how the illusion is perceived, they might also have the [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [visual](rules/traits/visual.md "Visual Effect Trait") trait.
+
+- **Categories**: School (Illusion)
\ No newline at end of file
diff --git a/content/Mechanics/Traits/immeasurable-gmg.md b/content/Mechanics/Rules/traits/immeasurable-gmg.md
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diff --git a/content/Mechanics/Rules/traits/incapacitation.md b/content/Mechanics/Rules/traits/incapacitation.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Incapacitation"]
+---
+# Incapacitation
+*Source: Core Rulebook p. 633*
+
+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. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
+
+- **Categories**: Effect
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/inhaled.md b/content/Mechanics/Rules/traits/inhaled.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/item
+aliases: ["Inhaled"]
+---
+# Inhaled
+*Source: Core Rulebook p. 550*
+
+An inhaled poison is activated by unleashing it from its container. Once unleashed, the poison creates a cloud filling a 10-foot cube lasting for 1 minute or until a strong wind dissipates the cloud. Every creature entering this cloud is exposed to the poison and must attempt a saving throw against it; a creature aware of the poison before entering the cloud can use a single action to hold its breath and gain a +2 circumstance bonus to the saving throw for 1 round.
+
+- **Categories**: Item
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/invested.md b/content/Mechanics/Rules/traits/invested.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/item
+aliases: ["Invested"]
+---
+# Invested
+*Source: Core Rulebook p. 633*
+
+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).
+
+- **Categories**: Item
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/light.md b/content/Mechanics/Rules/traits/light.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Light"]
+---
+# Light
+*Source: Core Rulebook p. 633*
+
+Light effects overcome non-magical darkness in the area, and can counteract magical [darkness](rules/traits/darkness.md "Darkness Effect Trait"). You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.
+
+- **Categories**: Effect
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/linguistic.md b/content/Mechanics/Rules/traits/linguistic.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Linguistic"]
+---
+# Linguistic
+*Source: Core Rulebook p. 633*
+
+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.
+
+- **Categories**: Effect
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/litany.md b/content/Mechanics/Rules/traits/litany.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/spell
+aliases: ["Litany"]
+---
+# Litany
+*Source: Core Rulebook p. 633*
+
+Litanies are special devotion spells, typically used by champions and requiring a single action, that usually give temporary immunity to further litanies.
+
+- **Categories**: Spell
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/magical.md b/content/Mechanics/Rules/traits/magical.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/item
+aliases: ["Magical"]
+---
+# Magical
+*Source: Core Rulebook p. 633*
+
+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.
+
+Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), or [primal](rules/traits/primal.md "Primal Tradition Trait") trait instead of the magical trait. Any of these traits indicate that the item is magical.
+
+Something with the [magical](rules/traits/magical.md "Magical Item Trait") 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.
+
+- **Categories**: Item
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/manipulate.md b/content/Mechanics/Rules/traits/manipulate.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/general
+aliases: ["Manipulate"]
+---
+# Manipulate
+*Source: Core Rulebook p. 633*
+
+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.
+
+- **Categories**: General
\ No newline at end of file
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature
+- trait/category/effect
+aliases: ["Mental"]
+---
+# Mental
+*Source: Core Rulebook p. 634*
+
+A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/metamagic.md b/content/Mechanics/Rules/traits/metamagic.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/general
+aliases: ["Metamagic"]
+---
+# Metamagic
+*Source: Core Rulebook p. 634*
+
+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](rules/actions/cast-a-spell.md) you want to alter. If you use any action (including free actions and reactions) other than [Cast a Spell](rules/actions/cast-a-spell.md) 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.
+
+- **Categories**: General
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/mindless.md b/content/Mechanics/Rules/traits/mindless.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature
+aliases: ["Mindless"]
+---
+# Mindless
+*Source: Core Rulebook p. 634*
+
+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.
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/minion.md b/content/Mechanics/Rules/traits/minion.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature
+aliases: ["Minion"]
+---
+# Minion
+*Source: Core Rulebook p. 634*
+
+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. For an animal companion, you [Command an Animal](rules/actions/command-an-animal.md); for a minion that's a spell or magic item effect, like a summoned minion, you [Sustain a Spell](rules/actions/sustain-a-spell.md) or [Sustain an Activation](rules/actions/sustain-an-activation.md); if not otherwise specified, you issue a verbal command as a single action with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, [mindless](rules/traits/mindless.md "Mindless Creature Trait") minions usually don't act, animals follow their instincts, and sapient minions act how they please. A minion can't control other creatures.
+
+- **Categories**: Creature
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/misfortune.md b/content/Mechanics/Rules/traits/misfortune.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Misfortune"]
+---
+# Misfortune
+*Source: Core Rulebook p. 634*
+
+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](rules/traits/fortune.md "Fortune Effect Trait") effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.
+
+- **Categories**: Effect
\ No newline at end of file
diff --git a/content/Mechanics/Traits/missive-tv.md b/content/Mechanics/Rules/traits/missive-tv.md
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diff --git a/content/Mechanics/Traits/modification-g-g.md b/content/Mechanics/Rules/traits/modification-g-g.md
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diff --git a/content/Mechanics/Traits/modular-logm.md b/content/Mechanics/Rules/traits/modular-logm.md
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diff --git a/content/Mechanics/Rules/traits/monitor.md b/content/Mechanics/Rules/traits/monitor.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature-type
+aliases: ["Monitor"]
+---
+# Monitor
+*Source: Core Rulebook p. 634*
+
+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.
+
+- **Categories**: Creature Type
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/monk.md b/content/Mechanics/Rules/traits/monk.md
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@@ -0,0 +1,16 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/class
+aliases: ["Monk"]
+---
+# Monk
+*Source: Core Rulebook p. 634*
+
+This indicates abilities from the monk class.
+
+Abilities with this trait are from the monk class. Weapons with this trait are primarily used by monks. CR.
+
+- **Categories**: Class
\ No newline at end of file
diff --git a/content/Mechanics/Traits/morlock-b2.md b/content/Mechanics/Rules/traits/morlock-b2.md
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diff --git a/content/Mechanics/Rules/traits/morph.md b/content/Mechanics/Rules/traits/morph.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Morph"]
+---
+# Morph
+*Source: Core Rulebook p. 634*
+
+Effects that slightly alter a creature's form have the morph trait. Any [Strikes](rules/actions/strike.md) specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effects, described in that trait).
+
+Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.
+
+- **Categories**: Effect
\ No newline at end of file
diff --git a/content/Mechanics/Traits/mounted-g-g.md b/content/Mechanics/Rules/traits/mounted-g-g.md
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diff --git a/content/Mechanics/Rules/traits/move.md b/content/Mechanics/Rules/traits/move.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/combat
+aliases: ["Move"]
+---
+# Move
+*Source: Core Rulebook p. 634*
+
+An action with this trait involves moving from one space to another.
+
+- **Categories**: Combat
\ No newline at end of file
diff --git a/content/Mechanics/Traits/multiclass.md b/content/Mechanics/Rules/traits/multiclass.md
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diff --git a/content/Mechanics/Traits/mummy-b1.md b/content/Mechanics/Rules/traits/mummy-b1.md
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diff --git a/content/Mechanics/Traits/mutagen.md b/content/Mechanics/Rules/traits/mutagen.md
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diff --git a/content/Mechanics/Traits/mutant-b1.md b/content/Mechanics/Rules/traits/mutant-b1.md
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diff --git a/content/Mechanics/Traits/nagaji-loil.md b/content/Mechanics/Rules/traits/nagaji-loil.md
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diff --git a/content/Mechanics/Rules/traits/necromancy.md b/content/Mechanics/Rules/traits/necromancy.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/school
+- trait/category/spell/necromancy
+aliases: ["Necromancy"]
+---
+# Necromancy
+*Source: Core Rulebook p. 634*
+
+Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.
+
+Necromancy spells harness the power of life and death.
+
+They can sap life essence or sustain creatures with life-saving healing. Necromancy spells often have the [curse](rules/traits/curse.md "Curse Effect Trait"), [death](rules/traits/death.md "Death Effect Trait"), [healing](rules/traits/healing.md "Healing Effect Trait"), [negative](rules/traits/negative.md "Negative Energy & Element Trait"), or [positive](rules/traits/positive.md "Positive Energy & Element Trait") traits.
+
+- **Categories**: School (Necromancy)
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/negative.md b/content/Mechanics/Rules/traits/negative.md
new file mode 100644
index 000000000..c0bb9a8e0
--- /dev/null
+++ b/content/Mechanics/Rules/traits/negative.md
@@ -0,0 +1,18 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/energy-element
+aliases: ["Negative"]
+---
+# Negative
+*Source: Core Rulebook p. 630*
+
+Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy. Creatures with this trait are natives of the Negative Energy Plane. They can survive the basic environmental effects of the Negative Energy Plane.
+
+Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of those who died within them. At the end of each round, a living creature takes at least minor negative environmental damage. In the strongest areas of a negative plane, they could take moderate or even major negative damage at the end of each round. This damage has the [death](rules/traits/death.md "Death Effect Trait") trait, and if a living creature is reduced to 0 Hit Points by this negative damage and killed, it crumbles into ash and can become a wraith. Negative magic is enhanced, and [positive](rules/traits/positive.md "Positive Energy & Element Trait") magic is impeded.
+
+Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy.
+
+- **Categories**: Energy & Element
\ No newline at end of file
diff --git a/content/Mechanics/Traits/neutral-b1.md b/content/Mechanics/Rules/traits/neutral-b1.md
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diff --git a/content/Mechanics/Traits/neutral-evil-b1.md b/content/Mechanics/Rules/traits/neutral-evil-b1.md
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diff --git a/content/Mechanics/Traits/neutral-good-b1.md b/content/Mechanics/Rules/traits/neutral-good-b1.md
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diff --git a/content/Mechanics/Traits/noisy.md b/content/Mechanics/Rules/traits/noisy.md
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diff --git a/content/Mechanics/Rules/traits/nonlethal.md b/content/Mechanics/Rules/traits/nonlethal.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/weapon
+aliases: ["Nonlethal"]
+---
+# Nonlethal
+*Source: Core Rulebook p. 283*
+
+An effect with this trait is nonlethal. Damage from a nonlethal effect knocks a creature out rather than killing it.
+
+Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
+
+- **Categories**: Weapon
\ No newline at end of file
diff --git a/content/Mechanics/Traits/nymph-b1.md b/content/Mechanics/Rules/traits/nymph-b1.md
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diff --git a/content/Mechanics/Traits/oath.md b/content/Mechanics/Rules/traits/oath.md
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diff --git a/content/Mechanics/Rules/traits/occult.md b/content/Mechanics/Rules/traits/occult.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/tradition
+aliases: ["Occult"]
+---
+# Occult
+*Source: Core Rulebook p. 634*
+
+This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is [magical](rules/traits/magical.md "Magical Item Trait").
+
+- **Categories**: Tradition
\ No newline at end of file
diff --git a/content/Mechanics/Traits/oil.md b/content/Mechanics/Rules/traits/oil.md
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diff --git a/content/Mechanics/Traits/olfactory-b1.md b/content/Mechanics/Rules/traits/olfactory-b1.md
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diff --git a/content/Mechanics/Traits/oni-b2.md b/content/Mechanics/Rules/traits/oni-b2.md
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diff --git a/content/Mechanics/Rules/traits/ooze.md b/content/Mechanics/Rules/traits/ooze.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature-type
+aliases: ["Ooze"]
+---
+# Ooze
+*Source: Core Rulebook p. 634*
+
+Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.
+
+- **Categories**: Creature Type
\ No newline at end of file
diff --git a/content/Mechanics/Traits/open.md b/content/Mechanics/Rules/traits/open.md
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diff --git a/content/Mechanics/Traits/oracle-apg.md b/content/Mechanics/Rules/traits/oracle-apg.md
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diff --git a/content/Mechanics/Traits/orc.md b/content/Mechanics/Rules/traits/orc.md
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diff --git a/content/Mechanics/Traits/oread-b2.md b/content/Mechanics/Rules/traits/oread-b2.md
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diff --git a/content/Mechanics/Traits/overflow-roe.md b/content/Mechanics/Rules/traits/overflow-roe.md
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diff --git a/content/Mechanics/Traits/parry.md b/content/Mechanics/Rules/traits/parry.md
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diff --git a/content/Mechanics/Traits/pervasive-magic-som.md b/content/Mechanics/Rules/traits/pervasive-magic-som.md
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diff --git a/content/Mechanics/Traits/petitioner-b2.md b/content/Mechanics/Rules/traits/petitioner-b2.md
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diff --git a/content/Mechanics/Traits/phantom-som.md b/content/Mechanics/Rules/traits/phantom-som.md
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diff --git a/content/Mechanics/Rules/traits/plant.md b/content/Mechanics/Rules/traits/plant.md
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@@ -0,0 +1,14 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature-type
+aliases: ["Plant"]
+---
+# Plant
+*Source: Core Rulebook p. 635*
+
+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.
+
+- **Categories**: Creature Type
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/poison.md b/content/Mechanics/Rules/traits/poison.md
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@@ -0,0 +1,15 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+- trait/category/item
+aliases: ["Poison"]
+---
+# Poison
+*Source: Core Rulebook p. 635*
+
+An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.
+
+- **Categories**: Effect, Item
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/polymorph.md b/content/Mechanics/Rules/traits/polymorph.md
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@@ -0,0 +1,16 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Polymorph"]
+---
+# Polymorph
+*Source: Core Rulebook p. 635*
+
+These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any [Strikes](rules/actions/strike.md) specifically granted by a polymorph effect are [magical](rules/traits/magical.md "Magical Item Trait"). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a General creature of a general type or ancestry.
+
+If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](rules/traits/manipulate.md "Manipulate General Trait") actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
+
+- **Categories**: Effect
\ No newline at end of file
diff --git a/content/Mechanics/Traits/ponderous-tv.md b/content/Mechanics/Rules/traits/ponderous-tv.md
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diff --git a/content/Mechanics/Traits/poppet-lotgb.md b/content/Mechanics/Rules/traits/poppet-lotgb.md
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diff --git a/content/Mechanics/Traits/portable-g-g.md b/content/Mechanics/Rules/traits/portable-g-g.md
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diff --git a/content/Mechanics/Rules/traits/positive.md b/content/Mechanics/Rules/traits/positive.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/energy-element
+aliases: ["Positive"]
+---
+# Positive
+*Source: Core Rulebook p. 635*
+
+Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy.
+
+These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor positive environmental damage. In the strongest areas of a positive plane, they could take moderate or even major positive damage at the end of each round. While this might seem safe for living creatures, positive planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature's temporary HP from a positive plane ever exceeds its maximum HP, it explodes in a burst of overloaded positive energy, spreading across the area to birth new souls. Positive magic is enhanced, and [negative](rules/traits/negative.md "Negative Energy & Element Trait") magic is impeded.
+
+- **Categories**: Energy & Element
\ No newline at end of file
diff --git a/content/Mechanics/Traits/Possession.md b/content/Mechanics/Rules/traits/possession.md
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index 2016371c7..03fef0a4a 100644
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+++ b/content/Mechanics/Rules/traits/possession.md
@@ -1,23 +1,20 @@
-# Possession
-#pf2e/trait
-*Source* Core Rulebook pg. 635 3.0
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Possession"]
+---
+# Possession
+*Source: Core Rulebook p. 635*
-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.
+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 (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.
A possessor loses the benefits of any of its active spells or abilities that affect its physical body, though it gains the benefits of the target's active spells and abilities that affect their body. A possessor can use any of the target's abilities that are purely physical, and it can't use any of its own abilities except spells and purely mental abilities. The GM decides whether an ability is purely physical or purely mental. A possessor uses the target's attack modifier, AC, Fortitude save, Reflex save, Perception, and physical skills, and its own Will save, mental skills, spell attack roll, and spell DC; benefits of invested items apply where relevant (the possessor's invested items apply when using its own values, and the target's invested items apply when using the target's values). A possessor gains no benefit from casting spells that normally affect only the caster, since it isn't in its own body.
The possessor must use its own actions to make the possessed creature act.
-If a possessor reaches 0 Hit Points through any combination of damage to its true body and mental damage from the possession, it is knocked out as normal and the possession immediately ends. If the target reaches 0 Hit Points first, the possessor can either fall unconscious with the body and continue the possession or end the effect as a free action and return to its body. If the target dies, the possession ends immediately and the possessor is [Stunned](../Conditions/Stunned.md) for 1 minute.
+If a possessor reaches 0 Hit Points through any combination of damage to its true body and mental damage from the possession, it is knocked out as normal and the possession immediately ends. If the target reaches 0 Hit Points first, the possessor can either fall unconscious with the body and continue the possession or end the effect as a free action and return to its body. If the target dies, the possession ends immediately and the possessor is stunned for 1 minute.
----
-
-### Rituals
-[Mind Swap](../Spells_Rituals/Rituals/Level%205/Mind%20Swap.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
\ No newline at end of file
+- **Categories**: Effect
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/precious.md b/content/Mechanics/Rules/traits/precious.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/item
+aliases: ["Precious"]
+---
+# Precious
+*Source: Core Rulebook p. 635*
+
+Valuable materials with special properties have the precious trait. They can be substituted for base materials when you Craft items.
+
+- **Categories**: Item
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/prediction.md b/content/Mechanics/Rules/traits/prediction.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Prediction"]
+---
+# Prediction
+*Source: Core Rulebook p. 635*
+
+Effects with this trait determine what is likely to happen in the near future. Most predictions are divination.
+
+- **Categories**: Effect
\ No newline at end of file
diff --git a/content/Mechanics/Traits/press.md b/content/Mechanics/Rules/traits/press.md
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diff --git a/content/Mechanics/Rules/traits/primal.md b/content/Mechanics/Rules/traits/primal.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/tradition
+aliases: ["Primal"]
+---
+# Primal
+*Source: Core Rulebook p. 635*
+
+This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is [magical](rules/traits/magical.md "Magical Item Trait").
+
+- **Categories**: Tradition
\ No newline at end of file
diff --git a/content/Mechanics/Traits/processed-tv.md b/content/Mechanics/Rules/traits/processed-tv.md
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diff --git a/content/Mechanics/Rules/traits/propulsive.md b/content/Mechanics/Rules/traits/propulsive.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/weapon
+aliases: ["Propulsive"]
+---
+# Propulsive
+*Source: Core Rulebook p. 283*
+
+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.
+
+- **Categories**: Weapon
\ No newline at end of file
diff --git a/content/Mechanics/Traits/protean-b1.md b/content/Mechanics/Rules/traits/protean-b1.md
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diff --git a/content/Mechanics/Traits/psyche-da.md b/content/Mechanics/Rules/traits/psyche-da.md
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diff --git a/content/Mechanics/Traits/psychopomp-b1.md b/content/Mechanics/Rules/traits/psychopomp-b1.md
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diff --git a/content/Mechanics/Traits/qlippoth-b2.md b/content/Mechanics/Rules/traits/qlippoth-b2.md
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diff --git a/content/Mechanics/Traits/rage.md b/content/Mechanics/Rules/traits/rage.md
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diff --git a/content/Mechanics/Traits/rakshasa-b1.md b/content/Mechanics/Rules/traits/rakshasa-b1.md
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diff --git a/content/Mechanics/Traits/range-increment.md b/content/Mechanics/Rules/traits/range-increment.md
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diff --git a/content/Mechanics/Traits/ranged-trip-b1.md b/content/Mechanics/Rules/traits/ranged-trip-b1.md
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diff --git a/content/Mechanics/Rules/traits/ranger.md b/content/Mechanics/Rules/traits/ranger.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/class
+aliases: ["Ranger"]
+---
+# Ranger
+*Source: Core Rulebook p. 635*
+
+This indicates abilities from the ranger class.
+
+- **Categories**: Class
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/rare.md b/content/Mechanics/Rules/traits/rare.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/rarity
+aliases: ["Rare"]
+---
+# Rare
+*Source: Core Rulebook p. 635*
+
+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-knowledge.md) checks related to these creatures is increased by 5.
+
+- **Categories**: Rarity
\ No newline at end of file
diff --git a/content/Mechanics/Traits/ratfolk-b1.md b/content/Mechanics/Rules/traits/ratfolk-b1.md
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diff --git a/content/Mechanics/Traits/razing-tv.md b/content/Mechanics/Rules/traits/razing-tv.md
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diff --git a/content/Mechanics/Rules/traits/reach.md b/content/Mechanics/Rules/traits/reach.md
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+++ b/content/Mechanics/Rules/traits/reach.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/weapon
+aliases: ["Reach"]
+---
+# Reach
+*Source: Core Rulebook p. 283*
+
+This weapon is 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.
+
+- **Categories**: Weapon
\ No newline at end of file
diff --git a/content/Mechanics/Traits/reckless-gmg.md b/content/Mechanics/Rules/traits/reckless-gmg.md
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diff --git a/content/Mechanics/Traits/recovery-tv.md b/content/Mechanics/Rules/traits/recovery-tv.md
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diff --git a/content/Mechanics/Traits/reflection-da.md b/content/Mechanics/Rules/traits/reflection-da.md
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diff --git a/content/Mechanics/Traits/relic-tv.md b/content/Mechanics/Rules/traits/relic-tv.md
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diff --git a/content/Mechanics/Traits/reload.md b/content/Mechanics/Rules/traits/reload.md
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diff --git a/content/Mechanics/Traits/repeating-g-g.md b/content/Mechanics/Rules/traits/repeating-g-g.md
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diff --git a/content/Mechanics/Traits/resonant-loag.md b/content/Mechanics/Rules/traits/resonant-loag.md
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diff --git a/content/Mechanics/Rules/traits/revelation.md b/content/Mechanics/Rules/traits/revelation.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Revelation"]
+---
+# Revelation
+*Source: Core Rulebook p. 635*
+
+Effects with this trait see things as they truly are.
+
+- **Categories**: Effect
\ No newline at end of file
diff --git a/content/Mechanics/Traits/revolutionary-locg.md b/content/Mechanics/Rules/traits/revolutionary-locg.md
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diff --git a/content/Mechanics/Traits/rogue.md b/content/Mechanics/Rules/traits/rogue.md
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diff --git a/content/Mechanics/Traits/saggorak-aoa4.md b/content/Mechanics/Rules/traits/saggorak-aoa4.md
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diff --git a/content/Mechanics/Traits/scatter-g-g.md b/content/Mechanics/Rules/traits/scatter-g-g.md
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diff --git a/content/Mechanics/Traits/scroll.md b/content/Mechanics/Rules/traits/scroll.md
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diff --git a/content/Mechanics/Rules/traits/scrying.md b/content/Mechanics/Rules/traits/scrying.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Scrying"]
+---
+# Scrying
+*Source: Core Rulebook p. 636*
+
+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.
+
+- **Categories**: Effect
\ No newline at end of file
diff --git a/content/Mechanics/Traits/sea-devil-b1.md b/content/Mechanics/Rules/traits/sea-devil-b1.md
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diff --git a/content/Mechanics/Rules/traits/secret.md b/content/Mechanics/Rules/traits/secret.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/general
+aliases: ["Secret"]
+---
+# Secret
+*Source: Core Rulebook p. 636*
+
+The GM rolls the check for this ability in secret.
+
+- **Categories**: General
\ No newline at end of file
diff --git a/content/Mechanics/Traits/sentient-gmg.md b/content/Mechanics/Rules/traits/sentient-gmg.md
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diff --git a/content/Mechanics/Traits/serpentfolk-b2.md b/content/Mechanics/Rules/traits/serpentfolk-b2.md
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diff --git a/content/Mechanics/Rules/traits/shadow.md b/content/Mechanics/Rules/traits/shadow.md
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+++ b/content/Mechanics/Rules/traits/shadow.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/general
+aliases: ["Shadow"]
+---
+# Shadow
+*Source: Core Rulebook p. 636*
+
+This magic 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.
+
+Planes with this trait are umbral with murky light. On a shadow plane, the radius of all light from light sources and the areas of light spells are halved. Darkness and shadow magic are enhanced, and [light](rules/traits/light.md "Light Effect Trait") magic is impeded.
+
+- **Categories**: General
\ No newline at end of file
diff --git a/content/Mechanics/Traits/shield-throw-tv.md b/content/Mechanics/Rules/traits/shield-throw-tv.md
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diff --git a/content/Mechanics/Traits/shisk-lome.md b/content/Mechanics/Rules/traits/shisk-lome.md
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diff --git a/content/Mechanics/Rules/traits/shove.md b/content/Mechanics/Rules/traits/shove.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/weapon
+aliases: ["Shove"]
+---
+# Shove
+*Source: Core Rulebook p. 283*
+
+You can use this weapon to [Shove](rules/actions/shove.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 [Shove](rules/actions/shove.md) 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
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diff --git a/content/Mechanics/Rules/traits/sleep.md b/content/Mechanics/Rules/traits/sleep.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Sleep"]
+---
+# Sleep
+*Source: Core Rulebook p. 636*
+
+This effect can cause a creature to fall asleep or get drowsy.
+
+- **Categories**: Effect
\ No newline at end of file
diff --git a/content/Mechanics/Traits/small-b1.md b/content/Mechanics/Rules/traits/small-b1.md
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diff --git a/content/Mechanics/Rules/traits/sonic.md b/content/Mechanics/Rules/traits/sonic.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/energy-element
+aliases: ["Sonic"]
+---
+# Sonic
+*Source: Core Rulebook p. 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. This is different from an auditory spell, which is effective only if the target can hear it. A sonic effect might deal sonic damage. A creature with this trait has a magical connection to powerful sound.
+
+- **Categories**: Energy & Element
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/sorcerer.md b/content/Mechanics/Rules/traits/sorcerer.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/class
+aliases: ["Sorcerer"]
+---
+# Sorcerer
+*Source: Core Rulebook p. 636*
+
+This indicates abilities from the sorcerer class.
+
+- **Categories**: Class
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/spirit.md b/content/Mechanics/Rules/traits/spirit.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature
+- trait/category/creature-type
+aliases: ["Spirit"]
+---
+# Spirit
+*Source: Core Rulebook p. 636*
+
+Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.
+
+- **Categories**: Creature, Creature Type
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/stance.md b/content/Mechanics/Rules/traits/stance.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/combat
+aliases: ["Stance"]
+---
+# Stance
+*Source: Core Rulebook p. 637*
+
+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.
+
+- **Categories**: Combat
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/summoned.md b/content/Mechanics/Rules/traits/summoned.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature
+aliases: ["Summoned"]
+---
+# Summoned
+*Source: Core Rulebook p. 637*
+
+A creature called by a spell or effect gains the summoned trait. A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost. It has the [minion](rules/traits/minion.md "Minion Creature Trait") trait. If it tries to [Cast a Spell](rules/actions/cast-a-spell.md) of equal or higher level than the spell that summoned it, it overpowers the summoning magic, causing its own spell to fail and the summon spell to end. Otherwise, the summoned creature uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its ability. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands.
+
+Immediately when you finish [Casting the Spell](rules/actions/cast-a-spell.md), the summoned creature uses its 2 actions for that turn. A spawn or other creature generated from a summoned creature returns to its unaltered state (usually a corpse in the case of spawn) once the summoned creature is gone. If it's unclear what this state would be, the GM decides. Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends.
+
+- **Categories**: Creature
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/teleportation.md b/content/Mechanics/Rules/traits/teleportation.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Teleportation"]
+---
+# Teleportation
+*Source: Core Rulebook p. 637*
+
+Teleportation effects allow you to instantaneously move from one point in space to another. Teleportation does not usually trigger reactions based on movement.
+
+- **Categories**: Effect
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/thrown.md b/content/Mechanics/Rules/traits/thrown.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/weapon
+aliases: ["Thrown"]
+---
+# Thrown
+*Source: Core Rulebook p. 283*
+
+You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon's Range entry.
+
+- **Categories**: Weapon
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/transmutation.md b/content/Mechanics/Rules/traits/transmutation.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/school
+- trait/category/spell/transmutation
+aliases: ["Transmutation"]
+---
+# Transmutation
+*Source: Core Rulebook p. 637*
+
+Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.
+
+Transmutation spells make alterations to or transform the physical form of a creature or object. The [morph](rules/traits/morph.md "Morph Effect Trait") and [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") traits appear primarily in transmutation spells.
+
+- **Categories**: School (Transmutation)
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/trap.md b/content/Mechanics/Rules/traits/trap.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/hazard
+aliases: ["Trap"]
+---
+# Trap
+*Source: Core Rulebook p. 637*
+
+A hazard or item with this trait is constructed to hinder interlopers.
+
+- **Categories**: Hazard
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/trip.md b/content/Mechanics/Rules/traits/trip.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/weapon
+aliases: ["Trip"]
+---
+# Trip
+*Source: Core Rulebook p. 283*
+
+You can use this weapon to [Trip](rules/actions/trip.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 Trip 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
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diff --git a/content/Mechanics/Rules/traits/unarmed.md b/content/Mechanics/Rules/traits/unarmed.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/weapon
+aliases: ["Unarmed"]
+---
+# Unarmed
+*Source: Core Rulebook p. 283*
+
+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 weapon.
+
+- **Categories**: Weapon
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/uncommon.md b/content/Mechanics/Rules/traits/uncommon.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/rarity
+aliases: ["Uncommon"]
+---
+# Uncommon
+*Source: Core Rulebook p. 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.
+
+Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](rules/actions/recall-knowledge.md) checks related to these creature is increased by 2.
+
+- **Categories**: Rarity
\ No newline at end of file
diff --git a/content/Mechanics/Rules/traits/undead.md b/content/Mechanics/Rules/traits/undead.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/creature-type
+aliases: ["Undead"]
+---
+# Undead
+*Source: Core Rulebook p. 283*
+
+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. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
+
+- **Categories**: Creature Type
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/visual.md b/content/Mechanics/Rules/traits/visual.md
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/effect
+aliases: ["Visual"]
+---
+# Visual
+*Source: Core Rulebook p. 638*
+
+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.
+
+- **Categories**: Effect
\ No newline at end of file
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+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/energy-element
+- trait/category/planar
+aliases: ["Water"]
+---
+# Water
+*Source: Core Rulebook p. 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.
+
+These planes are mostly liquid. Visitors who can't breathe water or reach an air pocket likely drown. Water magic is enhanced, and [fire](rules/traits/fire.md "Fire Energy & Element Trait") magic is impeded. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.
+
+- **Categories**: Energy & Element, Planar
\ No newline at end of file
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diff --git a/content/Mechanics/Rules/traits/wizard.md b/content/Mechanics/Rules/traits/wizard.md
new file mode 100644
index 000000000..d2ee243e8
--- /dev/null
+++ b/content/Mechanics/Rules/traits/wizard.md
@@ -0,0 +1,14 @@
+---
+obsidianUIMode: preview
+cssclasses: pf2e,pf2e-trait
+tags:
+- compendium/src/pf2e/crb
+- trait/category/class
+aliases: ["Wizard"]
+---
+# Wizard
+*Source: Core Rulebook p. 638*
+
+This indicates abilities from the wizard class.
+
+- **Categories**: Class
\ No newline at end of file
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diff --git a/content/Mechanics/PF2e Journals/Domains/Abomination Domain.md b/content/Mechanics/Setting/Domains/Abomination Domain.md
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---
title: "Abomination Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Abomination Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.qMS6QepvY7UQQjcr
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---
title: "Air Domain"
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noteType: ":sticky-note:"
aliases: "Air Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.T2y0vuYibZCL7CH0
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diff --git a/content/Mechanics/PF2e Journals/Domains/Ambition Domain.md b/content/Mechanics/Setting/Domains/Ambition Domain.md
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---
title: "Ambition Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Ambition Domain"
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+[ZoneTransfer]
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diff --git a/content/Mechanics/PF2e Journals/Domains/Change Domain.md b/content/Mechanics/Setting/Domains/Change Domain.md
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---
title: "Change Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Change Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.7xrNAgAnBqBgE3yM
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+[ZoneTransfer]
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diff --git a/content/Mechanics/PF2e Journals/Domains/Cities Domain.md b/content/Mechanics/Setting/Domains/Cities Domain.md
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---
title: "Cities Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Cities Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.QSk78hQR3zskMlq2
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+[ZoneTransfer]
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diff --git a/content/Mechanics/PF2e Journals/Domains/Cold Domain.md b/content/Mechanics/Setting/Domains/Cold Domain.md
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+++ b/content/Mechanics/Setting/Domains/Cold Domain.md
@@ -1,6 +1,5 @@
---
title: "Cold Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Cold Domain"
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+[ZoneTransfer]
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diff --git a/content/Mechanics/PF2e Journals/Domains/Confidence Domain.md b/content/Mechanics/Setting/Domains/Confidence Domain.md
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---
title: "Confidence Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Confidence Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.flmxRzGxN2rRNyxZ
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@@ -0,0 +1,3 @@
+[ZoneTransfer]
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diff --git a/content/Mechanics/PF2e Journals/Domains/Creation Domain.md b/content/Mechanics/Setting/Domains/Creation Domain.md
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--- a/content/Mechanics/PF2e Journals/Domains/Creation Domain.md
+++ b/content/Mechanics/Setting/Domains/Creation Domain.md
@@ -1,6 +1,5 @@
---
title: "Creation Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Creation Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.ydbCjJ9PPmRzZhDN
diff --git a/content/Mechanics/Setting/Domains/Creation Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Creation Domain.md:Zone.Identifier
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@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Darkness Domain.md b/content/Mechanics/Setting/Domains/Darkness Domain.md
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--- a/content/Mechanics/PF2e Journals/Domains/Darkness Domain.md
+++ b/content/Mechanics/Setting/Domains/Darkness Domain.md
@@ -1,6 +1,5 @@
---
title: "Darkness Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Darkness Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.CM9ZqWwl7myKn2X1
diff --git a/content/Mechanics/Setting/Domains/Darkness Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Darkness Domain.md:Zone.Identifier
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@@ -0,0 +1,3 @@
+[ZoneTransfer]
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diff --git a/content/Mechanics/PF2e Journals/Domains/Death Domain.md b/content/Mechanics/Setting/Domains/Death Domain.md
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--- a/content/Mechanics/PF2e Journals/Domains/Death Domain.md
+++ b/content/Mechanics/Setting/Domains/Death Domain.md
@@ -1,6 +1,5 @@
---
title: "Death Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Death Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.798PFdS8FmefcOl0
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@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Decay Domain.md b/content/Mechanics/Setting/Domains/Decay Domain.md
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rename from content/Mechanics/PF2e Journals/Domains/Decay Domain.md
rename to content/Mechanics/Setting/Domains/Decay Domain.md
index 0f5e3a2bc..563e58913
--- a/content/Mechanics/PF2e Journals/Domains/Decay Domain.md
+++ b/content/Mechanics/Setting/Domains/Decay Domain.md
@@ -1,6 +1,5 @@
---
title: "Decay Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Decay Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.cAxBEZsej32riaY5
diff --git a/content/Mechanics/Setting/Domains/Decay Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Decay Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Decay Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
+HostUrl=about:internet
diff --git a/content/Mechanics/PF2e Journals/Domains/Delirium Domain.md b/content/Mechanics/Setting/Domains/Delirium Domain.md
old mode 100755
new mode 100644
similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Delirium Domain.md
rename to content/Mechanics/Setting/Domains/Delirium Domain.md
index 66c3af7d0..f640d1a89
--- a/content/Mechanics/PF2e Journals/Domains/Delirium Domain.md
+++ b/content/Mechanics/Setting/Domains/Delirium Domain.md
@@ -1,6 +1,5 @@
---
title: "Delirium Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Delirium Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.tuThzOCvMLbRVba8
diff --git a/content/Mechanics/Setting/Domains/Delirium Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Delirium Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Delirium Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
+HostUrl=about:internet
diff --git a/content/Mechanics/PF2e Journals/Domains/Destruction Domain.md b/content/Mechanics/Setting/Domains/Destruction Domain.md
old mode 100755
new mode 100644
similarity index 98%
rename from content/Mechanics/PF2e Journals/Domains/Destruction Domain.md
rename to content/Mechanics/Setting/Domains/Destruction Domain.md
index 5753bfe9e..4d3d1988e
--- a/content/Mechanics/PF2e Journals/Domains/Destruction Domain.md
+++ b/content/Mechanics/Setting/Domains/Destruction Domain.md
@@ -1,6 +1,5 @@
---
title: "Destruction Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Destruction Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.AOQZjqgfafqqtHOB
diff --git a/content/Mechanics/Setting/Domains/Destruction Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Destruction Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Destruction Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Domains.md b/content/Mechanics/Setting/Domains/Domains.md
old mode 100755
new mode 100644
similarity index 99%
rename from content/Mechanics/PF2e Journals/Domains/Domains.md
rename to content/Mechanics/Setting/Domains/Domains.md
index e009b53a6..03ed73b06
--- a/content/Mechanics/PF2e Journals/Domains/Domains.md
+++ b/content/Mechanics/Setting/Domains/Domains.md
@@ -1,6 +1,5 @@
---
title: "Domains"
-draft: true
noteType: ":book:"
aliases: "Domains"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr
diff --git a/content/Mechanics/Setting/Domains/Domains.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Domains.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Domains.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
+HostUrl=about:internet
diff --git a/content/Mechanics/PF2e Journals/Domains/Dreams Domain.md b/content/Mechanics/Setting/Domains/Dreams Domain.md
old mode 100755
new mode 100644
similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Dreams Domain.md
rename to content/Mechanics/Setting/Domains/Dreams Domain.md
index 04bf92cc6..da5b5d38e
--- a/content/Mechanics/PF2e Journals/Domains/Dreams Domain.md
+++ b/content/Mechanics/Setting/Domains/Dreams Domain.md
@@ -1,6 +1,5 @@
---
title: "Dreams Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Dreams Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.0wCEUwABKPdKPj8e
diff --git a/content/Mechanics/Setting/Domains/Dreams Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Dreams Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Dreams Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
+HostUrl=about:internet
diff --git a/content/Mechanics/PF2e Journals/Domains/Dust Domain.md b/content/Mechanics/Setting/Domains/Dust Domain.md
old mode 100755
new mode 100644
similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Dust Domain.md
rename to content/Mechanics/Setting/Domains/Dust Domain.md
index d872adffa..c8529c79f
--- a/content/Mechanics/PF2e Journals/Domains/Dust Domain.md
+++ b/content/Mechanics/Setting/Domains/Dust Domain.md
@@ -1,6 +1,5 @@
---
title: "Dust Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Dust Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.6qTjtFWaBO5b60zJ
diff --git a/content/Mechanics/Setting/Domains/Dust Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Dust Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Dust Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Duty Domain.md b/content/Mechanics/Setting/Domains/Duty Domain.md
old mode 100755
new mode 100644
similarity index 98%
rename from content/Mechanics/PF2e Journals/Domains/Duty Domain.md
rename to content/Mechanics/Setting/Domains/Duty Domain.md
index 66dbc0e2c..f38f45477
--- a/content/Mechanics/PF2e Journals/Domains/Duty Domain.md
+++ b/content/Mechanics/Setting/Domains/Duty Domain.md
@@ -1,6 +1,5 @@
---
title: "Duty Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Duty Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.uGQKjk2w4whzomky
diff --git a/content/Mechanics/Setting/Domains/Duty Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Duty Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Duty Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Earth Domain.md b/content/Mechanics/Setting/Domains/Earth Domain.md
old mode 100755
new mode 100644
similarity index 98%
rename from content/Mechanics/PF2e Journals/Domains/Earth Domain.md
rename to content/Mechanics/Setting/Domains/Earth Domain.md
index 617110a53..4e4d34725
--- a/content/Mechanics/PF2e Journals/Domains/Earth Domain.md
+++ b/content/Mechanics/Setting/Domains/Earth Domain.md
@@ -1,6 +1,5 @@
---
title: "Earth Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Earth Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.zkiLWWYzzqoxmN2J
diff --git a/content/Mechanics/Setting/Domains/Earth Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Earth Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Earth Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Family Domain.md b/content/Mechanics/Setting/Domains/Family Domain.md
old mode 100755
new mode 100644
similarity index 98%
rename from content/Mechanics/PF2e Journals/Domains/Family Domain.md
rename to content/Mechanics/Setting/Domains/Family Domain.md
index 521d6422d..16cc07104
--- a/content/Mechanics/PF2e Journals/Domains/Family Domain.md
+++ b/content/Mechanics/Setting/Domains/Family Domain.md
@@ -1,6 +1,5 @@
---
title: "Family Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Family Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.SAnmegCTIqGW9S7S
diff --git a/content/Mechanics/Setting/Domains/Family Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Family Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Family Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Fate Domain.md b/content/Mechanics/Setting/Domains/Fate Domain.md
old mode 100755
new mode 100644
similarity index 98%
rename from content/Mechanics/PF2e Journals/Domains/Fate Domain.md
rename to content/Mechanics/Setting/Domains/Fate Domain.md
index 2dd47a305..3652a3d24
--- a/content/Mechanics/PF2e Journals/Domains/Fate Domain.md
+++ b/content/Mechanics/Setting/Domains/Fate Domain.md
@@ -1,6 +1,5 @@
---
title: "Fate Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Fate Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.EC2eB0JglDG5j1gT
diff --git a/content/Mechanics/Setting/Domains/Fate Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Fate Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Fate Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Fire Domain.md b/content/Mechanics/Setting/Domains/Fire Domain.md
old mode 100755
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rename from content/Mechanics/PF2e Journals/Domains/Fire Domain.md
rename to content/Mechanics/Setting/Domains/Fire Domain.md
index aa3b59b3d..9fc66f9ef
--- a/content/Mechanics/PF2e Journals/Domains/Fire Domain.md
+++ b/content/Mechanics/Setting/Domains/Fire Domain.md
@@ -1,6 +1,5 @@
---
title: "Fire Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Fire Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.egSErNozlL3HRK1y
diff --git a/content/Mechanics/Setting/Domains/Fire Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Fire Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Fire Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
+HostUrl=about:internet
diff --git a/content/Mechanics/PF2e Journals/Domains/Freedom Domain.md b/content/Mechanics/Setting/Domains/Freedom Domain.md
old mode 100755
new mode 100644
similarity index 98%
rename from content/Mechanics/PF2e Journals/Domains/Freedom Domain.md
rename to content/Mechanics/Setting/Domains/Freedom Domain.md
index b4e9935a9..7ebe1be9e
--- a/content/Mechanics/PF2e Journals/Domains/Freedom Domain.md
+++ b/content/Mechanics/Setting/Domains/Freedom Domain.md
@@ -1,6 +1,5 @@
---
title: "Freedom Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Freedom Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.5MjSsuKOLBoiL8FB
diff --git a/content/Mechanics/Setting/Domains/Freedom Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Freedom Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Freedom Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Glyph Domain.md b/content/Mechanics/Setting/Domains/Glyph Domain.md
old mode 100755
new mode 100644
similarity index 98%
rename from content/Mechanics/PF2e Journals/Domains/Glyph Domain.md
rename to content/Mechanics/Setting/Domains/Glyph Domain.md
index c213d18ac..ae005ffe5
--- a/content/Mechanics/PF2e Journals/Domains/Glyph Domain.md
+++ b/content/Mechanics/Setting/Domains/Glyph Domain.md
@@ -1,6 +1,5 @@
---
title: "Glyph Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Glyph Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.9g1dNytABTpmmGkG
diff --git a/content/Mechanics/Setting/Domains/Glyph Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Glyph Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Glyph Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Healing Domain.md b/content/Mechanics/Setting/Domains/Healing Domain.md
old mode 100755
new mode 100644
similarity index 98%
rename from content/Mechanics/PF2e Journals/Domains/Healing Domain.md
rename to content/Mechanics/Setting/Domains/Healing Domain.md
index a58f4244f..99d89f219
--- a/content/Mechanics/PF2e Journals/Domains/Healing Domain.md
+++ b/content/Mechanics/Setting/Domains/Healing Domain.md
@@ -1,6 +1,5 @@
---
title: "Healing Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Healing Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.A7vErdGAweYsFcW8
diff --git a/content/Mechanics/Setting/Domains/Healing Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Healing Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Healing Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Indulgence Domain.md b/content/Mechanics/Setting/Domains/Indulgence Domain.md
old mode 100755
new mode 100644
similarity index 98%
rename from content/Mechanics/PF2e Journals/Domains/Indulgence Domain.md
rename to content/Mechanics/Setting/Domains/Indulgence Domain.md
index 5e6345bfa..26761713e
--- a/content/Mechanics/PF2e Journals/Domains/Indulgence Domain.md
+++ b/content/Mechanics/Setting/Domains/Indulgence Domain.md
@@ -1,6 +1,5 @@
---
title: "Indulgence Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Indulgence Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.GiuzDTtkQAgtGW6n
diff --git a/content/Mechanics/Setting/Domains/Indulgence Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Indulgence Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Indulgence Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Introspection Domain.md b/content/Mechanics/Setting/Domains/Introspection Domain.md
old mode 100755
new mode 100644
similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Introspection Domain.md
rename to content/Mechanics/Setting/Domains/Introspection Domain.md
index 6a0ccb924..15d6c62c5
--- a/content/Mechanics/PF2e Journals/Domains/Introspection Domain.md
+++ b/content/Mechanics/Setting/Domains/Introspection Domain.md
@@ -1,6 +1,5 @@
---
title: "Introspection Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Introspection Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.qjnUXickBOBDBu2N
diff --git a/content/Mechanics/Setting/Domains/Introspection Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Introspection Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Introspection Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Knowledge Domain.md b/content/Mechanics/Setting/Domains/Knowledge Domain.md
old mode 100755
new mode 100644
similarity index 98%
rename from content/Mechanics/PF2e Journals/Domains/Knowledge Domain.md
rename to content/Mechanics/Setting/Domains/Knowledge Domain.md
index e9f0bfd75..1d2738ebc
--- a/content/Mechanics/PF2e Journals/Domains/Knowledge Domain.md
+++ b/content/Mechanics/Setting/Domains/Knowledge Domain.md
@@ -1,6 +1,5 @@
---
title: "Knowledge Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Knowledge Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.0GwpYEjCHWyfQvgg
diff --git a/content/Mechanics/Setting/Domains/Knowledge Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Knowledge Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Knowledge Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Lightning Domain.md b/content/Mechanics/Setting/Domains/Lightning Domain.md
old mode 100755
new mode 100644
similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Lightning Domain.md
rename to content/Mechanics/Setting/Domains/Lightning Domain.md
index 332a05909..3c32e7643
--- a/content/Mechanics/PF2e Journals/Domains/Lightning Domain.md
+++ b/content/Mechanics/Setting/Domains/Lightning Domain.md
@@ -1,6 +1,5 @@
---
title: "Lightning Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Lightning Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.Kca7UPuMm44tOo9n
diff --git a/content/Mechanics/Setting/Domains/Lightning Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Lightning Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Lightning Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Luck Domain.md b/content/Mechanics/Setting/Domains/Luck Domain.md
old mode 100755
new mode 100644
similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Luck Domain.md
rename to content/Mechanics/Setting/Domains/Luck Domain.md
index bae5547c5..d68009d44
--- a/content/Mechanics/PF2e Journals/Domains/Luck Domain.md
+++ b/content/Mechanics/Setting/Domains/Luck Domain.md
@@ -1,6 +1,5 @@
---
title: "Luck Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Luck Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.L11XsA5G89xVKlDw
diff --git a/content/Mechanics/Setting/Domains/Luck Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Luck Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Luck Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Magic Domain.md b/content/Mechanics/Setting/Domains/Magic Domain.md
old mode 100755
new mode 100644
similarity index 98%
rename from content/Mechanics/PF2e Journals/Domains/Magic Domain.md
rename to content/Mechanics/Setting/Domains/Magic Domain.md
index b506e217a..feb82c4f9
--- a/content/Mechanics/PF2e Journals/Domains/Magic Domain.md
+++ b/content/Mechanics/Setting/Domains/Magic Domain.md
@@ -1,6 +1,5 @@
---
title: "Magic Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Magic Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.DS95vr2zmTsjsMhU
diff --git a/content/Mechanics/Setting/Domains/Magic Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Magic Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Magic Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Might Domain.md b/content/Mechanics/Setting/Domains/Might Domain.md
old mode 100755
new mode 100644
similarity index 98%
rename from content/Mechanics/PF2e Journals/Domains/Might Domain.md
rename to content/Mechanics/Setting/Domains/Might Domain.md
index 7b952b296..3968c7002
--- a/content/Mechanics/PF2e Journals/Domains/Might Domain.md
+++ b/content/Mechanics/Setting/Domains/Might Domain.md
@@ -1,6 +1,5 @@
---
title: "Might Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Might Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.MOVMHZU1SfkhNN1K
diff --git a/content/Mechanics/Setting/Domains/Might Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Might Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Might Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Moon Domain.md b/content/Mechanics/Setting/Domains/Moon Domain.md
old mode 100755
new mode 100644
similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Moon Domain.md
rename to content/Mechanics/Setting/Domains/Moon Domain.md
index a44dfcd49..44ed19369
--- a/content/Mechanics/PF2e Journals/Domains/Moon Domain.md
+++ b/content/Mechanics/Setting/Domains/Moon Domain.md
@@ -1,6 +1,5 @@
---
title: "Moon Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Moon Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.Y3DFBCWiM9GBIlfl
diff --git a/content/Mechanics/Setting/Domains/Moon Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Moon Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Moon Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Naga Domain.md b/content/Mechanics/Setting/Domains/Naga Domain.md
old mode 100755
new mode 100644
similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Naga Domain.md
rename to content/Mechanics/Setting/Domains/Naga Domain.md
index 8da899f49..9589f7537
--- a/content/Mechanics/PF2e Journals/Domains/Naga Domain.md
+++ b/content/Mechanics/Setting/Domains/Naga Domain.md
@@ -1,6 +1,5 @@
---
title: "Naga Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Naga Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.QzsUe3Rt3SifTQvb
diff --git a/content/Mechanics/Setting/Domains/Naga Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Naga Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Naga Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
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diff --git a/content/Mechanics/PF2e Journals/Domains/Nature Domain.md b/content/Mechanics/Setting/Domains/Nature Domain.md
old mode 100755
new mode 100644
similarity index 98%
rename from content/Mechanics/PF2e Journals/Domains/Nature Domain.md
rename to content/Mechanics/Setting/Domains/Nature Domain.md
index 920ca6bfa..1b9faaf44
--- a/content/Mechanics/PF2e Journals/Domains/Nature Domain.md
+++ b/content/Mechanics/Setting/Domains/Nature Domain.md
@@ -1,6 +1,5 @@
---
title: "Nature Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Nature Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.wBhgIgt47v9uspp3
diff --git a/content/Mechanics/Setting/Domains/Nature Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Nature Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Nature Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
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diff --git a/content/Mechanics/PF2e Journals/Domains/Nightmares Domain.md b/content/Mechanics/Setting/Domains/Nightmares Domain.md
old mode 100755
new mode 100644
similarity index 98%
rename from content/Mechanics/PF2e Journals/Domains/Nightmares Domain.md
rename to content/Mechanics/Setting/Domains/Nightmares Domain.md
index b6c0fefce..c62ee1a8c
--- a/content/Mechanics/PF2e Journals/Domains/Nightmares Domain.md
+++ b/content/Mechanics/Setting/Domains/Nightmares Domain.md
@@ -1,6 +1,5 @@
---
title: "Nightmares Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Nightmares Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.R20JXF43vU5RQyUj
diff --git a/content/Mechanics/Setting/Domains/Nightmares Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Nightmares Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Nightmares Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Pain Domain.md b/content/Mechanics/Setting/Domains/Pain Domain.md
old mode 100755
new mode 100644
similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Pain Domain.md
rename to content/Mechanics/Setting/Domains/Pain Domain.md
index 2f3cc23c6..4cb8b2269
--- a/content/Mechanics/PF2e Journals/Domains/Pain Domain.md
+++ b/content/Mechanics/Setting/Domains/Pain Domain.md
@@ -1,6 +1,5 @@
---
title: "Pain Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Pain Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.FtW1gtbHgO0KofPl
diff --git a/content/Mechanics/Setting/Domains/Pain Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Pain Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Pain Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
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diff --git a/content/Mechanics/PF2e Journals/Domains/Passion Domain.md b/content/Mechanics/Setting/Domains/Passion Domain.md
old mode 100755
new mode 100644
similarity index 98%
rename from content/Mechanics/PF2e Journals/Domains/Passion Domain.md
rename to content/Mechanics/Setting/Domains/Passion Domain.md
index 3874889ef..139389b13
--- a/content/Mechanics/PF2e Journals/Domains/Passion Domain.md
+++ b/content/Mechanics/Setting/Domains/Passion Domain.md
@@ -1,6 +1,5 @@
---
title: "Passion Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Passion Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.ajCEExOaxuB4C1tY
diff --git a/content/Mechanics/Setting/Domains/Passion Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Passion Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Passion Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Perfection Domain.md b/content/Mechanics/Setting/Domains/Perfection Domain.md
old mode 100755
new mode 100644
similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Perfection Domain.md
rename to content/Mechanics/Setting/Domains/Perfection Domain.md
index 84ae67951..ce2259764
--- a/content/Mechanics/PF2e Journals/Domains/Perfection Domain.md
+++ b/content/Mechanics/Setting/Domains/Perfection Domain.md
@@ -1,6 +1,5 @@
---
title: "Perfection Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Perfection Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.Czi3XXuNOSE7ISpd
diff --git a/content/Mechanics/Setting/Domains/Perfection Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Perfection Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Perfection Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Plague Domain.md b/content/Mechanics/Setting/Domains/Plague Domain.md
old mode 100755
new mode 100644
similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Plague Domain.md
rename to content/Mechanics/Setting/Domains/Plague Domain.md
index c185afcf1..772707348
--- a/content/Mechanics/PF2e Journals/Domains/Plague Domain.md
+++ b/content/Mechanics/Setting/Domains/Plague Domain.md
@@ -1,6 +1,5 @@
---
title: "Plague Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Plague Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.hGoWOjdsUz16oJUm
diff --git a/content/Mechanics/Setting/Domains/Plague Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Plague Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Plague Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Protection Domain.md b/content/Mechanics/Setting/Domains/Protection Domain.md
old mode 100755
new mode 100644
similarity index 98%
rename from content/Mechanics/PF2e Journals/Domains/Protection Domain.md
rename to content/Mechanics/Setting/Domains/Protection Domain.md
index 21715361e..7aff1e281
--- a/content/Mechanics/PF2e Journals/Domains/Protection Domain.md
+++ b/content/Mechanics/Setting/Domains/Protection Domain.md
@@ -1,6 +1,5 @@
---
title: "Protection Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Protection Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.Dx47K8wpx8KZUa9S
diff --git a/content/Mechanics/Setting/Domains/Protection Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Protection Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Protection Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Repose Domain.md b/content/Mechanics/Setting/Domains/Repose Domain.md
old mode 100755
new mode 100644
similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Repose Domain.md
rename to content/Mechanics/Setting/Domains/Repose Domain.md
index 9cd773410..26176b1ff
--- a/content/Mechanics/PF2e Journals/Domains/Repose Domain.md
+++ b/content/Mechanics/Setting/Domains/Repose Domain.md
@@ -1,6 +1,5 @@
---
title: "Repose Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Repose Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.CbsAiY68e8n5vVVN
diff --git a/content/Mechanics/Setting/Domains/Repose Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Repose Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Repose Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Secrecy Domain.md b/content/Mechanics/Setting/Domains/Secrecy Domain.md
old mode 100755
new mode 100644
similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Secrecy Domain.md
rename to content/Mechanics/Setting/Domains/Secrecy Domain.md
index 34503a62d..8b814ad98
--- a/content/Mechanics/PF2e Journals/Domains/Secrecy Domain.md
+++ b/content/Mechanics/Setting/Domains/Secrecy Domain.md
@@ -1,6 +1,5 @@
---
title: "Secrecy Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Secrecy Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.S1gyomjojgtCdxc3
diff --git a/content/Mechanics/Setting/Domains/Secrecy Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Secrecy Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Secrecy Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Sorrow Domain.md b/content/Mechanics/Setting/Domains/Sorrow Domain.md
old mode 100755
new mode 100644
similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Sorrow Domain.md
rename to content/Mechanics/Setting/Domains/Sorrow Domain.md
index a693c4aa0..10ca6f741
--- a/content/Mechanics/PF2e Journals/Domains/Sorrow Domain.md
+++ b/content/Mechanics/Setting/Domains/Sorrow Domain.md
@@ -1,6 +1,5 @@
---
title: "Sorrow Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Sorrow Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.5TqEbLR9QT3gJGe3
diff --git a/content/Mechanics/Setting/Domains/Sorrow Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Sorrow Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Sorrow Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Soul Domain.md b/content/Mechanics/Setting/Domains/Soul Domain.md
old mode 100755
new mode 100644
similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Soul Domain.md
rename to content/Mechanics/Setting/Domains/Soul Domain.md
index 5155e33ce..b7c6a0fed
--- a/content/Mechanics/PF2e Journals/Domains/Soul Domain.md
+++ b/content/Mechanics/Setting/Domains/Soul Domain.md
@@ -1,6 +1,5 @@
---
title: "Soul Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Soul Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.rtobUemb6vF2Yu3Y
diff --git a/content/Mechanics/Setting/Domains/Soul Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Soul Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Soul Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Star Domain.md b/content/Mechanics/Setting/Domains/Star Domain.md
old mode 100755
new mode 100644
similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Star Domain.md
rename to content/Mechanics/Setting/Domains/Star Domain.md
index cd3aae182..5bc069132
--- a/content/Mechanics/PF2e Journals/Domains/Star Domain.md
+++ b/content/Mechanics/Setting/Domains/Star Domain.md
@@ -1,6 +1,5 @@
---
title: "Star Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Star Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.6bDpXy7pQdGrd2og
diff --git a/content/Mechanics/Setting/Domains/Star Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Star Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Star Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
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diff --git a/content/Mechanics/PF2e Journals/Domains/Sun Domain.md b/content/Mechanics/Setting/Domains/Sun Domain.md
old mode 100755
new mode 100644
similarity index 98%
rename from content/Mechanics/PF2e Journals/Domains/Sun Domain.md
rename to content/Mechanics/Setting/Domains/Sun Domain.md
index 2143a71b0..b4ee3f9df
--- a/content/Mechanics/PF2e Journals/Domains/Sun Domain.md
+++ b/content/Mechanics/Setting/Domains/Sun Domain.md
@@ -1,6 +1,5 @@
---
title: "Sun Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Sun Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.CkBvj5y1lAm1jnsc
diff --git a/content/Mechanics/Setting/Domains/Sun Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Sun Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Sun Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
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diff --git a/content/Mechanics/PF2e Journals/Domains/Swarm Domain.md b/content/Mechanics/Setting/Domains/Swarm Domain.md
old mode 100755
new mode 100644
similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Swarm Domain.md
rename to content/Mechanics/Setting/Domains/Swarm Domain.md
index 3bcdb2dd2..8b67063d9
--- a/content/Mechanics/PF2e Journals/Domains/Swarm Domain.md
+++ b/content/Mechanics/Setting/Domains/Swarm Domain.md
@@ -1,6 +1,5 @@
---
title: "Swarm Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Swarm Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.rd0jQwvTK4jpv95o
diff --git a/content/Mechanics/Setting/Domains/Swarm Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Swarm Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Swarm Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
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diff --git a/content/Mechanics/PF2e Journals/Domains/Time Domain.md b/content/Mechanics/Setting/Domains/Time Domain.md
old mode 100755
new mode 100644
similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Time Domain.md
rename to content/Mechanics/Setting/Domains/Time Domain.md
index 7b6f843af..01a3889fb
--- a/content/Mechanics/PF2e Journals/Domains/Time Domain.md
+++ b/content/Mechanics/Setting/Domains/Time Domain.md
@@ -1,6 +1,5 @@
---
title: "Time Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Time Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.3P0NWwP3s7bIiidH
diff --git a/content/Mechanics/Setting/Domains/Time Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Time Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Time Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
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diff --git a/content/Mechanics/PF2e Journals/Domains/Toil Domain.md b/content/Mechanics/Setting/Domains/Toil Domain.md
old mode 100755
new mode 100644
similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Toil Domain.md
rename to content/Mechanics/Setting/Domains/Toil Domain.md
index 65b638944..1e70cb3d6
--- a/content/Mechanics/PF2e Journals/Domains/Toil Domain.md
+++ b/content/Mechanics/Setting/Domains/Toil Domain.md
@@ -1,6 +1,5 @@
---
title: "Toil Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Toil Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.EQfZepZX6rxxBRqG
diff --git a/content/Mechanics/Setting/Domains/Toil Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Toil Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Toil Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
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diff --git a/content/Mechanics/PF2e Journals/Domains/Travel Domain.md b/content/Mechanics/Setting/Domains/Travel Domain.md
old mode 100755
new mode 100644
similarity index 98%
rename from content/Mechanics/PF2e Journals/Domains/Travel Domain.md
rename to content/Mechanics/Setting/Domains/Travel Domain.md
index 2f88e4e6c..1cdb5de8a
--- a/content/Mechanics/PF2e Journals/Domains/Travel Domain.md
+++ b/content/Mechanics/Setting/Domains/Travel Domain.md
@@ -1,6 +1,5 @@
---
title: "Travel Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Travel Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.bTujFcUut9RX4GCy
diff --git a/content/Mechanics/Setting/Domains/Travel Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Travel Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Travel Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
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diff --git a/content/Mechanics/PF2e Journals/Domains/Trickery Domain.md b/content/Mechanics/Setting/Domains/Trickery Domain.md
old mode 100755
new mode 100644
similarity index 98%
rename from content/Mechanics/PF2e Journals/Domains/Trickery Domain.md
rename to content/Mechanics/Setting/Domains/Trickery Domain.md
index 64edff6c6..4ae4e10c0
--- a/content/Mechanics/PF2e Journals/Domains/Trickery Domain.md
+++ b/content/Mechanics/Setting/Domains/Trickery Domain.md
@@ -1,6 +1,5 @@
---
title: "Trickery Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Trickery Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.xJtbGqoz3BcCjUik
diff --git a/content/Mechanics/Setting/Domains/Trickery Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Trickery Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Trickery Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
+HostUrl=about:internet
diff --git a/content/Mechanics/PF2e Journals/Domains/Truth Domain.md b/content/Mechanics/Setting/Domains/Truth Domain.md
old mode 100755
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rename from content/Mechanics/PF2e Journals/Domains/Truth Domain.md
rename to content/Mechanics/Setting/Domains/Truth Domain.md
index d2ac29d34..84e1bb3ad
--- a/content/Mechanics/PF2e Journals/Domains/Truth Domain.md
+++ b/content/Mechanics/Setting/Domains/Truth Domain.md
@@ -1,6 +1,5 @@
---
title: "Truth Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Truth Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.lgsJz7mZ1OTe340e
diff --git a/content/Mechanics/Setting/Domains/Truth Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Truth Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Truth Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
+HostUrl=about:internet
diff --git a/content/Mechanics/PF2e Journals/Domains/Tyranny Domain.md b/content/Mechanics/Setting/Domains/Tyranny Domain.md
old mode 100755
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similarity index 97%
rename from content/Mechanics/PF2e Journals/Domains/Tyranny Domain.md
rename to content/Mechanics/Setting/Domains/Tyranny Domain.md
index 1810f64a7..a17c8cb8c
--- a/content/Mechanics/PF2e Journals/Domains/Tyranny Domain.md
+++ b/content/Mechanics/Setting/Domains/Tyranny Domain.md
@@ -1,6 +1,5 @@
---
title: "Tyranny Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Tyranny Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.T0JHj79aGphlZ4Mt
diff --git a/content/Mechanics/Setting/Domains/Tyranny Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Tyranny Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Tyranny Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
+HostUrl=about:internet
diff --git a/content/Mechanics/PF2e Journals/Domains/Undeath Domain.md b/content/Mechanics/Setting/Domains/Undeath Domain.md
old mode 100755
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rename from content/Mechanics/PF2e Journals/Domains/Undeath Domain.md
rename to content/Mechanics/Setting/Domains/Undeath Domain.md
index c096473a2..ef47ff7c9
--- a/content/Mechanics/PF2e Journals/Domains/Undeath Domain.md
+++ b/content/Mechanics/Setting/Domains/Undeath Domain.md
@@ -1,6 +1,5 @@
---
title: "Undeath Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Undeath Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.RIlgBuWGfHC1rzYu
diff --git a/content/Mechanics/Setting/Domains/Undeath Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Undeath Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Undeath Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
+HostUrl=about:internet
diff --git a/content/Mechanics/PF2e Journals/Domains/Vigil Domain.md b/content/Mechanics/Setting/Domains/Vigil Domain.md
old mode 100755
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rename from content/Mechanics/PF2e Journals/Domains/Vigil Domain.md
rename to content/Mechanics/Setting/Domains/Vigil Domain.md
index 8cb73ff80..1b6ef621c
--- a/content/Mechanics/PF2e Journals/Domains/Vigil Domain.md
+++ b/content/Mechanics/Setting/Domains/Vigil Domain.md
@@ -1,6 +1,5 @@
---
title: "Vigil Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Vigil Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.StXN6IHR6evRaeXF
diff --git a/content/Mechanics/Setting/Domains/Vigil Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Vigil Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Vigil Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
+HostUrl=about:internet
diff --git a/content/Mechanics/PF2e Journals/Domains/Void Domain.md b/content/Mechanics/Setting/Domains/Void Domain.md
old mode 100755
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rename from content/Mechanics/PF2e Journals/Domains/Void Domain.md
rename to content/Mechanics/Setting/Domains/Void Domain.md
index 00abbd196..419a92007
--- a/content/Mechanics/PF2e Journals/Domains/Void Domain.md
+++ b/content/Mechanics/Setting/Domains/Void Domain.md
@@ -1,6 +1,5 @@
---
title: "Void Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Void Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.xLxrtbsj4acqgsyC
diff --git a/content/Mechanics/Setting/Domains/Void Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Void Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Void Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
+HostUrl=about:internet
diff --git a/content/Mechanics/PF2e Journals/Domains/Water Domain.md b/content/Mechanics/Setting/Domains/Water Domain.md
old mode 100755
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rename from content/Mechanics/PF2e Journals/Domains/Water Domain.md
rename to content/Mechanics/Setting/Domains/Water Domain.md
index 2033de8ab..c5794bb74
--- a/content/Mechanics/PF2e Journals/Domains/Water Domain.md
+++ b/content/Mechanics/Setting/Domains/Water Domain.md
@@ -1,6 +1,5 @@
---
title: "Water Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Water Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.U8WVR6EDfmUaMCbu
diff --git a/content/Mechanics/Setting/Domains/Water Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Water Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Water Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
+HostUrl=about:internet
diff --git a/content/Mechanics/PF2e Journals/Domains/Wealth Domain.md b/content/Mechanics/Setting/Domains/Wealth Domain.md
old mode 100755
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index bcc680375..30807446c
--- a/content/Mechanics/PF2e Journals/Domains/Wealth Domain.md
+++ b/content/Mechanics/Setting/Domains/Wealth Domain.md
@@ -1,6 +1,5 @@
---
title: "Wealth Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Wealth Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.mJBp4KIszuqrmnp5
diff --git a/content/Mechanics/Setting/Domains/Wealth Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Wealth Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Wealth Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
+HostUrl=about:internet
diff --git a/content/Mechanics/PF2e Journals/Domains/Wyrmkin Domain.md b/content/Mechanics/Setting/Domains/Wyrmkin Domain.md
old mode 100755
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rename from content/Mechanics/PF2e Journals/Domains/Wyrmkin Domain.md
rename to content/Mechanics/Setting/Domains/Wyrmkin Domain.md
index f5bb6341b..9f3534759
--- a/content/Mechanics/PF2e Journals/Domains/Wyrmkin Domain.md
+++ b/content/Mechanics/Setting/Domains/Wyrmkin Domain.md
@@ -1,6 +1,5 @@
---
title: "Wyrmkin Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Wyrmkin Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.nuywscaiVGXLQpZ1
diff --git a/content/Mechanics/Setting/Domains/Wyrmkin Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Wyrmkin Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Wyrmkin Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
+HostUrl=about:internet
diff --git a/content/Mechanics/PF2e Journals/Domains/Zeal Domain.md b/content/Mechanics/Setting/Domains/Zeal Domain.md
old mode 100755
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rename from content/Mechanics/PF2e Journals/Domains/Zeal Domain.md
rename to content/Mechanics/Setting/Domains/Zeal Domain.md
index ffb352a44..6af9a722b
--- a/content/Mechanics/PF2e Journals/Domains/Zeal Domain.md
+++ b/content/Mechanics/Setting/Domains/Zeal Domain.md
@@ -1,6 +1,5 @@
---
title: "Zeal Domain"
-draft: true
noteType: ":sticky-note:"
aliases: "Zeal Domain"
foundryId: Compendium.pf2e.journals.JournalEntry.EEZvDB1Z7ezwaxIr.JournalEntryPage.DI3MYGIK8iEycanU
diff --git a/content/Mechanics/Setting/Domains/Zeal Domain.md:Zone.Identifier b/content/Mechanics/Setting/Domains/Zeal Domain.md:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/Zeal Domain.md:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
+HostUrl=about:internet
diff --git a/content/Mechanics/PF2e Journals/Domains/desktop.ini b/content/Mechanics/Setting/Domains/desktop.ini
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diff --git a/content/Mechanics/Setting/Domains/desktop.ini:Zone.Identifier b/content/Mechanics/Setting/Domains/desktop.ini:Zone.Identifier
new file mode 100644
index 000000000..2d45b2b2f
--- /dev/null
+++ b/content/Mechanics/Setting/Domains/desktop.ini:Zone.Identifier
@@ -0,0 +1,3 @@
+[ZoneTransfer]
+ZoneId=3
+HostUrl=about:internet
diff --git a/content/Mechanics/Traits/Aberration.md b/content/Mechanics/Traits/Aberration.md
deleted file mode 100644
index 6ad8251b7..000000000
--- a/content/Mechanics/Traits/Aberration.md
+++ /dev/null
@@ -1,13 +0,0 @@
-# Aberration
-#pf2e/trait
-*Source* Core Rulebook pg. 628 3.0
-
-Aberrations are creatures from beyond the planes or corruptions of the natural order.
-
----
-
-### Ancestries
-[Fleshwarp](Fleshwarp)
-
-### Monsters
-[Akata](Akata), [Alghollthu Master](Alghollthu%20Master), [Amalgamite](Amalgamite), [Angoyang](Angoyang), [Baomal](Baomal), [Blood Painter](Blood%20Painter), [Bog Strider](Bog%20Strider), [Brain Collector](Brain%20Collector), [Children Of Mhar](Children%20Of%20Mhar), [Choker](Choker), [Chuul](Chuul), [Chyzaedu](Chyzaedu), [Cloaker](Cloaker), [Cobbleswarm](Cobbleswarm), [Conqueror Worm](Conqueror%20Worm), [Contemplative](Contemplative), [Contemplative Meditant](Contemplative%20Meditant), [Contemplative Mentor](Contemplative%20Mentor), [Dark Naga](Dark%20Naga), [Deepwater Dhuthorex](Deepwater%20Dhuthorex), [Denizen of Leng](Denizen%20of%20Leng), [Desert's Howl](Desert's%20Howl), [Destrachan](Destrachan), [Doprillu](Doprillu), [Dramofir](Dramofir), [Dread Dhuthorex](Dread%20Dhuthorex), [Dread Wisp](Dread%20Wisp), [Dreshkan](Dreshkan), [Drider](Drider), [D'ziriak](D'ziriak), [Faceless Stalker](Faceless%20Stalker), [Flickerwisp](Flickerwisp), [Flumph](Flumph), [Froghemoth](Froghemoth), [Galvo](Galvo), [Ghonhatine](Ghonhatine), [Giant Aukashungi](Giant%20Aukashungi), [Gibbering Mouther](Gibbering%20Mouther), [Gibtanius](Gibtanius), [Gibtas Bounder](Gibtas%20Bounder), [Gibtas Spawn Swarm](Gibtas%20Spawn%20Swarm), [Gogiteth](Gogiteth), [Gosreg](Gosreg), [Grikkitog](Grikkitog), [Grindylow](Grindylow), [Grothlut](Grothlut), [Guardian Naga](Guardian%20Naga), [Gug](Gug), [Hadrinnex](Hadrinnex), [Hekatonkheires Titan](Hekatonkheires%20Titan), [Hound of Tindalos](Hound%20of%20Tindalos), [Howling Spawn](Howling%20Spawn), [Hyakume](Hyakume), [Iffdahsil](Iffdahsil), [Incutilis](Incutilis), [Intellect Devourer](Intellect%20Devourer), [Irlgaunt](Irlgaunt), [Irnakurse](Irnakurse), [Isqulug](Isqulug), [Karumzek](Karumzek), [Karumzek Swarm](Karumzek%20Swarm), [K'nonna](K'nonna), [Kuchisake-Onna](Kuchisake-Onna), [Kuworsys](Kuworsys), [Leng Spider](Leng%20Spider), [Lophiithu](Lophiithu), [Lunar Naga](Lunar%20Naga), [Lusca](Lusca), [Manananggal](Manananggal), [Mimic](../../../../../60-Wyrmscriber/Gamemaster/Mechanics/Bestiary/Mimics/Mimic.md), [Mothman](Mothman), [Muckish Creep](Muckish%20Creep), [Mulventok](Mulventok), [Myrucarx](Myrucarx), [Neothelid](Neothelid), [Nightgaunt](Nightgaunt), [Nilith](Nilith), [Ofalth](Ofalth), [Otyugh](Otyugh), [Penanggalan](Penanggalan), [Quelaunt](Quelaunt), [Quoppopak](Quoppopak), [Qurashith](Qurashith), [Reefclaw](Reefclaw), [Rhu-Chalik](Rhu-Chalik), [Rivka](Rivka), [Roper](Roper), [Rust Monster](Rust%20Monster), [Scalathrax](Scalathrax), [Scalescribe](Scalescribe), [Scarlet Walker](Scarlet%20Walker), [Sceaduinar](Sceaduinar), [Seugathi Reality Warper](Seugathi%20Reality%20Warper), [Seugathi Servant](Seugathi%20Servant), [Shanrigol Behemoth](Shanrigol%20Behemoth), [Shanrigol Heap](Shanrigol%20Heap), [Shoggoth](Shoggoth), [Sinspawn](Sinspawn), [Skrik Nettle](Skrik%20Nettle), [Somnalu](Somnalu), [Somnalu Oculus](Somnalu%20Oculus), [Spirit Naga](Spirit%20Naga), [Sturzstromer](Sturzstromer), [Tixitog](Tixitog), [Tolokand](Tolokand), [Umasi](Umasi), [Vampiric Mist](Vampiric%20Mist), [Vaspercham](Vaspercham), [Vazgorlu](Vazgorlu), [Veiled Master](Veiled%20Master), [Vitalia](Vitalia), [Voidglutton](Voidglutton), [Web Lurker](Web%20Lurker), [Will-o’-Wisp](Will-o’-Wisp), [Worm That Walks Cultist](Worm%20That%20Walks%20Cultist), [Xill](Xill), [Yithian](Yithian), [Zuipnyrn](Zuipnyrn)
diff --git a/content/Mechanics/Traits/Aberration.md:com.amazon.drive.sync b/content/Mechanics/Traits/Aberration.md:com.amazon.drive.sync
deleted file mode 100644
index 453a3ab34..000000000
--- a/content/Mechanics/Traits/Aberration.md:com.amazon.drive.sync
+++ /dev/null
@@ -1 +0,0 @@
-{"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
deleted file mode 100644
index bea1a8e65..000000000
--- a/content/Mechanics/Traits/Abjuration.md
+++ /dev/null
@@ -1,34 +0,0 @@
-# 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.
-
----
-
-### Actions
-[Amulet's Abeyance](Amulet's%20Abeyance) , [Dispelling Bullet](Dispelling%20Bullet)
-
-### Curses
-[Forbidding Knowledge](Forbidding%20Knowledge), [Oath of the Flesh](Oath%20of%20the%20Flesh), [Wizard's Ward](Wizard's%20Ward)
-
-### Equipment
-[Anchoring](Anchoring), [Antimagic](Antimagic), [Antimagic Oil](Antimagic%20Oil), [Apotropaic Fulu](Apotropaic%20Fulu), [Armor Potency](Armor%20Potency), [Arrow-Catching Shield](Arrow-Catching%20Shield), [Backfire Mantle](Backfire%20Mantle), [Banner of the Restful](Banner%20of%20the%20Restful), [Barkskin Potion](Barkskin%20Potion), [Blast Suit](Blast%20Suit), [Blessed Tattoo](Blessed%20Tattoo), [Blightburn Ward](../Items/Worn%20Items/Other%20Worn%20Items/Blightburn%20Ward.md), [Bracers of Armor](Bracers%20of%20Armor), [Bracers of Missile Deflection](Bracers%20of%20Missile%20Deflection), [Brooch of Shielding](Brooch%20of%20Shielding), [Celestial Hair](Celestial%20Hair), [Channel Protection Amulet](Channel%20Protection%20Amulet), [Corpseward Pendant](Corpseward%20Pendant), [Crown of Insight](Crown%20of%20Insight), [Cursebreak Bulwark](Cursebreak%20Bulwark), [Daredevil Boots](Daredevil%20Boots), [Deflecting Branch](Deflecting%20Branch), [Detect Anathema Fulu](Detect%20Anathema%20Fulu), [Dispelling Sliver](Dispelling%20Sliver), [Dog-Bone Knife](Dog-Bone%20Knife), [Dragonslayer's Shield](Dragonslayer's%20Shield), [Elder Sign](Elder%20Sign), [Energizing](Energizing), [Energy-Resistant](Energy-Resistant), [Flame Navette](Flame%20Navette), [Floorbell](Floorbell), [Forge Warden](Forge%20Warden), [Forgefather's Seal](Forgefather's%20Seal), [Fortification](Fortification), [Fortifying Pebble](Fortifying%20Pebble), [Fulu of Fire Suppression](Fulu%20of%20Fire%20Suppression), [Fulu of Flood Suppression](Fulu%20of%20Flood%20Suppression), [Fulu of the Drunken Monkey](Fulu%20of%20the%20Drunken%20Monkey), [Fulu of the Stoic Ox](Fulu%20of%20the%20Stoic%20Ox), [Gloves of Carelessness](Gloves%20of%20Carelessness), [Golden Rod Memento](Golden%20Rod%20Memento), [Guardian Shield](Guardian%20Shield), [Headband of Inspired Wisdom](Headband%20of%20Inspired%20Wisdom), [Heartstone](Heartstone), [Heedless Spurs](Heedless%20Spurs), [Icy Disposition](Icy%20Disposition), [Impenetrable Scale](Impenetrable%20Scale), [Indestructible Shield](Indestructible%20Shield), [Indomitable Keepsake](Indomitable%20Keepsake), [Invisible Net](Invisible%20Net), [Iron Medallion](Iron%20Medallion), [Jade Cat](Jade%20Cat), [Jawbreaker Shield](Jawbreaker%20Shield), [Jerkin of Liberation](Jerkin%20of%20Liberation), [Kin-Warding](Kin-Warding), [Lion Badge](Lion%20Badge), [Magic Armor](Magic%20Armor), [Mantle of the Grogrisant](Mantle%20of%20the%20Grogrisant), [Martyr's Shield](Martyr's%20Shield), [Mending Lattice](Mending%20Lattice), [Merciful Charm](Merciful%20Charm), [Metuak's Pendant](Metuak's%20Pendant), [Mutagenic Renovator](Mutagenic%20Renovator), [Nethysian Bulwark](Nethysian%20Bulwark), [Numerian Steel Breastplate](Numerian%20Steel%20Breastplate), [Oil of Repulsion](Oil%20of%20Repulsion), [Pathfinder's Pouch](Pathfinder's%20Pouch), [Peacemaker](Peacemaker), [Peachwood Talisman](Peachwood%20Talisman), [Plate Armor of the Deep](Plate%20Armor%20of%20the%20Deep), [Potion of Annulment](Potion%20of%20Annulment), [Potion of Grounding](Potion%20of%20Grounding), [Potion of Resistance](Potion%20of%20Resistance), [Potion of Stable Form](Potion%20of%20Stable%20Form), [Prismatic Plate](Prismatic%20Plate), [Psychic Brigandine](Psychic%20Brigandine), [Rebound Fulu](Rebound%20Fulu), [Redeemer's Pistol](Redeemer's%20Pistol), [Reflecting Shield](Reflecting%20Shield), [Reforging Shield](Reforging%20Shield), [Resilient](Resilient), [Rhino Hide Brooch](Rhino%20Hide%20Brooch), [Ring of Counterspells](Ring%20of%20Counterspells), [Ring of Energy Resistance](Ring%20of%20Energy%20Resistance), [Ring of Spell Turning](Ring%20of%20Spell%20Turning), [Robe of the Archmagi](Robe%20of%20the%20Archmagi), [Rock-Braced](Rock-Braced), [Rod of Cancellation](../Items/Held%20Items/Rod%20of%20Cancellation.md), [Rod of Negation](Rod%20of%20Negation), [Savior Spike](Savior%20Spike), [Scarab Cuirass](Scarab%20Cuirass), [Sealing Chest](Sealing%20Chest), [Seeking Bracelets](Seeking%20Bracelets), [Serithtial](Serithtial), [Shade Hat](Shade%20Hat), [Shark Tooth Charm](Shark%20Tooth%20Charm), [Shielding Salve](Shielding%20Salve), [Singing Muse](Singing%20Muse), [Sinister Knight](Sinister%20Knight), [Snagging](Snagging), [Soaring](Soaring), [Soft-Landing](Soft-Landing), [Spell-Bastion](Spell-Bastion), [Spellcutter](Spellcutter), [Spellender](Spellender), [Spellguard Blade](Spellguard%20Blade), [Spellguard Shield](Spellguard%20Shield), [Spell-Storing](Spell-Storing), [Staff of Abjuration](Staff%20of%20Abjuration), [Staff of the Desert Winds](Staff%20of%20the%20Desert%20Winds), [Stormbreaker Fulu](Stormbreaker%20Fulu), [Sturdy Shield](Sturdy%20Shield), [Sun Wheel](Sun%20Wheel), [Swarmeater's Clasp](Swarmeater's%20Clasp), [Swift Block Cabochon](Swift%20Block%20Cabochon), [Talisman Cord](Talisman%20Cord), [Thrice-Fried Mudwings](Thrice-Fried%20Mudwings), [Tracking Fulu](Tracking%20Fulu), [Victory Plate](Victory%20Plate), [Warding Tablets](Warding%20Tablets), [Warding Tattoo](Warding%20Tattoo), [Wayfinder](Wayfinder), [Wovenwood Shield](Wovenwood%20Shield)
-
-### Feats
-[Astral Tether](Astral%20Tether), [Cast Out](Cast%20Out), [Consecrated Aura](Consecrated%20Aura), [Consume Energy](Consume%20Energy), [Counter Thought](Counter%20Thought), [Counterspell](Counterspell), [Current Spell](Current%20Spell), [Daywalker](Daywalker), [Divine Aegis](Divine%20Aegis), [Educate Allies](Educate%20Allies), [Energetic Resonance](Energetic%20Resonance), [Energy Ward](Energy%20Ward), [Everdistant Defense](Everdistant%20Defense), [Glass Skin](Glass%20Skin), [Hydraulic Deflection](Hydraulic%20Deflection), [Inertial Barrier](Inertial%20Barrier), [Interfering Surge](Interfering%20Surge), [Master's Counterspell](Master's%20Counterspell), [Protective Bond](Protective%20Bond), [Resounding Finale](Resounding%20Finale), [Safeguard Soul](Safeguard%20Soul), [Sever Magic](Sever%20Magic), [Thaumaturge's Demesne](Thaumaturge's%20Demesne), [Tidal Shield](Tidal%20Shield), [Turn Away Misfortune](Turn%20Away%20Misfortune), [Ward Slumber](Ward%20Slumber)
-
-### Focus Spells
-[Adaptive Ablation](../Spells_Rituals/Focus%20Spells/Level%204/Adaptive%20Ablation.md), [Ancestral Defense](../Spells_Rituals/Focus%20Spells/Level%203/Ancestral%20Defense.md), [Angelic Halo](../Spells_Rituals/Focus%20Spells/Level%201/Angelic%20Halo.md), [Arcane Countermeasure](../Spells_Rituals/Focus%20Spells/Level%205/Arcane%20Countermeasure.md), [Blood Ward](../Spells_Rituals/Focus%20Spells/Level%201/Blood%20Ward.md), [Cascade Countermeasure](../Spells_Rituals/Focus%20Spells/Level%203/Cascade%20Countermeasure.md), [Champion's Sacrifice](../Spells_Rituals/Focus%20Spells/Level%206/Champion's%20Sacrifice.md), [Delay Consequence](../Spells_Rituals/Focus%20Spells/Level%201/Delay%20Consequence.md), [Dutiful Challenge](../Spells_Rituals/Focus%20Spells/Level%204/Dutiful%20Challenge.md), [Empty Inside](../Spells_Rituals/Focus%20Spells/Level%201/Empty%20Inside.md), [Enduring Might](../Spells_Rituals/Focus%20Spells/Level%204/Enduring%20Might.md), [Energy Absorption](../Spells_Rituals/Focus%20Spells/Level%204/Energy%20Absorption.md), [Establish Ward](../Spells_Rituals/Focus%20Spells/Level%205/Establish%20Ward.md), [Flame Barrier](../Spells_Rituals/Focus%20Spells/Level%204/Flame%20Barrier.md), [Font of Serenity](../Spells_Rituals/Focus%20Spells/Level%204/Font%20of%20Serenity.md), [Forced Quiet](../Spells_Rituals/Focus%20Spells/Level%201/Forced%20Quiet.md), [Genie's Veil](../Spells_Rituals/Focus%20Spells/Level%201/Genie's%20Veil.md), [Magic Hide](../Spells_Rituals/Focus%20Spells/Level%201/Magic%20Hide.md), [Perfected Form](../Spells_Rituals/Focus%20Spells/Level%204/Perfected%20Form.md), [Perfected Mind](../Spells_Rituals/Focus%20Spells/Level%201/Perfected%20Mind.md), [Phase Familiar](../Spells_Rituals/Focus%20Spells/Level%201/Phase%20Familiar.md), [Protective Ward](../Spells_Rituals/Focus%20Spells/Level%201/Protective%20Ward.md), [Protector's Sacrifice](../Spells_Rituals/Focus%20Spells/Level%201/Protector's%20Sacrifice.md), [Protector's Sphere](../Spells_Rituals/Focus%20Spells/Level%204/Protector's%20Sphere.md), [Reinforce Eidolon](../Spells_Rituals/Focus%20Spells/Cantrips/Reinforce%20Eidolon.md), [Retributive Pain](../Spells_Rituals/Focus%20Spells/Level%204/Retributive%20Pain.md), [Safeguard Secret](../Spells_Rituals/Focus%20Spells/Level%204/Safeguard%20Secret.md), [Share Burden](../Spells_Rituals/Focus%20Spells/Level%201/Share%20Burden.md), [Shielding Strike](../Spells_Rituals/Focus%20Spells/Level%201/Shielding%20Strike.md), [Silver's Refrain](../Spells_Rituals/Focus%20Spells/Cantrips/Silver's%20Refrain.md), [Spellmaster's Ward](../Spells_Rituals/Focus%20Spells/Level%205/Spellmaster's%20Ward.md), [String of Fate](../Spells_Rituals/Focus%20Spells/Level%201/String%20of%20Fate.md), [Sudden Shift](../Spells_Rituals/Focus%20Spells/Level%201/Sudden%20Shift.md), [Symphony of the Unfettered Heart](../Spells_Rituals/Focus%20Spells/Level%205/Symphony%20of%20the%20Unfettered%20Heart.md), [Thermal Stasis](../Spells_Rituals/Focus%20Spells/Cantrips/Thermal%20Stasis.md), [Unblinking Flame Revelation](../Spells_Rituals/Focus%20Spells/Level%203/Unblinking%20Flame%20Revelation.md), [Unfetter Eidolon](../Spells_Rituals/Focus%20Spells/Level%201/Unfetter%20Eidolon.md), [Unity](../Spells_Rituals/Focus%20Spells/Level%204/Unity.md), [Untwisting Iron Buffer](../Spells_Rituals/Focus%20Spells/Level%203/Untwisting%20Iron%20Buffer.md), [Vector Screen](../Spells_Rituals/Focus%20Spells/Cantrips/Vector%20Screen.md)
-
-### Hazards
-[Crystal Pin](Crystal%20Pin)
-
-### Item Curses
-[Arrow Attracting](Arrow%20Attracting)
-
-### Rituals
-[Atone](../Spells_Rituals/Rituals/Level%204/Atone.md), [Fey Abeyance](../Spells_Rituals/Rituals/Level%201/Fey%20Abeyance.md), [Freedom](../Spells_Rituals/Rituals/Level%208/Freedom.md), [Guardian's Aegis](../Spells_Rituals/Rituals/Level%203/Guardian's%20Aegis.md), [Heartbond](../Spells_Rituals/Rituals/Level%202/Heartbond.md), [Planar Binding](../Spells_Rituals/Rituals/Level%206/Planar%20Binding.md), [Primal Call](../Spells_Rituals/Rituals/Level%206/Primal%20Call.md), [Purify Soul Path](../Spells_Rituals/Rituals/Level%202/Purify%20Soul%20Path.md), [Summerland Spell](../Spells_Rituals/Rituals/Level%205/Summerland%20Spell.md), [2023-01-23 Daily Dungeon23](2023-01-23%20Daily%20Dungeon23.md), [Ward Domain](../Spells_Rituals/Rituals/Level%206/Ward%20Domain.md)
-
-### Spells
-[Alarm](../Spells_Rituals/Arcane_Tradition/Level%201/Alarm.md), [Animus Mine](../Spells_Rituals/Arcane_Tradition/Level%202/Animus%20Mine.md), [Antimagic Field](../Spells_Rituals/Arcane_Tradition/Level%208/Antimagic%20Field.md), [Astral Labyrinth](../Spells_Rituals/Arcane_Tradition/Level%209/Astral%20Labyrinth.md), [Bandit's Doom](../Spells_Rituals/Arcane_Tradition/Level%205/Bandit's%20Doom.md), [Banishment](../Spells_Rituals/Arcane_Tradition/Level%205/Banishment.md), [Barkskin](../Spells_Rituals/Arcane_Tradition/Level%202/Barkskin.md), [Blessing of Defiance](../Spells_Rituals/Arcane_Tradition/Level%205/Blessing%20of%20Defiance.md), [Brand the Impenitent](../Spells_Rituals/Arcane_Tradition/Level%202/Brand%20the%20Impenitent.md), [Breadcrumbs](../Spells_Rituals/Arcane_Tradition/Level%201/Breadcrumbs.md), [Caster's Imposition](../Spells_Rituals/Arcane_Tradition/Level%203/Caster's%20Imposition.md), [Chromatic Armor](../Spells_Rituals/Arcane_Tradition/Level%204/Chromatic%20Armor.md), [Chromatic Wall](../Spells_Rituals/Arcane_Tradition/Level%205/Chromatic%20Wall.md), [Circle of Protection](../Spells_Rituals/Arcane_Tradition/Level%203/Circle%20of%20Protection.md), [1 TTRPG/PF2e Wiki/Traits/Contingency](1%20TTRPG/PF2e%20Wiki/Traits/Contingency), [Death Ward](../Spells_Rituals/Arcane_Tradition/Level%205/Death%20Ward.md), [Dimensional Anchor](../Spells_Rituals/Arcane_Tradition/Level%204/Dimensional%20Anchor.md), [Dimensional Lock](../Spells_Rituals/Arcane_Tradition/Level%207/Dimensional%20Lock.md), [Disjunction](../Spells_Rituals/Arcane_Tradition/Level%209/Disjunction.md), [Dispel Magic](../Spells_Rituals/Arcane_Tradition/Level%202/Dispel%20Magic.md), [Divine Aura](../Spells_Rituals/Arcane_Tradition/Level%208/Divine%20Aura.md), [Elemental Absorption](../Spells_Rituals/Arcane_Tradition/Level%203/Elemental%20Absorption.md), [Endure Elements](../Spells_Rituals/Arcane_Tradition/Level%202/Endure%20Elements.md), [Energy Aegis](../Spells_Rituals/Arcane_Tradition/Level%207/Energy%20Aegis.md), [Erase Trail](../Spells_Rituals/Arcane_Tradition/Level%202/Erase%20Trail.md), [Extract Poison](../Spells_Rituals/Arcane_Tradition/Level%202/Extract%20Poison.md), [Feather Fall](../Spells_Rituals/Arcane_Tradition/Level%201/Feather%20Fall.md), [Forbidding Ward](../Spells_Rituals/Arcane_Tradition/Cantrips/Forbidding%20Ward.md), [Freedom of Movement](../Spells_Rituals/Arcane_Tradition/Level%204/Freedom%20of%20Movement.md), [Globe of Invulnerability](../Spells_Rituals/Arcane_Tradition/Level%204/Globe%20of%20Invulnerability.md), [Glyph of Warding](../Spells_Rituals/Arcane_Tradition/Level%203/Glyph%20of%20Warding.md), [Indestructibility](../Spells_Rituals/Arcane_Tradition/Level%2010/Indestructibility.md), [Lock](../Spells_Rituals/Arcane_Tradition/Level%201/Lock.md), [Lock Item](../Spells_Rituals/Arcane_Tradition/Level%202/Lock%20Item.md), [Mage Armor](../Spells_Rituals/Arcane_Tradition/Level%201/Mage%20Armor.md), [Magnetic Repulsion](../Spells_Rituals/Arcane_Tradition/Level%202/Magnetic%20Repulsion.md), [Mind Blank](../Spells_Rituals/Arcane_Tradition/Level%208/Mind%20Blank.md), [Negate Aroma](../Spells_Rituals/Arcane_Tradition/Level%201/Negate%20Aroma.md), [Nondetection](../Spells_Rituals/Arcane_Tradition/Level%203/Nondetection.md), [Nullify](../Spells_Rituals/Arcane_Tradition/Level%2010/Nullify.md), [Pass Without Trace](../Spells_Rituals/Arcane_Tradition/Level%201/Pass%20Without%20Trace.md), [Prismatic Armor](../Spells_Rituals/Arcane_Tradition/Level%207/Prismatic%20Armor.md), [Prismatic Shield](../Spells_Rituals/Arcane_Tradition/Level%209/Prismatic%20Shield.md), [Prismatic Sphere](../Spells_Rituals/Arcane_Tradition/Level%209/Prismatic%20Sphere.md), [Prismatic Wall](../Spells_Rituals/Arcane_Tradition/Level%208/Prismatic%20Wall.md), [Private Sanctum](../Spells_Rituals/Arcane_Tradition/Level%204/Private%20Sanctum.md), [Protect Companion](../Spells_Rituals/Arcane_Tradition/Cantrips/Protect%20Companion.md), [Protection](../Spells_Rituals/Arcane_Tradition/Level%201/Protection.md), [Quench](../Spells_Rituals/Arcane_Tradition/Level%202/Quench.md), [Ravenous Portal](../Spells_Rituals/Arcane_Tradition/Level%204/Ravenous%20Portal.md), [Rebounding Barrier](../Spells_Rituals/Arcane_Tradition/Level%204/Rebounding%20Barrier.md), [Reflective Scales](../Spells_Rituals/Arcane_Tradition/Level%204/Reflective%20Scales.md), [Repulsion](../Spells_Rituals/Arcane_Tradition/Level%206/Repulsion.md), [Resilient Sphere](../Spells_Rituals/Arcane_Tradition/Level%204/Resilient%20Sphere.md), [Resist Energy](../Spells_Rituals/Arcane_Tradition/Level%202/Resist%20Energy.md), [Return to Essence](../Spells_Rituals/Arcane_Tradition/Level%207/Return%20to%20Essence.md), [Ritual Obstruction](../Spells_Rituals/Arcane_Tradition/Level%205/Ritual%20Obstruction.md), [Safe Passage](../Spells_Rituals/Arcane_Tradition/Level%203/Safe%20Passage.md), [Sanctified Ground](../Spells_Rituals/Arcane_Tradition/Level%203/Sanctified%20Ground.md), [Sanctuary](../Spells_Rituals/Arcane_Tradition/Level%201/Sanctuary.md), [Scintillating Safeguard](../Spells_Rituals/Arcane_Tradition/Level%206/Scintillating%20Safeguard.md), [Shattering Gem](../Spells_Rituals/Arcane_Tradition/Level%201/Shattering%20Gem.md), [Shield](../Spells_Rituals/Arcane_Tradition/Cantrips/Shield.md), [Soft Landing](../Spells_Rituals/Arcane_Tradition/Level%204/Soft%20Landing.md), [Spell Immunity](../Spells_Rituals/Arcane_Tradition/Level%204/Spell%20Immunity.md), [Spell Turning](../Spells_Rituals/Arcane_Tradition/Level%207/Spell%20Turning.md), [Spellwrack](../Spells_Rituals/Arcane_Tradition/Level%206/Spellwrack.md), [Spiritual Attunement](../Spells_Rituals/Arcane_Tradition/Level%204/Spiritual%20Attunement.md), [Spiritual Guardian](../Spells_Rituals/Arcane_Tradition/Level%205/Spiritual%20Guardian.md), [Stoneskin](../Spells_Rituals/Arcane_Tradition/Level%204/Stoneskin.md), [Temporal Ward](../Spells_Rituals/Arcane_Tradition/Level%206/Temporal%20Ward.md), [Temporary Glyph](../Spells_Rituals/Arcane_Tradition/Level%205/Temporary%20Glyph.md), [Tether](../Spells_Rituals/Arcane_Tradition/Level%201/Tether.md), [Undetectable Alignment](../Spells_Rituals/Arcane_Tradition/Level%202/Undetectable%20Alignment.md), [Unfettered Pack](../Spells_Rituals/Arcane_Tradition/Level%207/Unfettered%20Pack.md), [Warding Aggression](../Spells_Rituals/Arcane_Tradition/Level%203/Warding%20Aggression.md), [Wash Your Luck](../Spells_Rituals/Arcane_Tradition/Cantrips/Wash%20Your%20Luck.md), [Whirling Scarves](../Spells_Rituals/Arcane_Tradition/Level%203/Whirling%20Scarves.md)
\ No newline at end of file
diff --git a/content/Mechanics/Traits/Acid.md b/content/Mechanics/Traits/Acid.md
deleted file mode 100644
index b0f265648..000000000
--- a/content/Mechanics/Traits/Acid.md
+++ /dev/null
@@ -1,26 +0,0 @@
-# Acid
-#pf2e/trait
-**Source.** Core Rulebook pg. 628
-
-Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.
-
----
-
-### Equipment
-[Acid Flask](Acid%20Flask), [Acid Spitter](Acid%20Spitter), [Clinging Ooze Snare](Clinging%20Ooze%20Snare), [Corrosive](../Items/Runes/Weapon%20Property%20Runes/Corrosive.md), [Eroding Bullet](Eroding%20Bullet), [Sulfur Bomb](Sulfur%20Bomb), [Wand of Caustic Effluence](Wand%20of%20Caustic%20Effluence), [Wand of Noisome Acid](Wand%20of%20Noisome%20Acid)
-
-### Hazards
-[Acid Strongbox Trap](Acid%20Strongbox%20Trap)
-
-### Item Curses
-[Degenerating](Degenerating)
-
-### Monsters
-[Adult Black Dragon](Adult%20Black%20Dragon), [Ancient Black Dragon](Ancient%20Black%20Dragon), [Crawling Slurry](Crawling%20Slurry), [Tarn Linnorm](Tarn%20Linnorm), [Young Black Dragon](Young%20Black%20Dragon)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
diff --git a/content/Mechanics/Traits/Agile.md b/content/Mechanics/Traits/Agile.md
deleted file mode 100644
index a769e083c..000000000
--- a/content/Mechanics/Traits/Agile.md
+++ /dev/null
@@ -1,13 +0,0 @@
-# Agile
-#pf2e/trait
-*Source* Core Rulebook pg. 282 3.0
-
-The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
-
----
-
-### Monk Unarmed Attacks
-[Cobra Fang](Cobra%20Fang), [Crane Wing](Crane%20Wing), [Fire Talon](Fire%20Talon), [Flowing Wave](Flowing%20Wave), [Lashing Branch](Lashing%20Branch), [Shadow Grasp](Shadow%20Grasp), [Stumbling Swing](Stumbling%20Swing), [Tiger Claw](Tiger%20Claw), [Wind Crash](Wind%20Crash), [Wolf Jaw](Wolf%20Jaw)
-
-### Weapons
-[Air repeater](Air%20repeater), [Bayonet](Bayonet), [Black Powder Knuckle Dusters](Black%20Powder%20Knuckle%20Dusters), [Bladed Gauntlet](Bladed%20Gauntlet), [Blowgun](Blowgun), [Boarding Axe](Boarding%20Axe), [Butterfly Sword](Butterfly%20Sword), [Buugeng](Buugeng), [Clan Dagger](Clan%20Dagger), [Claw Blade](Claw%20Blade), [Dagger](Dagger), [Dagger Pistol](Dagger%20Pistol), [Dart](Dart), [Dart Umbrella](Dart%20Umbrella), [Dogslicer](Dogslicer), [Exquisite Sword Cane](Exquisite%20Sword%20Cane), [Exquisite Sword Cane Sheath](Exquisite%20Sword%20Cane%20Sheath), [Fangwire](Fangwire), [Fighting Fan](Fighting%20Fan), [Filcher's Fork](Filcher's%20Fork), [Fire Poi](Fire%20Poi), [Fist](Fist), [Forked Bipod](Forked%20Bipod), [Gauntlet](Gauntlet), [Hand Adze](Hand%20Adze), [Hatchet](Hatchet), [Juggling Club](Juggling%20Club), [Kama](Kama), [Karambit](Karambit), [Katar](Katar), [Knuckle Duster](Knuckle%20Duster), [Kukri](Kukri), [Light Hammer](Light%20Hammer), [Light Mace](Light%20Mace), [Light Pick](Light%20Pick), [Lion Scythe](Lion%20Scythe), [Main-gauche](Main-gauche), [Nightstick](Nightstick), [Orc Knuckle Dagger](Orc%20Knuckle%20Dagger), [Piranha Kiss](Piranha%20Kiss), [Poi](Poi), [Polytool](Polytool), [Reinforced Frame](Reinforced%20Frame), [Sai](Sai), [Sap](Sap), [Sawtooth Saber](Sawtooth%20Saber), [Scourge](Scourge), [Shauth Blade](Shauth%20Blade), [Shortsword](Shortsword), [Shuriken](Shuriken), [Sickle](Sickle), [Spiked Gauntlet](Spiked%20Gauntlet), [Starknife](Starknife), [Stiletto Pen](Stiletto%20Pen), [Sword Cane](Sword%20Cane), [Tamchal Chakram](Tamchal%20Chakram), [Tekko-kagi](Tekko-kagi), [Tengu Gale Blade](Tengu%20Gale%20Blade), [Throwing Knife](Throwing%20Knife), [Thunder Sling](Thunder%20Sling), [Tonfa](Tonfa), [Wakizashi](Wakizashi), [War Razor](War%20Razor), [Wheel Blades](Wheel%20Blades), [Wheel Spikes](Wheel%20Spikes), [Wind and Fire Wheel](Wind%20and%20Fire%20Wheel), [Wish Knife](Wish%20Knife)
\ No newline at end of file
diff --git a/content/Mechanics/Traits/Agile.md:com.amazon.drive.sync b/content/Mechanics/Traits/Agile.md:com.amazon.drive.sync
deleted file mode 100644
index 4bef89d6e..000000000
--- a/content/Mechanics/Traits/Agile.md:com.amazon.drive.sync
+++ /dev/null
@@ -1 +0,0 @@
-{"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
deleted file mode 100644
index 19f277b50..000000000
--- a/content/Mechanics/Traits/Air.md
+++ /dev/null
@@ -1,34 +0,0 @@
-# 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.
-
-Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.
-
----
-
-### Equipment
-[Bottled Air](Bottled%20Air), [Clockwork Diving Suit](Clockwork%20Diving%20Suit), [Effervescent Decoction](Effervescent%20Decoction), [Five-Feather Wreath](Five-Feather%20Wreath), [Nightbreeze Machine](Nightbreeze%20Machine), [Sky Serpent Bolt](Sky%20Serpent%20Bolt), [Skyrider Sword](Skyrider%20Sword), [Storm Arrow](Storm%20Arrow), [Wayfinder](Wayfinder)
-
-### Feats
-[Favorable Winds](Favorable%20Winds), [Ferocious Gust](Ferocious%20Gust), [Walk on the Wind](Walk%20on%20the%20Wind), [Wild Winds Gust](Wild%20Winds%20Gust), [Wind-Tossed Spell](Wind-Tossed%20Spell)
-
-### Focus Spells
-[Disperse into Air](../Spells_Rituals/Focus%20Spells/Level%204/Disperse%20into%20Air.md), [Dust Storm](../Spells_Rituals/Focus%20Spells/Level%204/Dust%20Storm.md), [Parch](../Spells_Rituals/Focus%20Spells/Level%201/Parch.md), [Powerful Inhalation](../Spells_Rituals/Focus%20Spells/Level%203/Powerful%20Inhalation.md), [Pushing Gust](../Spells_Rituals/Focus%20Spells/Level%201/Pushing%20Gust.md), [Speaking Sky](../Spells_Rituals/Focus%20Spells/Level%206/Speaking%20Sky.md), [Steal the Sky](../Spells_Rituals/Focus%20Spells/Level%205/Steal%20the%20Sky.md), [Storm Lord](../Spells_Rituals/Focus%20Spells/Level%209/Storm%20Lord.md), [Stormwind Flight](../Spells_Rituals/Focus%20Spells/Level%204/Stormwind%20Flight.md), [Tempest Surge](../Spells_Rituals/Focus%20Spells/Level%201/Tempest%20Surge.md), [Thunderburst](../Spells_Rituals/Focus%20Spells/Level%203/Thunderburst.md), [Updraft](../Spells_Rituals/Focus%20Spells/Level%201/Updraft.md), [Wild Winds Stance](../Spells_Rituals/Focus%20Spells/Level%204/Wild%20Winds%20Stance.md), [Wind Jump](../Spells_Rituals/Focus%20Spells/Level%205/Wind%20Jump.md)
-
-### Hazards
-[Air Rift](Air%20Rift)
-
-### Monsters
-[Adult Cloud Dragon](Adult%20Cloud%20Dragon), [Air Mephit](Air%20Mephit), [Air Wisp](Air%20Wisp), [Ancient Cloud Dragon](Ancient%20Cloud%20Dragon), [Belker](Belker), [Cloud Giant](Cloud%20Giant), [Djinni](Djinni), [Dust Mephit](Dust%20Mephit), [Elemental Hurricane](Elemental%20Hurricane), [Flickerwisp](Flickerwisp), [Ice Mephit](Ice%20Mephit), [Inmyeonjo](Inmyeonjo), [Invisible Stalker](Invisible%20Stalker), [Kirin](Kirin), [Living Thunderclap](Living%20Thunderclap), [Living Whirlwind](Living%20Whirlwind), [Melody On The Wind](Melody%20On%20The%20Wind), [Muurfeli](Muurfeli), [Peng](Peng), [Spark Bat](Spark%20Bat), [Storm Hag](Storm%20Hag), [Storm Lord](../Spells_Rituals/Focus%20Spells/Level%209/Storm%20Lord.md), [Thunderbird](Thunderbird), [Uthul](Uthul), [Voidglutton](Voidglutton), [Will-o’-Wisp](Will-o’-Wisp), [Young Cloud Dragon](Young%20Cloud%20Dragon), [Zephyr Hawk](Zephyr%20Hawk)
-
-### Planes
-[Plane of Air](Plane%20of%20Air)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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-# 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.
-
----
-
-### Ancestries
-[Azarketi](Azarketi), [Undine](Undine)
-
-### Monsters
-[Adult Black Dragon](Adult%20Black%20Dragon), [Adult Brine Dragon](Adult%20Brine%20Dragon), [Adult Bronze Dragon](Adult%20Bronze%20Dragon), [Adult Green Dragon](Adult%20Green%20Dragon), [Adult Sea Dragon](Adult%20Sea%20Dragon), [Ahuizotl](Ahuizotl), [Amoeba Swarm](Amoeba%20Swarm), [Ancient Black Dragon](Ancient%20Black%20Dragon), [Ancient Brine Dragon](Ancient%20Brine%20Dragon), [Ancient Bronze Dragon](Ancient%20Bronze%20Dragon), [Ancient Green Dragon](Ancient%20Green%20Dragon), [Ancient Sea Dragon](Ancient%20Sea%20Dragon), [Avarek](Avarek), [Azarketi Explorer](Azarketi%20Explorer), [Azure Worm](Azure%20Worm), [Boggard Scout](Boggard%20Scout), [Boggard Swampseer](Boggard%20Swampseer), [Boggard Warrior](Boggard%20Warrior), [Brood Leech Swarm](Brood%20Leech%20Swarm), [Brughadatch](Brughadatch), [Cecaelia Trapper](Cecaelia%20Trapper), [Chuul](Chuul), [Common Eurypterid](Common%20Eurypterid), [Coral Capuchin](Coral%20Capuchin), [Culdewen](Culdewen), [Doblagub](Doblagub), [Dragon Turtle](Dragon%20Turtle), [Dread Dhuthorex](Dread%20Dhuthorex), [Fjord Linnorm](Fjord%20Linnorm), [Froghemoth](Froghemoth), [Fuath](Fuath), [Gahlepod](Gahlepod), [Galvo](Galvo), [Giant Amoeba](Giant%20Amoeba), [Giant Aukashungi](Giant%20Aukashungi), [Giant Hermit Crab](Giant%20Hermit%20Crab), [Giant Leech](Giant%20Leech), [Grindylow](Grindylow), [Grodair](Grodair), [Groplit](Groplit), [Haniver](Haniver), [Hermit Crab Swarm](Hermit%20Crab%20Swarm), [Hezrou](Hezrou), [Icewyrm](Icewyrm), [I'iko Dragon](I'iko%20Dragon), [Incutilis](Incutilis), [Isqulug](Isqulug), [Kallas Devil](Kallas%20Devil), [Kappa](Kappa), [Kelpie](Kelpie), [Krooth](Krooth), [Kushtaka](Kushtaka), [Lacedon](Lacedon), [Locathah Hunter](Locathah%20Hunter), [Marsh Giant](Marsh%20Giant), [Mist Stalker](Mist%20Stalker), [Mobogo](Mobogo), [Naiad](Naiad), [Naiad Queen](Naiad%20Queen), [Nuckelavee](Nuckelavee), [Obrousian](Obrousian), [Orochi](Orochi), [Piscodaemon](Piscodaemon), [Riekanoy](Riekanoy), [River Drake](River%20Drake), [Sarglagon](Sarglagon), [Sea Devil Baron](Sea%20Devil%20Baron), [Sea Devil Brute](Sea%20Devil%20Brute), [Sea Devil Scout](Sea%20Devil%20Scout), [Sea Drake](Sea%20Drake), [Sea Hag](Sea%20Hag), [Seaweed Leshy](Seaweed%20Leshy), [Shoal Linnorm](Shoal%20Linnorm), [Shoggoth](Shoggoth), [Shoggti](Shoggti), [Skum](Skum), [Spiny Eurypterid](Spiny%20Eurypterid), [Storm Giant](Storm%20Giant), [Tarn Linnorm](Tarn%20Linnorm), [Tehialai-Thief-Of-Ships](Tehialai-Thief-Of-Ships), [Tiddalik](Tiddalik), [Tidehawk](Tidehawk), [Tikbalang](Tikbalang), [Treerazer](Treerazer), [Triton](Triton), [Ulgrem-Axaan](Ulgrem-Axaan), [Ulgrem-Lurann](Ulgrem-Lurann), [Umonlee](Umonlee), [Undine Hydromancer](Undine%20Hydromancer), [Xulgath Thoughtmaw](Xulgath%20Thoughtmaw), [Young Black Dragon](Young%20Black%20Dragon), [Young Brine Dragon](Young%20Brine%20Dragon), [Young Bronze Dragon](Young%20Bronze%20Dragon), [Young Green Dragon](Young%20Green%20Dragon), [Young Sea Dragon](Young%20Sea%20Dragon), [Zinba](Zinba)
-
-### NPCs
-[Azarketi Crab Catcher](Azarketi%20Crab%20Catcher), [Azarketi Sailor](Azarketi%20Sailor), [Azarketi Tide Tamer](Azarketi%20Tide%20Tamer)
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-# 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.
-
----
-
-### Eidolons
-[Angel Eidolon](../Bestiary/Companions/Eidolons/Angel%20Eidolon.md)
-
-### Monsters
-[Astral Deva](Astral%20Deva), [Balisse](Balisse), [Cassisian](Cassisian), [Choral](Choral), [Monadic Deva](Monadic%20Deva), [Movanic Deva](Movanic%20Deva), [Planetar](Planetar), [Solar](Solar)
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-# 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.
-
----
-
-### Hazards
-[Sportlebore](Sportlebore)
-
-### Monsters
-[Amphisbaena](Amphisbaena), [Anancus](Anancus), [Ankhrav](Ankhrav), [Ankylosaurus](Ankylosaurus), [Army Ant Swarm](Army%20Ant%20Swarm), [Aurumvorax](Aurumvorax), [Azure Worm](Azure%20Worm), [Badger](Badger), [Ball Python](Ball%20Python), [Beaver](Beaver), [Behemoth Hippopotamus](Behemoth%20Hippopotamus), [Bison](Bison), [Black Bear](Black%20Bear), [Black Scorpion](Black%20Scorpion), [Blindheim](Blindheim), [Blood Boar](Blood%20Boar), [Bloodseeker](Bloodseeker), [Blue-Ringed Octopus](Blue-Ringed%20Octopus), [Boar](Boar), [Bone Skipper Swarm](Bone%20Skipper%20Swarm), [Bore Worm Swarm](Bore%20Worm%20Swarm), [Bottlenose Dolphin](Bottlenose%20Dolphin), [Bregdi](Bregdi), [Brontosaurus](Brontosaurus), [Brood Leech Swarm](Brood%20Leech%20Swarm), [Bulette](Bulette), [Bunyip](Bunyip), [Camel](Camel), [Castoroides](Castoroides), [Caustic Monitor](Caustic%20Monitor), [Cave Bear](Cave%20Bear), [Cave Fisher](Cave%20Fisher), [Cave Scorpion](Cave%20Scorpion), [Centipede Swarm](Centipede%20Swarm), [Chimpanzee Visitant](Chimpanzee%20Visitant), [Cockroach Swarm](Cockroach%20Swarm), [Common Eurypterid](Common%20Eurypterid), [Compsognathus](Compsognathus), [Crocodile](Crocodile), [Daeodon](Daeodon), [Damibwa](Damibwa), [Deadly Mantis](Deadly%20Mantis), [Deinonychus](Deinonychus), [Deinosuchus](Deinosuchus), [Dire Wolf](Dire%20Wolf), [Dream Spider](Dream%20Spider), [Dromornis](Dromornis), [Duneshaker Solifugid](Duneshaker%20Solifugid), [Eagle](Eagle), [Elasmosaurus](Elasmosaurus), [Electric Eel](Electric%20Eel), [Elephant](Elephant), [Elk](Elk), [Emperor Bird](Emperor%20Bird), [Emperor Cobra](Emperor%20Cobra), [Empress Bore Worm](Empress%20Bore%20Worm), [Fading Fox](Fading%20Fox), [Fen Mosquito Swarm](Fen%20Mosquito%20Swarm), [Fire Jellyfish Swarm](Fire%20Jellyfish%20Swarm), [Flash Beetle](Flash%20Beetle), [Flea Swarm](Flea%20Swarm), [Frost Worm](Frost%20Worm), [Giant Anaconda](Giant%20Anaconda), [Giant Ant](Giant%20Ant), [Giant Badger](Giant%20Badger), [Giant Bat](Giant%20Bat), [Giant Bone Skipper](Giant%20Bone%20Skipper), [Giant Centipede](Giant%20Centipede), [Giant Chameleon](Giant%20Chameleon), [Giant Cockroach](Giant%20Cockroach), [Giant Crab](Giant%20Crab), [Giant Dragonfly](Giant%20Dragonfly), [Giant Dragonfly Nymph](Giant%20Dragonfly%20Nymph), [Giant Flea](Giant%20Flea), [Giant Fly](Giant%20Fly), [Giant Flying Squirrel](Giant%20Flying%20Squirrel), [Giant Frilled Lizard](Giant%20Frilled%20Lizard), [Giant Frog](Giant%20Frog), [Giant Gecko](Giant%20Gecko), [Giant Hermit Crab](Giant%20Hermit%20Crab), [Giant Hippocampus](Giant%20Hippocampus), [Giant Jellyfish](Giant%20Jellyfish), [Giant Leech](Giant%20Leech), [Giant Maggot](Giant%20Maggot), [Giant Mantis](Giant%20Mantis), [Giant Mining Bee](Giant%20Mining%20Bee), [Giant Monitor Lizard](Giant%20Monitor%20Lizard), [Giant Moray Eel](Giant%20Moray%20Eel), [Giant Mosquito](Giant%20Mosquito), [Giant Octopus](Giant%20Octopus), [Giant Opossum](Giant%20Opossum), [Giant Pangolin](Giant%20Pangolin), [Giant Porcupine](Giant%20Porcupine), [Giant Rat](Giant%20Rat), [Giant Scorpion](Giant%20Scorpion), [Giant Seahorse](Giant%20Seahorse), [Giant Silverfish](Giant%20Silverfish), [Giant Skunk](Giant%20Skunk), [Giant Snapping Turtle](Giant%20Snapping%20Turtle), [Giant Solifugid](Giant%20Solifugid), [Giant Squid](Giant%20Squid), [Giant Stag Beetle](Giant%20Stag%20Beetle), [Giant Tapir](Giant%20Tapir), [Giant Tarantula](Giant%20Tarantula), [Giant Tick](Giant%20Tick), [Giant Toad](Giant%20Toad), [Giant Tsetse Fly](Giant%20Tsetse%20Fly), [Giant Viper](Giant%20Viper), [Giant Vulture](Giant%20Vulture), [Giant Wasp](Giant%20Wasp), [Giant Whiptail Centipede](Giant%20Whiptail%20Centipede), [Giant Wolverine](Giant%20Wolverine), [Giant Worker Bee](Giant%20Worker%20Bee), [Glyptodon](Glyptodon), [Goblin Dog](Goblin%20Dog), [Goliath Spider](Goliath%20Spider), [Gorilla](Gorilla), [Great White Shark](Great%20White%20Shark), [Griffon](Griffon), [Grizzly Bear](Grizzly%20Bear), [Groplit](Groplit), [Guard Dog](Guard%20Dog), [Hadrosaurid](Hadrosaurid), [Hellknight Cavalry Brigade](Hellknight%20Cavalry%20Brigade), [Hermit Crab Swarm](Hermit%20Crab%20Swarm), [Hippocampus](Hippocampus), [Hippogriff](Hippogriff), [Hippopotamus](Hippopotamus), [Hive Mother](Hive%20Mother), [Hunting Spider](Hunting%20Spider), [Hyaenodon](Hyaenodon), [Hyena](Hyena), [Iguanodon](Iguanodon), [Iridescent Elephant](Iridescent%20Elephant), [Kangaroo](Kangaroo), [Khefak Scuttler](Khefak%20Scuttler), [Khravgodon](Khravgodon), [Krooth](Krooth), [Lagofir](Lagofir), [Leopard](Leopard), [Lion](Lion), [Lion Visitant](Lion%20Visitant), [Long-Horned Bison](Long-Horned%20Bison), [Mammoth](Mammoth), [Manta Ray](Manta%20Ray), [Mastodon](Mastodon), [Megalania](Megalania), [Megalictis](Megalictis), [Megaloceros](Megaloceros), [Megalodon](Megalodon), [Megaprimatus](Megaprimatus), [Megatherium](Megatherium), [Mokele-Mbembe](Mokele-Mbembe), [Monkey](Monkey), [Monkey Swarm](Monkey%20Swarm), [Moose](Moose), [Mutant Giant Toad](Mutant%20Giant%20Toad), [Narwhal](Narwhal), [Ogre Spider](Ogre%20Spider), [Orca](Orca), [References/Traits/Owlbear](References/Traits/Owlbear), [Pachycephalosaurus](Pachycephalosaurus), [Piranha Swarm](Piranha%20Swarm), [Platecarpus](Platecarpus), [Polar Bear](Polar%20Bear), [Pteranodon](Pteranodon), [Pufferfish](Pufferfish), [Purple Worm](Purple%20Worm), [Quetzalcoatlus](Quetzalcoatlus), [Rat Snake Swarm](Rat%20Snake%20Swarm), [Rat Swarm](Rat%20Swarm), [Raven](Raven), [Raven Swarm](Raven%20Swarm), [Red Fox](Red%20Fox), [Reef Octopus](Reef%20Octopus), [Rhinoceros](Rhinoceros), [Riding Dog](Riding%20Dog), [Riding Horse](Riding%20Horse), [Riding Pony](Riding%20Pony), [Ringhorn Ram](Ringhorn%20Ram), [Roc](Roc), [Rosethorn](Rosethorn), [Scorpion Swarm](Scorpion%20Swarm), [Sea Serpent](Sea%20Serpent), [Sea Snake](Sea%20Snake), [Shocker Lizard](Shocker%20Lizard), [Silverfish Swarm](Silverfish%20Swarm), [Skunk](Skunk), [Slug](Slug), [Slurk](Slurk), [Smilodon](Smilodon), [Snapping Turtle](Snapping%20Turtle), [Spear Frog](Spear%20Frog), [Spider Swarm](Spider%20Swarm), [Spinosaurus](Spinosaurus), [Spiny Eurypterid](Spiny%20Eurypterid), [Sportlebore Swarm](Sportlebore%20Swarm), [Squirrel Swarm](Squirrel%20Swarm), [Stegosaurus](Stegosaurus), [Stingray](Stingray), [Terror Bird](Terror%20Bird), [Terror Shrike](Terror%20Shrike), [Three-Toed Sloth](Three-Toed%20Sloth), [Tick Swarm](Tick%20Swarm), [Tiger](Tiger), [Titan Centipede](Titan%20Centipede), [Triceratops](Triceratops), [Trilobite](Trilobite), [Trilobite Swarm](Trilobite%20Swarm), [Tylosaurus](Tylosaurus), [Tyrannosaurus](Tyrannosaurus), [Vampire Bat Swarm](Vampire%20Bat%20Swarm), [Vampire Squid](Vampire%20Squid), [Velociraptor](Velociraptor), [Viper](Viper), [Viper Swarm](Viper%20Swarm), [War Horse](War%20Horse), [War Pony](War%20Pony), [Wasp Swarm](Wasp%20Swarm), [Weasel](Weasel), [Wolf](Wolf), [Wolliped](Wolliped), [Wolverine](Wolverine), [Wooly Rhinoceros](Wooly%20Rhinoceros), [Xotanispawn](Xotanispawn), [Yzobu](Yzobu), [Zetogeki](Zetogeki)
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-# 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).
-
----
-
-### Actions
-[Breath Weapon](Breath%20Weapon), [Change Shape](Change%20Shape), [Drain Bonded Item](Drain%20Bonded%20Item), [Exhale Poison](Exhale%20Poison)
-
-### Equipment
-[Aroden's Hearthstone](Aroden's%20Hearthstone), [Demilich Eye Gem](Demilich%20Eye%20Gem), [Genius Diadem](Genius%20Diadem), [Hat of the Magi](Hat%20of%20the%20Magi), [Hunter's Dawn](Hunter's%20Dawn), [Lich Soul Cage](Lich%20Soul%20Cage), [Orb of Dragonkind](Orb%20of%20Dragonkind), [Ring of Minor Arcana](Ring%20of%20Minor%20Arcana), [Ring of Wizardry](Ring%20of%20Wizardry), [Robe of the Archmagi](Robe%20of%20the%20Archmagi), [Rune of Sin](Rune%20of%20Sin), [Soul Cage](Soul%20Cage), [Sunken Pistol](Sunken%20Pistol), [Tears of the Last Azlanti](Tears%20of%20the%20Last%20Azlanti)
-
-### Feats
-[Arcane Evolution](Arcane%20Evolution), [Arcane Propulsion](Arcane%20Propulsion), [Call Implement](Call%20Implement), [Core Cannon](Core%20Cannon), [Counterspell](Counterspell), [Dragon's Rage Breath](Dragon's%20Rage%20Breath), [Elemental Assault](Elemental%20Assault), [Fused Staff](Fused%20Staff), [Kobold Breath](Kobold%20Breath), [Lunging Spellstrike](Lunging%20Spellstrike), [Meteoric Spellstrike](Meteoric%20Spellstrike), [Pact of Draconic Fury](Pact%20of%20Draconic%20Fury), [Sever Magic](Sever%20Magic), [Shielded Tome](Shielded%20Tome), [Spirit Sheath](Spirit%20Sheath), [Sustaining Steel](Sustaining%20Steel), [Thaumaturge's Demesne](Thaumaturge's%20Demesne), [True Gaze](True%20Gaze), [Unlimited Demesne](Unlimited%20Demesne)
-
-### Focus Spells
-[Call of the Grave](../Spells_Rituals/Focus%20Spells/Level%201/Call%20of%20the%20Grave.md)
-
-### Monsters
-[Roiling Incant](Roiling%20Incant)
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diff --git a/content/Mechanics/Traits/Artifact.md b/content/Mechanics/Traits/Artifact.md
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-# 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.
-
----
-
-### Equipment
-[Ancestral Embrace](Ancestral%20Embrace), [Aroden's Hearthstone](Aroden's%20Hearthstone), [Axe of the Dwarven Lords](Axe%20of%20the%20Dwarven%20Lords), [Blackaxe](Blackaxe), [Cane of the Maelstrom](Cane%20of%20the%20Maelstrom), [Deck of Many Things](Deck%20of%20Many%20Things), [Elder Sign](Elder%20Sign), [Essence Prism](Essence%20Prism), [Eye of the Wise](Eye%20of%20the%20Wise), [Final Blade](../Items/Artifacts/Final%20Blade.md), [Forgefather's Seal](Forgefather's%20Seal), [Gauntlight](Gauntlight), [Halcyon Heart](Halcyon%20Heart), [Horns of Naraga](Horns%20of%20Naraga), [Hunter's Dawn](Hunter's%20Dawn), [Jahan Waystone](Jahan%20Waystone), [Kortos Diamond](Kortos%20Diamond), [Mirror of Sorshen](Mirror%20of%20Sorshen), [Orb of Dragonkind](Orb%20of%20Dragonkind), [Philosopher's Extractor](Philosopher's%20Extractor), [Phoenix Fighting Fan](Phoenix%20Fighting%20Fan), [Phoenix Necklace](Phoenix%20Necklace), [Primordial Flame](Primordial%20Flame), [Radiant Spark](Radiant%20Spark), [Ridill](Ridill), [Serithtial](Serithtial), [Shadowed Scale](Shadowed%20Scale), [the Jungle Secret](the%20Jungle%20Secret), [Shot of the First Vault](Shot%20of%20the%20First%20Vault), [Spear of the Destroyer's Flame](Spear%20of%20the%20Destroyer's%20Flame), [Sphere of Annihilation](../Items/Artifacts/Sphere%20of%20Annihilation.md), [Talisman of the Sphere](Talisman%20of%20the%20Sphere), [Tears of the Last Azlanti](Tears%20of%20the%20Last%20Azlanti), [The Whispering Reeds](The%20Whispering%20Reeds), [Void Mirror](Void%20Mirror)
-
-### Vehicles
-[Bunta](Bunta)
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diff --git a/content/Mechanics/Traits/Astral.md b/content/Mechanics/Traits/Astral.md
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+++ /dev/null
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-# 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.
-
----
-
-### Eidolons
-[Construct Eidolon](../Bestiary/Companions/Eidolons/Construct%20Eidolon.md), [Dragon Eidolon](../Bestiary/Companions/Eidolons/Dragon%20Eidolon.md)
-
-### Monsters
-[Adachros](Adachros), [Aiudara Wraith](Aiudara%20Wraith), [Caulborn](Caulborn), [Ioton](Ioton), [Loreavor](Loreavor), [Ouroboros](Ouroboros), [Shining Child](Shining%20Child), [Shulsaga](Shulsaga), [Vazgorlu](Vazgorlu)
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-{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947750","Uuid":"7ec33eb7cfbd48d0bad82d4169a1b265","LastWritten":"2023-02-02T20:35:50.5796911+01:00"}
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diff --git a/content/Mechanics/Traits/Attack.md b/content/Mechanics/Traits/Attack.md
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+++ /dev/null
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-# Attack
-#pf2e/trait
-*Source* Core Rulebook pg. 629
-
----
-An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
-
-### Actions
-[Disarm](../Rules/Actions/Disarm.md), [Escape](../Rules/Actions/Escape.md), [Force Open](../Rules/Actions/Force%20Open.md), [Grapple](../Rules/Actions/Grapple.md), [[Mechanics/Traits/Shove|Shove]], [Strike](../Rules/Actions/Strike.md), [Tongue Pull](../Rules/Actions/Tongue%20Pull.md), [[Trip]]
-
-### Feats
-[Aerial Piledriver](Aerial%20Piledriver), [Blast Lock](Blast%20Lock), [Blasting Beams](Blasting%20Beams), [Cascading Ray](Cascading%20Ray), [Cut the Bonds](Cut%20the%20Bonds), [Forceful Push](Forceful%20Push), [Forceful Shot](Forceful%20Shot), [Form Lock](Form%20Lock), [Form Lock (Wrestler)](Form%20Lock%20(Wrestler)), [Harrying Strike](Harrying%20Strike), [Pivot Strike](Pivot%20Strike), [Spirit's Wrath](Spirit's%20Wrath), [Sunder Spell](Sunder%20Spell), [Tumbling Opportunist](Tumbling%20Opportunist)
-
-### Focus Spells
-[Call of the Grave](../Spells_Rituals/Focus%20Spells/Level%201/Call%20of%20the%20Grave.md), [Charged Javelin](../Spells_Rituals/Focus%20Spells/Level%201/Charged%20Javelin.md), [Elemental Toss](../Spells_Rituals/Focus%20Spells/Level%201/Elemental%20Toss.md), [Fire Ray](../Spells_Rituals/Focus%20Spells/Level%201/Fire%20Ray.md), [Hand of the Apprentice](../Spells_Rituals/Focus%20Spells/Level%201/Hand%20of%20the%20Apprentice.md), [Hurtling Stone](../Spells_Rituals/Focus%20Spells/Level%201/Hurtling%20Stone.md), [Imaginary Weapon](../Spells_Rituals/Focus%20Spells/Cantrips/Imaginary%20Weapon.md), [Moonbeam](../Spells_Rituals/Focus%20Spells/Level%201/Moonbeam.md), [Stone Lance](../Spells_Rituals/Focus%20Spells/Level%203/Stone%20Lance.md), [Winter Bolt](../Spells_Rituals/Focus%20Spells/Level%201/Winter%20Bolt.md)
-
-### Skills
-[Disarm](../Rules/Actions/Disarm.md), [Force Open](../Rules/Actions/Force%20Open.md), [Grapple](../Rules/Actions/Grapple.md), [1 TTRPG/PF2e Wiki/Traits/Shove](1%20TTRPG/PF2e%20Wiki/Traits/Shove), [1 TTRPG/PF2e Wiki/Traits/Trip](1%20TTRPG/PF2e%20Wiki/Traits/Trip)
-
-### Spells
-[Acid Arrow](../Spells_Rituals/Arcane_Tradition/Level%202/Acid%20Arrow.md), [Acid Splash](../Spells_Rituals/Arcane_Tradition/Cantrips/Acid%20Splash.md), [Admonishing Ray](../Spells_Rituals/Arcane_Tradition/Level%201/Admonishing%20Ray.md), [Biting Words](../Spells_Rituals/Arcane_Tradition/Level%201/Biting%20Words.md), [Chilling Darkness](../Spells_Rituals/Arcane_Tradition/Level%203/Chilling%20Darkness.md), [Chromatic Ray](../Spells_Rituals/Arcane_Tradition/Level%204/Chromatic%20Ray.md), [Clownish Curse](../Spells_Rituals/Arcane_Tradition/Level%204/Clownish%20Curse.md), [Daydreamer's Curse](../Spells_Rituals/Arcane_Tradition/Level%204/Daydreamer's%20Curse.md), [Disintegrate](../Spells_Rituals/Arcane_Tradition/Level%206/Disintegrate.md), [Divine Lance](../Spells_Rituals/Arcane_Tradition/Cantrips/Divine%20Lance.md), [Gouging Claw](../Spells_Rituals/Arcane_Tradition/Cantrips/Gouging%20Claw.md), [Horizon Thunder Sphere](../Spells_Rituals/Arcane_Tradition/Level%201/Horizon%20Thunder%20Sphere.md), [Hydraulic Push](../Spells_Rituals/Arcane_Tradition/Level%201/Hydraulic%20Push.md), [Magnetic Acceleration](../Spells_Rituals/Arcane_Tradition/Level%203/Magnetic%20Acceleration.md), [Moonlight Ray](../Spells_Rituals/Arcane_Tradition/Level%203/Moonlight%20Ray.md), [Murderous Vine](../Spells_Rituals/Arcane_Tradition/Level%204/Murderous%20Vine.md), [Phase Bolt](../Spells_Rituals/Arcane_Tradition/Cantrips/Phase%20Bolt.md), [Polar Ray](../Spells_Rituals/Arcane_Tradition/Level%208/Polar%20Ray.md), [Produce Flame](../Spells_Rituals/Arcane_Tradition/Cantrips/Produce%20Flame.md), [Ray of Enfeeblement](../Spells_Rituals/Arcane_Tradition/Level%201/Ray%20of%20Enfeeblement.md), [Ray of Frost](../Spells_Rituals/Arcane_Tradition/Cantrips/Ray%20of%20Frost.md), [Sage's Curse](../Spells_Rituals/Arcane_Tradition/Level%204/Sage's%20Curse.md), [Scorching Ray](../Spells_Rituals/Arcane_Tradition/Level%202/Scorching%20Ray.md), [Searing Light](../Spells_Rituals/Arcane_Tradition/Level%203/Searing%20Light.md), [Shocking Grasp](../Spells_Rituals/Arcane_Tradition/Level%201/Shocking%20Grasp.md), [Snowball](../Spells_Rituals/Arcane_Tradition/Level%201/Snowball.md), [Tanglefoot](../Spells_Rituals/Arcane_Tradition/Cantrips/Tanglefoot.md), [Telekinetic Maneuver](../Spells_Rituals/Arcane_Tradition/Level%202/Telekinetic%20Maneuver.md), [Telekinetic Projectile](../Spells_Rituals/Arcane_Tradition/Cantrips/Telekinetic%20Projectile.md)
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diff --git a/content/Mechanics/Traits/Auditory.md b/content/Mechanics/Traits/Auditory.md
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-# 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.
-
-A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
-
----
-
-### Actions
-[Coerce](../Rules/Actions/Coerce.md), [Command an Animal](../Rules/Actions/Command%20an%20Animal.md), [Demoralize](../Rules/Actions/Demoralize.md), [Follow the Expert](../Activities/Follow%20the%20Expert.md), [Grim Swagger](Grim%20Swagger), [Lie](../Rules/Actions/Lie.md), [Make an Impression](../Rules/Actions/Make%20an%20Impression.md), [Point Out](../Rules/Actions/Point%20Out.md), [Pointed Question](Pointed%20Question), [Primal Roar](Primal%20Roar), [Rally](Rally), [Request](../Rules/Actions/Request.md), [Ring Bell](Ring%20Bell), [Screaming Skull](Screaming%20Skull), [Unnerving Screech](Unnerving%20Screech)
-
-### Activities
-[Follow the Expert](../Activities/Follow%20the%20Expert.md)
-
-### Equipment
-[Alarm Snare](Alarm%20Snare), [Clockwork Monkey](Clockwork%20Monkey), [Clockwork Chirper](Clockwork%20Chirper), [Communication Pendants](Communication%20Pendants), [Deafening Music Box](Deafening%20Music%20Box), [Detonating Gears Snare](Detonating%20Gears%20Snare), [Harmonic Hauberk](Harmonic%20Hauberk), [Mask of the Banshee](Mask%20of%20the%20Banshee), [Orchestral Brooch](Orchestral%20Brooch), [Rhythm Bone](Rhythm%20Bone), [Shrieking Skull](Shrieking%20Skull), [Thunder Snare](Thunder%20Snare), [Warning Snare](Warning%20Snare)
-
-### Feats
-[Beastmaster's Call](Beastmaster's%20Call), [Bon Mot](Bon%20Mot), [Cadence Call](Cadence%20Call), [Calaca's Showstopper](Calaca's%20Showstopper), [Call and Response](Call%20and%20Response), [Can't Fall Here](Can't%20Fall%20Here), [Catchy Tune](Catchy%20Tune), [Caterwaul](Caterwaul), [Command Attention](Command%20Attention), [Contagious Rage](Contagious%20Rage), [Courageous Advance](Courageous%20Advance), [Courageous Assault](Courageous%20Assault), [Courageous Onslaught](Courageous%20Onslaught), [Courageous Opportunity](Courageous%20Opportunity), [Defensive Coordination](Defensive%20Coordination), [Dragon Roar](Dragon%20Roar), [Eagle Eyes](Eagle%20Eyes), [Eerie Proclamation](Eerie%20Proclamation), [Empathetic Plea](Empathetic%20Plea), [Encouraging Words](Encouraging%20Words), [Enervating Wail](Enervating%20Wail), [Evangelize](Evangelize), [Fleet Tempo](Fleet%20Tempo), [Frightful Moan](Frightful%20Moan), [Glory and Valor!](Glory%20and%20Valor!), [Grovel](Grovel), [Harbinger's Caw](Harbinger's%20Caw), [Narrative Conduit](Narrative%20Conduit), [No Cause for Alarm](No%20Cause%20for%20Alarm), [No! No! I Created You!](No!%20No!%20I%20Created%20You!), [One for All](One%20for%20All), [Pistolero's Challenge](Pistolero's%20Challenge), [Pride in Arms](Pride%20in%20Arms), [Push Back the Dead!](Push%20Back%20the%20Dead!), [Rallying Cry](Rallying%20Cry), [Reach for the Sky](Reach%20for%20the%20Sky), [Reassuring Presence](Reassuring%20Presence), [Reveal True Name](Reveal%20True%20Name), [Ringmaster's Introduction](Ringmaster's%20Introduction), [Rule of Three](Rule%20of%20Three), [Share Rage](Share%20Rage), [Sing to the Steel](Sing%20to%20the%20Steel), [Snap Out of It! (Marshal)](Snap%20Out%20of%20It!%20(Marshal)), [Song of Grace and Speed](Song%20of%20Grace%20and%20Speed), [Spot Translate](Spot%20Translate), [Steel Yourself!](Steel%20Yourself!), [Terrifying Howl](Terrifying%20Howl), [To Battle!](To%20Battle!), [Triangulate](Triangulate), [Vigorous Inspiration](Vigorous%20Inspiration), [Voice Cold as Death](Voice%20Cold%20as%20Death), [Voice of Authority](Voice%20of%20Authority)
-
-### Focus Spells
-[Aberrant Whispers](../Spells_Rituals/Focus%20Spells/Level%203/Aberrant%20Whispers.md), [Call to Arms](../Spells_Rituals/Focus%20Spells/Level%201/Call%20to%20Arms.md), [Charming Words](../Spells_Rituals/Focus%20Spells/Level%201/Charming%20Words.md), [Lament](../Spells_Rituals/Focus%20Spells/Level%201/Lament.md), [Roar of the Wyrm](../Spells_Rituals/Focus%20Spells/Level%204/Roar%20of%20the%20Wyrm.md), [Shadow Illusion](../Spells_Rituals/Focus%20Spells/Level%206/Shadow%20Illusion.md), [Sweet Dream](../Spells_Rituals/Focus%20Spells/Level%201/Sweet%20Dream.md)
-
-### Hazards
-[Color Spray Trap](Color%20Spray%20Trap), [Phantom Bells](Phantom%20Bells)
-
-### Rituals
-[Tattoo Whispers](../Spells_Rituals/Rituals/Level%203/Tattoo%20Whispers.md)
-
-### Skills
-[Coerce](../Rules/Actions/Coerce.md), [Command an Animal](../Rules/Actions/Command%20an%20Animal.md), [Demoralize](../Rules/Actions/Demoralize.md), [Lie](../Rules/Actions/Lie.md), [Make an Impression](../Rules/Actions/Make%20an%20Impression.md), [Request](../Rules/Actions/Request.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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diff --git a/content/Mechanics/Traits/Aura.md b/content/Mechanics/Traits/Aura.md
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-# 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.
-
----
-
-### Equipment
-[Magnetic Suit](Magnetic%20Suit)
-
-### Feats
-[Consecrated Aura](Consecrated%20Aura), [Corpse Stench](Corpse%20Stench), [Dark Persona's Presence](Dark%20Persona's%20Presence), [Empyreal Aura](Empyreal%20Aura), [Enlightened Presence](Enlightened%20Presence), [Frightful Aura](Frightful%20Aura), [Mummy's Despair](Mummy's%20Despair), [Shepherd of Desolation](Shepherd%20of%20Desolation), [Undying Conviction](Undying%20Conviction)
-
-### Focus Spells
-[Angelic Halo](../Spells_Rituals/Focus%20Spells/Level%201/Angelic%20Halo.md), [Destructive Aura](../Spells_Rituals/Focus%20Spells/Level%204/Destructive%20Aura.md), [Dread Aura](../Spells_Rituals/Focus%20Spells/Level%204/Dread%20Aura.md), [Protective Ward](../Spells_Rituals/Focus%20Spells/Level%201/Protective%20Ward.md), [Protector's Sphere](../Spells_Rituals/Focus%20Spells/Level%204/Protector's%20Sphere.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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diff --git a/content/Mechanics/Traits/Backswing.md b/content/Mechanics/Traits/Backswing.md
deleted file mode 100644
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-# 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.
-
----
-
-### Monk Unarmed Attacks
-[Dragon Tail](Dragon%20Tail), [Gorilla Slam](Gorilla%20Slam)
-
-### Weapons
-[Bladed Diabolo](Bladed%20Diabolo), [Clockwork Macuahuitl](Clockwork%20Macuahuitl), [Fighting Stick](Fighting%20Stick), [Fire Poi](Fire%20Poi), [Greatclub](Greatclub), [Griffon Cane](Griffon%20Cane), [Meteor Hammer](Meteor%20Hammer), [Nunchaku](Nunchaku), [Poi](Poi), [Sickle-Saber](Sickle-Saber), [Thundermace](Thundermace)
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diff --git a/content/Mechanics/Traits/Bard.md b/content/Mechanics/Traits/Bard.md
deleted file mode 100644
index e6d35b730..000000000
--- a/content/Mechanics/Traits/Bard.md
+++ /dev/null
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-# Bard
-#pf2e/trait
-*Source* Core Rulebook pg. 629 3.0
-This indicates abilities from the bard class.
-
----
-
-### Feats
-[Accompany](Accompany), [All in my Head](All%20in%20my%20Head), [Allegro](../Spells_Rituals/Focus%20Spells/Cantrips/Allegro.md), [Annotate Composition](Annotate%20Composition), [Assured Knowledge](Assured%20Knowledge), [Bardic Lore](Bardic%20Lore), [Call and Response](Call%20and%20Response), [Cantrip Expansion](Cantrip%20Expansion), [Combat Reading](Combat%20Reading), [Courageous Advance](Courageous%20Advance), [Courageous Assault](Courageous%20Assault), [Courageous Onslaught](Courageous%20Onslaught), [Courageous Opportunity](Courageous%20Opportunity), [Deep Lore](Deep%20Lore), [Defensive Coordination](Defensive%20Coordination), [Directed Audience](Directed%20Audience), [Dirge of Doom](../Spells_Rituals/Focus%20Spells/Cantrips/Dirge%20of%20Doom.md), [Discordant Voice](Discordant%20Voice), [Earworm](Earworm), [Eclectic Polymath](Eclectic%20Polymath), [Eclectic Skill](Eclectic%20Skill), [Educate Allies](Educate%20Allies), [Effortless Concentration](Effortless%20Concentration), [Enigma's Knowledge](Enigma's%20Knowledge), [Esoteric Polymath](Esoteric%20Polymath), [Eternal Composition](Eternal%20Composition), [Fatal Aria](../Spells_Rituals/Focus%20Spells/Level%2010/Fatal%20Aria.md), [Harmonize](Harmonize), [Head of the Night Parade](Head%20of%20the%20Night%20Parade), [House of Imaginary Walls](../Spells_Rituals/Focus%20Spells/Cantrips/House%20of%20Imaginary%20Walls.md), [Hymn of Healing](../Spells_Rituals/Focus%20Spells/Level%201/Hymn%20of%20Healing.md), [Impossible Polymath](Impossible%20Polymath), [Inspirational Focus](Inspirational%20Focus), [Inspire Competence](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Competence.md), [Inspire Defense](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Defense.md), [Inspire Heroics](../Spells_Rituals/Focus%20Spells/Level%204/Inspire%20Heroics.md), [Inspiring Resilience](Inspiring%20Resilience), [Irezoko Tattoo](Irezoko%20Tattoo), [Know-It-All](Know-It-All), [Lingering Composition](../Spells_Rituals/Focus%20Spells/Level%201/Lingering%20Composition.md), [Loremaster's Etude](../Spells_Rituals/Focus%20Spells/Level%201/Loremaster's%20Etude.md), [Martial Performance](Martial%20Performance), [Melodious Spell](Melodious%20Spell), [Multifarious Muse](Multifarious%20Muse), [Ode to Ouroboros](../Spells_Rituals/Focus%20Spells/Level%205/Ode%20to%20Ouroboros.md), [Perfect Encore](Perfect%20Encore), [Pied Piping](../Spells_Rituals/Focus%20Spells/Level%2010/Pied%20Piping.md), [Quickened Casting](Quickened%20Casting), [Reach Spell](Reach%20Spell), [Reliable Squire](Reliable%20Squire), [Resounding Finale](Resounding%20Finale), [Reverberate](Reverberate), [Ringmaster's Introduction](Ringmaster's%20Introduction), [Ritual Researcher](Ritual%20Researcher), [Shared Assault](Shared%20Assault), [Shared Sight](Shared%20Sight), [Silver's Refrain](../Spells_Rituals/Focus%20Spells/Cantrips/Silver's%20Refrain.md), [Song of Marching](../Spells_Rituals/Focus%20Spells/Cantrips/Song%20of%20Marching.md), [Song of Strength](../Spells_Rituals/Focus%20Spells/Cantrips/Song%20of%20Strength.md), [Song of the Fallen](../Spells_Rituals/Focus%20Spells/Level%2010/Song%20of%20the%20Fallen.md), [Soothing Ballad](../Spells_Rituals/Focus%20Spells/Level%207/Soothing%20Ballad.md), [Soulsight](Soulsight), [Steady Spellcasting](Steady%20Spellcasting), [Studious Capacity](Studious%20Capacity), [Symphony of the Muses](Symphony%20of%20the%20Muses), [Symphony of the Unfettered Heart](../Spells_Rituals/Focus%20Spells/Level%205/Symphony%20of%20the%20Unfettered%20Heart.md), [Triple Time](../Spells_Rituals/Focus%20Spells/Cantrips/Triple%20Time.md), [Triumphant Inspiration](Triumphant%20Inspiration), [True Hypercognition](True%20Hypercognition), [Ultimate Polymath](Ultimate%20Polymath), [Unusual Composition](Unusual%20Composition), [Versatile Performance](Versatile%20Performance), [Versatile Signature](Versatile%20Signature), [Vigorous Inspiration](Vigorous%20Inspiration), [Well-Versed](Well-Versed)
-
-### Focus Spells
-[Allegro](../Spells_Rituals/Focus%20Spells/Cantrips/Allegro.md), [Counter Performance](../Spells_Rituals/Focus%20Spells/Level%201/Counter%20Performance.md), [Dirge of Doom](../Spells_Rituals/Focus%20Spells/Cantrips/Dirge%20of%20Doom.md), [Fatal Aria](../Spells_Rituals/Focus%20Spells/Level%2010/Fatal%20Aria.md), [House of Imaginary Walls](../Spells_Rituals/Focus%20Spells/Cantrips/House%20of%20Imaginary%20Walls.md), [Hymn of Healing](../Spells_Rituals/Focus%20Spells/Level%201/Hymn%20of%20Healing.md), [Inspire Competence](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Competence.md), [Inspire Courage](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Courage.md), [Inspire Defense](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Defense.md), [Inspire Heroics](../Spells_Rituals/Focus%20Spells/Level%204/Inspire%20Heroics.md), [Lingering Composition](../Spells_Rituals/Focus%20Spells/Level%201/Lingering%20Composition.md), [Loremaster's Etude](../Spells_Rituals/Focus%20Spells/Level%201/Loremaster's%20Etude.md), [Ode to Ouroboros](../Spells_Rituals/Focus%20Spells/Level%205/Ode%20to%20Ouroboros.md), [Pied Piping](../Spells_Rituals/Focus%20Spells/Level%2010/Pied%20Piping.md), [Silver's Refrain](../Spells_Rituals/Focus%20Spells/Cantrips/Silver's%20Refrain.md), [Song of Marching](../Spells_Rituals/Focus%20Spells/Cantrips/Song%20of%20Marching.md), [Song of Strength](../Spells_Rituals/Focus%20Spells/Cantrips/Song%20of%20Strength.md), [Song of the Fallen](../Spells_Rituals/Focus%20Spells/Level%2010/Song%20of%20the%20Fallen.md), [Soothing Ballad](../Spells_Rituals/Focus%20Spells/Level%207/Soothing%20Ballad.md), [Symphony of the Unfettered Heart](../Spells_Rituals/Focus%20Spells/Level%205/Symphony%20of%20the%20Unfettered%20Heart.md), [Triple Time](../Spells_Rituals/Focus%20Spells/Cantrips/Triple%20Time.md)
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-# 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.
-
----
-
-### Ancestries
-[Beastkin](Beastkin)
-
-### Eidolons
-[Beast Eidolon](../Bestiary/Companions/Eidolons/Beast%20Eidolon.md)
-
-### Monsters
-[Ahuizotl](Ahuizotl), [Alate Ant](Alate%20Ant), [Angazhani](Angazhani), [Ba'aupa Mdoudu](Ba'aupa%20Mdoudu), [Basilisk](Basilisk), [Bauble Beast](Bauble%20Beast), [Bebilith](Bebilith), [Behir](Behir), [Blink Dog](Blink%20Dog), [Bul-Gae](Bul-Gae), [Carbuncle](Carbuncle), [Catoblepas](Catoblepas), [Cauthooj](Cauthooj), [Centaur](Centaur), [Chimera](Chimera), [Chupacabra](Chupacabra), [Cockatrice](Cockatrice), [Coral Capuchin](Coral%20Capuchin), [Crimson Worm](Crimson%20Worm), [Cuetzmonquali](Cuetzmonquali), [Cunning Guide](Cunning%20Guide), [Deculi](Deculi), [Dracolisk](Dracolisk), [Dweomercat](Dweomercat), [Eberark](Eberark), [Elder Sphinx](Elder%20Sphinx), [Ether Spider](Ether%20Spider), [Feathered Bear](Feathered%20Bear), [Gargoyle](Gargoyle), [Gbahali](Gbahali), [Giant Eagle](Giant%20Eagle), [Girtablilu Seer](Girtablilu%20Seer), [Girtablilu Sentry](Girtablilu%20Sentry), [Gluttonworm](Gluttonworm), [Gorgon](Gorgon), [Graveshell](Graveshell), [Greater Nightmare](Greater%20Nightmare), [Grisantian Lion](Grisantian%20Lion), [Grodair](Grodair), [Grogrisant](Grogrisant), [Grootslang](Grootslang), [Hantu Belian](Hantu%20Belian), [Hantu Denai](Hantu%20Denai), [Hell Hound](Hell%20Hound), [Hellcat](Hellcat), [Hieracosphinx](Hieracosphinx), [Hodag](Hodag), [Hydra](Hydra), [Inmyeonjo](Inmyeonjo), [Kadlaka](Kadlaka), [Kappa](Kappa), [Karina](Karina), [Kirin](Kirin), [Kokogiak](Kokogiak), [Kothogaz](Kothogaz), [Dance Of Disharmony](Dance%20Of%20Disharmony), [Kraken](Kraken), [Kun](Kun), [Kurnugian Jackal](Kurnugian%20Jackal), [Kushtaka](Kushtaka), [Lamia](Lamia), [Lamia Matriarch](Lamia%20Matriarch), [Leucrotta](Leucrotta), [Leydroth](Leydroth), [Maliadi](Maliadi), [Mamlambo](Mamlambo), [Manticore](Manticore), [Mix Couatl](Mix%20Couatl), [Mobogo](Mobogo), [Mpeshi](Mpeshi), [Mukradi](Mukradi), [Nessian Warhound](Nessian%20Warhound), [Nightmare](../Spells_Rituals/Arcane_Tradition/Level%204/Nightmare.md), [Orochi](Orochi), [Ouroboros](Ouroboros), [Pegasus](Pegasus), [Peng](Peng), [Peryton](Peryton), [Phoenix](Phoenix), [Poracha](Poracha), [Quetz Couatl](Quetz%20Couatl), [Quintessivore](Quintessivore), [Red Commander Ant](Red%20Commander%20Ant), [Red Guard Ant](Red%20Guard%20Ant), [Remorhaz](Remorhaz), [Rompo](Rompo), [Sandpoint Devil](Sandpoint%20Devil), [Sanzuwu](Sanzuwu), [Scalliwing](Scalliwing), [Shantak](Shantak), [Shuln](Shuln), [Sié Goluo](Sié%20Goluo), [Sigbin](Sigbin), [Simurgh](Simurgh), [Skull Peeler](Skull%20Peeler), [Solar Ibis](Solar%20Ibis), [Spawn Of Kothogaz](Spawn%20Of%20Kothogaz), [Sphinx](Sphinx), [Tarrasque](Tarrasque), [Tehialai-Thief-Of-Ships](Tehialai-Thief-Of-Ships), [Teraphant](Teraphant), [Thasteron Khefak](Thasteron%20Khefak), [Thrasfyr](Thrasfyr), [Thunderbird](Thunderbird), [Tiddalik](Tiddalik), [Tidehawk](Tidehawk), [Tikbalang](Tikbalang), [Trollhound](Trollhound), [Ulgrem-Axaan](Ulgrem-Axaan), [Ulgrem-Lurann](Ulgrem-Lurann), [Umonlee](Umonlee), [Unicorn](Unicorn), [Viskithrel](Viskithrel), [Warg](Warg), [Water Orm](Water%20Orm), [Wendigo](Wendigo), [Wereant Disciple](Wereant%20Disciple), [Wereant Poisoner](Wereant%20Poisoner), [Werebat](Werebat), [Werebear](Werebear), [Wereboar](Wereboar), [Werecrocodile](Werecrocodile), [Wererat](Wererat), [Weretiger](Weretiger), [Werewolf](Werewolf), [Winter Wolf](Winter%20Wolf), [Xiuh Couatl](Xiuh%20Couatl), [Xotani](Xotani), [Yeth Hound](Yeth%20Hound), [Zinba](Zinba)
-
-### NPCs
-[Chea](Chea)
-
-### Rituals
-[Mother's Blessing](../Spells_Rituals/Rituals/Level%205/Mother's%20Blessing.md)
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----
-aliases: Cantrip
-tags: pf2e/trait
-draft: true
----
-
-# Cantrip
-
-___Source___ Core Rulebook pg. 629
-
-A spell you can cast at will that is automatically heightened to half your level rounded up.
-
----
-
-## Focus Spells
-
-[Allegro](../Spells_Rituals/Focus%20Spells/Cantrips/Allegro.md), [Astral Rain](../Spells_Rituals/Focus%20Spells/Cantrips/Astral%20Rain.md), [Boost Eidolon](../Spells_Rituals/Focus%20Spells/Cantrips/Boost%20Eidolon.md), [Buzzing Bites](../Spells_Rituals/Focus%20Spells/Cantrips/Buzzing%20Bites.md), [Clinging Ice](../Spells_Rituals/Focus%20Spells/Cantrips/Clinging%20Ice.md), [Contagious Idea](../Spells_Rituals/Focus%20Spells/Cantrips/Contagious%20Idea.md), [Dancing Blade](../Spells_Rituals/Focus%20Spells/Cantrips/Dancing%20Blade.md), [Dirge of Doom](../Spells_Rituals/Focus%20Spells/Cantrips/Dirge%20of%20Doom.md), [Discern Secrets](../Spells_Rituals/Focus%20Spells/Cantrips/Discern%20Secrets.md), [Distortion Lens](../Spells_Rituals/Focus%20Spells/Cantrips/Distortion%20Lens.md), [Entropic Wheel](../Spells_Rituals/Focus%20Spells/Cantrips/Entropic%20Wheel.md), [Evil Eye](../Spells_Rituals/Focus%20Spells/Cantrips/Evil%20Eye.md), [Forbidden Thought](../Spells_Rituals/Focus%20Spells/Cantrips/Forbidden%20Thought.md), [Foresee the Path](../Spells_Rituals/Focus%20Spells/Cantrips/Foresee%20the%20Path.md), [Ghostly Shift](../Spells_Rituals/Focus%20Spells/Cantrips/Ghostly%20Shift.md), [Glimpse Weakness](../Spells_Rituals/Focus%20Spells/Cantrips/Glimpse%20Weakness.md), [Hologram Cage](../Spells_Rituals/Focus%20Spells/Cantrips/Hologram%20Cage.md), [House of Imaginary Walls](../Spells_Rituals/Focus%20Spells/Cantrips/House%20of%20Imaginary%20Walls.md), [Imaginary Weapon](../Spells_Rituals/Focus%20Spells/Cantrips/Imaginary%20Weapon.md), [Inspire Competence](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Competence.md), [Inspire Courage](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Courage.md), [Inspire Defense](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Defense.md), [Nudge Fate](../Spells_Rituals/Focus%20Spells/Cantrips/Nudge%20Fate.md), [Omnidirectional Scan](../Spells_Rituals/Focus%20Spells/Cantrips/Omnidirectional%20Scan.md), [Pact Broker](../Spells_Rituals/Focus%20Spells/Cantrips/Pact%20Broker.md), [Redistribute Potential](../Spells_Rituals/Focus%20Spells/Cantrips/Redistribute%20Potential.md), [Reinforce Eidolon](../Spells_Rituals/Focus%20Spells/Cantrips/Reinforce%20Eidolon.md), [Shatter Mind](../Spells_Rituals/Focus%20Spells/Cantrips/Shatter%20Mind.md), [Shroud of Night](../Spells_Rituals/Focus%20Spells/Cantrips/Shroud%20of%20Night.md), [Silver's Refrain](../Spells_Rituals/Focus%20Spells/Cantrips/Silver's%20Refrain.md), [Song of Marching](../Spells_Rituals/Focus%20Spells/Cantrips/Song%20of%20Marching.md), [Song of Strength](../Spells_Rituals/Focus%20Spells/Cantrips/Song%20of%20Strength.md), [Spirit Object](../Spells_Rituals/Focus%20Spells/Cantrips/Spirit%20Object.md), [Stoke the Heart](../Spells_Rituals/Focus%20Spells/Cantrips/Stoke%20the%20Heart.md), [Telekinetic Rend](../Spells_Rituals/Focus%20Spells/Cantrips/Telekinetic%20Rend.md), [Tesseract Tunnel](../Spells_Rituals/Focus%20Spells/Cantrips/Tesseract%20Tunnel.md), [Thermal Stasis](../Spells_Rituals/Focus%20Spells/Cantrips/Thermal%20Stasis.md), [Triple Time](../Spells_Rituals/Focus%20Spells/Cantrips/Triple%20Time.md), [Vector Screen](../Spells_Rituals/Focus%20Spells/Cantrips/Vector%20Screen.md), [Wilding Word](../Spells_Rituals/Focus%20Spells/Cantrips/Wilding%20Word.md)
-
-## Spells
-
-[Acid Splash](../Spells_Rituals/Arcane_Tradition/Cantrips/Acid%20Splash.md), [Approximate](../Spells_Rituals/Arcane_Tradition/Cantrips/Approximate.md), [Bullhorn](../Spells_Rituals/Arcane_Tradition/Cantrips/Bullhorn.md), [Chill Touch](../Spells_Rituals/Arcane_Tradition/Cantrips/Chill%20Touch.md), [Dancing Lights](../Spells_Rituals/Arcane_Tradition/Cantrips/Dancing%20Lights.md), [Daze](../Spells_Rituals/Arcane_Tradition/Cantrips/Daze.md), [Detect Magic](../Spells_Rituals/Arcane_Tradition/Cantrips/Detect%20Magic.md), [Disrupt Undead](../Spells_Rituals/Arcane_Tradition/Cantrips/Disrupt%20Undead.md), [Divine Lance](../Spells_Rituals/Arcane_Tradition/Cantrips/Divine%20Lance.md), [Electric Arc](../Spells_Rituals/Arcane_Tradition/Cantrips/Electric%20Arc.md), [Forbidding Ward](../Spells_Rituals/Arcane_Tradition/Cantrips/Forbidding%20Ward.md), [Gale Blast](../Spells_Rituals/Arcane_Tradition/Cantrips/Gale%20Blast.md), [Ghost Sound](../Spells_Rituals/Arcane_Tradition/Cantrips/Ghost%20Sound.md), [Gouging Claw](../Spells_Rituals/Arcane_Tradition/Cantrips/Gouging%20Claw.md), [Guidance](../Spells_Rituals/Arcane_Tradition/Cantrips/Guidance.md), [Haunting Hymn](../Spells_Rituals/Arcane_Tradition/Cantrips/Haunting%20Hymn.md), [Healing Plaster](../Spells_Rituals/Arcane_Tradition/Cantrips/Healing-Plaster.md), [Infectious Enthusiasm](../Spells_Rituals/Arcane_Tradition/Cantrips/Infectious%20Enthusiasm.md), [Inside Ropes](../Spells_Rituals/Arcane_Tradition/Cantrips/Inside%20Ropes.md), [Invoke True Name](../Spells_Rituals/Arcane_Tradition/Cantrips/Invoke%20True%20Name.md), [Join Pasts](../Spells_Rituals/Arcane_Tradition/Cantrips/Join%20Pasts.md), [Know Direction](../Spells_Rituals/Arcane_Tradition/Cantrips/Know%20Direction.md), [1 TTRPG/PF2e Wiki/Traits/Light](1%20TTRPG/PF2e%20Wiki/Traits/Light), [Mage Hand](../Spells_Rituals/Arcane_Tradition/Cantrips/Mage%20Hand.md), [Message](../Spells_Rituals/Arcane_Tradition/Cantrips/Message.md), [Phase Bolt](../Spells_Rituals/Arcane_Tradition/Cantrips/Phase%20Bolt.md), [Prestidigitation](../Spells_Rituals/Arcane_Tradition/Cantrips/Prestidigitation.md), [Produce Flame](../Spells_Rituals/Arcane_Tradition/Cantrips/Produce%20Flame.md), [Protect Companion](../Spells_Rituals/Arcane_Tradition/Cantrips/Protect%20Companion.md), [Puff of Poison](../Spells_Rituals/Arcane_Tradition/Cantrips/Puff%20of%20Poison.md), [Ray of Frost](../Spells_Rituals/Arcane_Tradition/Cantrips/Ray%20of%20Frost.md), [Read Aura](../Spells_Rituals/Arcane_Tradition/Cantrips/Read%20Aura.md), [Read the Air](../Spells_Rituals/Arcane_Tradition/Cantrips/Read%20the%20Air.md), [Scatter Scree](../Spells_Rituals/Arcane_Tradition/Cantrips/Scatter%20Scree.md), [Shield](../Spells_Rituals/Arcane_Tradition/Cantrips/Shield.md), [Sigil](../Spells_Rituals/Arcane_Tradition/Cantrips/Sigil.md), [Spout](../Spells_Rituals/Arcane_Tradition/Cantrips/Spout.md), [Stabilize](../Spells_Rituals/Arcane_Tradition/Cantrips/Stabilize.md), [Summon Instrument](../Spells_Rituals/Arcane_Tradition/Cantrips/Summon%20Instrument.md), [Tame](../Spells_Rituals/Arcane_Tradition/Cantrips/Tame.md), [Tanglefoot](../Spells_Rituals/Arcane_Tradition/Cantrips/Tanglefoot.md), [Telekinetic Projectile](../Spells_Rituals/Arcane_Tradition/Cantrips/Telekinetic%20Projectile.md), [Time Sense](../Spells_Rituals/Arcane_Tradition/Cantrips/Time%20Sense.md), [Warp Step](../Spells_Rituals/Arcane_Tradition/Cantrips/Warp%20Step.md), [Wash Your Luck](../Spells_Rituals/Arcane_Tradition/Cantrips/Wash%20Your%20Luck.md)
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-# 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.
-
----
-
-### Eidolons
-[Angel Eidolon](../Bestiary/Companions/Eidolons/Angel%20Eidolon.md)
-
-### Monsters
-[Astral Deva](Astral%20Deva), [Balisse](Balisse), [Bastion Archon](Bastion%20Archon), [Bralani](Bralani), [Cassisian](Cassisian), [Choral](Choral), [Draconal](Draconal), [Gancanagh](Gancanagh), [Garuda](Garuda), [Ghaele](Ghaele), [Horned Archon](Horned%20Archon), [Hound Archon](Hound%20Archon), [Lantern Archon](Lantern%20Archon), [Legion Archon](Legion%20Archon), [Lillend](Lillend), [Lyrakien](Lyrakien), [Monadic Deva](Monadic%20Deva), [Movanic Deva](Movanic%20Deva), [Peri](Peri), [Planetar](Planetar), [Procyal](Procyal), [Shield Archon](Shield%20Archon), [Silvanshee](Silvanshee), [Solar](Solar), [Star Archon](Star%20Archon), [Stone Lion](Stone%20Lion), [Stone Lion Cub](Stone%20Lion%20Cub), [Trumpet Archon](Trumpet%20Archon), [Veranallia](Veranallia), [Vulpinal](Vulpinal)
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-# Champion
-#pf2e/trait
-*Source* Core Rulebook pg. 629 3.0
-
-This indicates abilities from the champion class.
-
----
-
-### Actions
-[Destructive Vengeance](Destructive%20Vengeance), [Glimpse of Redemption](Glimpse%20of%20Redemption), [Iron Command](Iron%20Command), [Liberating Step](Liberating%20Step), [Retributive Strike](Retributive%20Strike), [Selfish Shield](Selfish%20Shield)
-
-### Feats
-[Accelerating Touch](Accelerating%20Touch), [Advanced Deity's Domain](Advanced%20Deity's%20Domain), [Affliction Mercy](Affliction%20Mercy), [Agile Shield Grip](Agile%20Shield%20Grip), [Amplifying Touch](Amplifying%20Touch), [Anchoring Aura](Anchoring%20Aura), [Attack of Opportunity](../Rules/Actions/Attack%20of%20Opportunity.md), [Aura of Courage](Aura%20of%20Courage), [Aura of Despair](Aura%20of%20Despair), [Aura of Faith](Aura%20of%20Faith), [Aura of Life](Aura%20of%20Life), [Aura of Preservation](Aura%20of%20Preservation), [Aura of Righteousness](Aura%20of%20Righteousness), [Aura of Unbreakable Virtue](Aura%20of%20Unbreakable%20Virtue), [Aura of Vengeance](Aura%20of%20Vengeance), [Auspicious Mount](Auspicious%20Mount), [Banishing Blow](Banishing%20Blow), [Blade of Justice](Blade%20of%20Justice), [Celestial Form](Celestial%20Form), [Celestial Mount](Celestial%20Mount), [Champion's Sacrifice](../Spells_Rituals/Focus%20Spells/Level%206/Champion's%20Sacrifice.md), [Conceited Mindset](Conceited%20Mindset), [Corrupted Shield](Corrupted%20Shield), [Cruelty](Cruelty), [Deity's Domain](Deity's%20Domain), [Desperate Prayer](Desperate%20Prayer), [Devoted Focus](Devoted%20Focus), [Devoted Guardian](Devoted%20Guardian), [Divine Grace](Divine%20Grace), [Divine Health](Divine%20Health), [Divine Reflexes](Divine%20Reflexes), [Divine Wall](Divine%20Wall), [Dragonslayer Oath](Dragonslayer%20Oath), [Elucidating Mercy](Elucidating%20Mercy), [Enforce Oath](Enforce%20Oath), [Esoteric Oath](Esoteric%20Oath), [Everdistant Defense](Everdistant%20Defense), [Everstand Stance](Everstand%20Stance), [Everstand Strike](Everstand%20Strike), [Expand Aura](Expand%20Aura), [Fiendish Form](Fiendish%20Form), [Fiendish Mount](Fiendish%20Mount), [Fiendsbane Oath](Fiendsbane%20Oath), [Greater Cruelty](Greater%20Cruelty), [Greater Interpose](Greater%20Interpose), [Greater Mercy](Greater%20Mercy), [Gruesome Strike](Gruesome%20Strike), [Heal Mount](Heal%20Mount), [Holy Light](Holy%20Light), [Impassable Wall Stance](Impassable%20Wall%20Stance), [Imposing Destrier](Imposing%20Destrier), [Inspiring Resilience](Inspiring%20Resilience), [Instrument of Slaughter](Instrument%20of%20Slaughter), [Instrument of Zeal](Instrument%20of%20Zeal), [Invigorating Mercy](Invigorating%20Mercy), [Irezoko Tattoo](Irezoko%20Tattoo), [Iron Repercussions](Iron%20Repercussions), [Knock Sense](Knock%20Sense), [Lasting Doubt](Lasting%20Doubt), [Liberating Stride](Liberating%20Stride), [Light of Revelation](../Spells_Rituals/Focus%20Spells/Level%202/Light%20of%20Revelation.md), [Lightslayer Oath](Lightslayer%20Oath), [Litany against Sloth](../Spells_Rituals/Focus%20Spells/Level%205/Litany%20against%20Sloth.md), [Litany Against Wrath](../Spells_Rituals/Focus%20Spells/Level%203/Litany%20Against%20Wrath.md), [Litany of Depravity](../Spells_Rituals/Focus%20Spells/Level%207/Litany%20of%20Depravity.md), [Litany of Righteousness](../Spells_Rituals/Focus%20Spells/Level%207/Litany%20of%20Righteousness.md), [Litany of Self-Interest](../Spells_Rituals/Focus%20Spells/Level%205/Litany%20of%20Self-Interest.md), [Loyal Warhorse](Loyal%20Warhorse), [Mercy](Mercy), [Miraculous Intervention](Miraculous%20Intervention), [Necromantic Deflection](Necromantic%20Deflection), [Ongoing Selfishness](Ongoing%20Selfishness), [Pale Horse](Pale%20Horse), [Quick Shield Block](Quick%20Shield%20Block), [Radiant Blade Master](Radiant%20Blade%20Master), [Radiant Blade Spirit](Radiant%20Blade%20Spirit), [Ranged Reprisal](Ranged%20Reprisal), [Rejuvenating Touch](Rejuvenating%20Touch), [Reliable Squire](Reliable%20Squire), [Resilient Mind](Resilient%20Mind), [Resilient Touch](Resilient%20Touch), [Sacral Lord](Sacral%20Lord), [Sacral Monarch](Sacral%20Monarch), [Sacred Defender](Sacred%20Defender), [Sacrifice Armor](Sacrifice%20Armor), [Second Ally](Second%20Ally), [Sense Evil](Sense%20Evil), [Sense Good](Sense%20Good), [Shield of Grace](Shield%20of%20Grace), [Shield of Reckoning](Shield%20of%20Reckoning), [Shield Paragon](Shield%20Paragon), [Shield Wall](Shield%20Wall), [Shield Warden](Shield%20Warden), [Shining Oath](Shining%20Oath), [Smite Evil](Smite%20Evil), [Smite Good](Smite%20Good), [Splinter Faith](Splinter%20Faith), [Sun Blade](../Spells_Rituals/Focus%20Spells/Level%202/Sun%20Blade.md), [Ultimate Mercy](Ultimate%20Mercy), [Unimpeded Step](Unimpeded%20Step), [Vengeful Oath](Vengeful%20Oath), [Vicious Vengeance](Vicious%20Vengeance), [Weight of Guilt](Weight%20of%20Guilt), [Wyrmbane Aura](Wyrmbane%20Aura)
-
-### Focus Spells
-[Champion's Sacrifice](../Spells_Rituals/Focus%20Spells/Level%206/Champion's%20Sacrifice.md), [Hero's Defiance](../Spells_Rituals/Focus%20Spells/Level%2010/Hero's%20Defiance.md), [Lay on Hands](../Spells_Rituals/Focus%20Spells/Level%201/Lay%20on%20Hands.md), [Litany against Sloth](../Spells_Rituals/Focus%20Spells/Level%205/Litany%20against%20Sloth.md), [Litany Against Wrath](../Spells_Rituals/Focus%20Spells/Level%203/Litany%20Against%20Wrath.md), [Litany of Depravity](../Spells_Rituals/Focus%20Spells/Level%207/Litany%20of%20Depravity.md), [Litany of Righteousness](../Spells_Rituals/Focus%20Spells/Level%207/Litany%20of%20Righteousness.md), [Litany of Self-Interest](../Spells_Rituals/Focus%20Spells/Level%205/Litany%20of%20Self-Interest.md), [Touch of Corruption](../Spells_Rituals/Focus%20Spells/Level%201/Touch%20of%20Corruption.md)
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-# Cleric
-#pf2e/trait
-*Source* Core Rulebook pg. 629 3.0
-
-This indicates abilities from the cleric class.
-
----
-### Feats
-[Advanced Domain](Advanced%20Domain), [Align Armament](Align%20Armament), [Avatar's Audience](Avatar's%20Audience), [Cantrip Expansion](Cantrip%20Expansion), [Cast Down](Cast%20Down), [Castigating Weapon](Castigating%20Weapon), [Channel Smite](Channel%20Smite), [Channeled Succor](Channeled%20Succor), [Command Undead](Command%20Undead), [Communal Healing](Communal%20Healing), [Consecrate Spell](Consecrate%20Spell), [Cremate Undead](Cremate%20Undead), [Dance of Intercession](Dance%20of%20Intercession), [Deadly Simplicity](Deadly%20Simplicity), [Defensive Recovery](Defensive%20Recovery), [Deity's Protection](Deity's%20Protection), [Denier of Destruction](Denier%20of%20Destruction), [Detonating Spell](Detonating%20Spell), [Directed Channel](Directed%20Channel), [Divine Weapon](Divine%20Weapon), [Domain Focus](Domain%20Focus), [Domain Initiate](Domain%20Initiate), [Domain Wellspring](Domain%20Wellspring), [Ebb and Flow](Ebb%20and%20Flow), [Echoing Channel](Echoing%20Channel), [Emblazon Antimagic](Emblazon%20Antimagic), [Emblazon Armament](Emblazon%20Armament), [Emblazon Divinity](Emblazon%20Divinity), [Emblazon Energy](Emblazon%20Energy), [Eternal Bane](Eternal%20Bane), [Eternal Blessing](Eternal%20Blessing), [Expanded Domain Initiate](Expanded%20Domain%20Initiate), [Extend Armament Alignment](Extend%20Armament%20Alignment), [False Faith](False%20Faith), [Fast Channel](Fast%20Channel), [Harming Hands](Harming%20Hands), [Healing Hands](Healing%20Hands), [Heroic Recovery](Heroic%20Recovery), [Holy Castigation](Holy%20Castigation), [Holy Light](Holy%20Light), [Improved Command Undead](Improved%20Command%20Undead), [Improved Communal Healing](Improved%20Communal%20Healing), [Improved Swift Banishment](Improved%20Swift%20Banishment), [Irezoko Tattoo](Irezoko%20Tattoo), [Magic Hands](Magic%20Hands), [Maker of Miracles](Maker%20of%20Miracles), [Martyr](../../../../../60-Wyrmscriber/Gamemaster/Mechanics/Bestiary/Humanoids/Martyr.md), [Metamagic Channel](Metamagic%20Channel), [Miraculous Intervention](Miraculous%20Intervention), [Miraculous Possibility](Miraculous%20Possibility), [Necromancer's Visage](Necromancer's%20Visage), [Necrotic Infusion](Necrotic%20Infusion), [Prayer-Touched Weapon](Prayer-Touched%20Weapon), [Premonition of Avoidance](Premonition%20of%20Avoidance), [Premonition of Clarity](Premonition%20of%20Clarity), [Purifying Breeze](Purifying%20Breeze), [Radiant Infusion](Radiant%20Infusion), [Rapid Response](Rapid%20Response), [Reach Spell](Reach%20Spell), [Remediate](Remediate), [Replenishment of War](Replenishment%20of%20War), [Resilient Mind](Resilient%20Mind), [Resurrectionist](Resurrectionist), [Sap Life](Sap%20Life), [Selective Energy](Selective%20Energy), [Sepulchral Sublimation](Sepulchral%20Sublimation), [Shared Avoidance](Shared%20Avoidance), [Shared Clarity](Shared%20Clarity), [Shared Replenishment](Shared%20Replenishment), [Shield of Faith](Shield%20of%20Faith), [Splinter Faith](Splinter%20Faith), [Steady Spellcasting](Steady%20Spellcasting), [Surging Focus](Surging%20Focus), [Swift Banishment](Swift%20Banishment), [Syncretism](Syncretism), [Through Spell](Through%20Spell), [Turn Undead](Turn%20Undead), [Undying Conviction](Undying%20Conviction), [Versatile Font](Versatile%20Font), [Vile Desecration](Vile%20Desecration)
-
-### Focus Spells
-[Agile Feet](../Spells_Rituals/Focus%20Spells/Level%201/Agile%20Feet.md), [Appearance of Wealth](../Spells_Rituals/Focus%20Spells/Level%201/Appearance%20of%20Wealth.md), [Artistic Flourish](../Spells_Rituals/Focus%20Spells/Level%204/Artistic%20Flourish.md), [Athletic Rush](../Spells_Rituals/Focus%20Spells/Level%201/Athletic%20Rush.md), [Bit of Luck](../Spells_Rituals/Focus%20Spells/Level%201/Bit%20of%20Luck.md), [Blind Ambition](../Spells_Rituals/Focus%20Spells/Level%201/Blind%20Ambition.md), [Captivating Adoration](../Spells_Rituals/Focus%20Spells/Level%204/Captivating%20Adoration.md), [Charming Touch](../Spells_Rituals/Focus%20Spells/Level%201/Charming%20Touch.md), [Cinder Gaze](../Spells_Rituals/Focus%20Spells/Level%201/Cinder%20Gaze.md), [Cloak of Shadow](../Spells_Rituals/Focus%20Spells/Level%201/Cloak%20of%20Shadow.md), [Commanding Lash](../Spells_Rituals/Focus%20Spells/Level%204/Commanding%20Lash.md), [Competitive Edge](../Spells_Rituals/Focus%20Spells/Level%204/Competitive%20Edge.md), [Cry of Destruction](../Spells_Rituals/Focus%20Spells/Level%201/Cry%20of%20Destruction.md), [Darkened Eyes](../Spells_Rituals/Focus%20Spells/Level%204/Darkened%20Eyes.md), [Dazzling Flash](../Spells_Rituals/Focus%20Spells/Level%201/Dazzling%20Flash.md), [Death's Call](../Spells_Rituals/Focus%20Spells/Level%201/Death's%20Call.md), [Delusional Pride](../Spells_Rituals/Focus%20Spells/Level%204/Delusional%20Pride.md), [Destructive Aura](../Spells_Rituals/Focus%20Spells/Level%204/Destructive%20Aura.md), [Disperse into Air](../Spells_Rituals/Focus%20Spells/Level%204/Disperse%20into%20Air.md), [Downpour](../Spells_Rituals/Focus%20Spells/Level%204/Downpour.md), [Dreamer's Call](../Spells_Rituals/Focus%20Spells/Level%204/Dreamer's%20Call.md), [Enduring Might](../Spells_Rituals/Focus%20Spells/Level%204/Enduring%20Might.md), [Eradicate Undeath](../Spells_Rituals/Focus%20Spells/Level%204/Eradicate%20Undeath.md), [Euphoric Renewal](../Spells_Rituals/Focus%20Spells/Level%204/Euphoric%20Renewal.md), [Face in the Crowd](../Spells_Rituals/Focus%20Spells/Level%201/Face%20in%20the%20Crowd.md), [Fire Ray](../Spells_Rituals/Focus%20Spells/Level%201/Fire%20Ray.md), [Flame Barrier](../Spells_Rituals/Focus%20Spells/Level%204/Flame%20Barrier.md), [Forced Quiet](../Spells_Rituals/Focus%20Spells/Level%201/Forced%20Quiet.md), [Frenzied Revelry](../Spells_Rituals/Focus%20Spells/Level%201/Frenzied%20Revelry.md), [Glimpse the Truth](../Spells_Rituals/Focus%20Spells/Level%204/Glimpse%20the%20Truth.md), [Healer's Blessing](../Spells_Rituals/Focus%20Spells/Level%201/Healer's%20Blessing.md), [Hollow Heart](../Spells_Rituals/Focus%20Spells/Level%201/Hollow%20Heart.md), [Hurtling Stone](../Spells_Rituals/Focus%20Spells/Level%201/Hurtling%20Stone.md), [Inevitable Destination](../Spells_Rituals/Focus%20Spells/Level%204/Inevitable%20Destination.md), [Isolation](../Spells_Rituals/Focus%20Spells/Level%204/Isolation.md), [Know the Enemy](../Spells_Rituals/Focus%20Spells/Level%204/Know%20the%20Enemy.md), [Localized Quake](../Spells_Rituals/Focus%20Spells/Level%204/Localized%20Quake.md), [Lucky Break](../Spells_Rituals/Focus%20Spells/Level%204/Lucky%20Break.md), [Magic's Vessel](../Spells_Rituals/Focus%20Spells/Level%201/Magic's%20Vessel.md), [Malignant Sustenance](../Spells_Rituals/Focus%20Spells/Level%204/Malignant%20Sustenance.md), [Moonbeam](../Spells_Rituals/Focus%20Spells/Level%201/Moonbeam.md), [Mystic Beacon](../Spells_Rituals/Focus%20Spells/Level%204/Mystic%20Beacon.md), [Nature's Bounty](../Spells_Rituals/Focus%20Spells/Level%204/Nature's%20Bounty.md), [Overstuff](../Spells_Rituals/Focus%20Spells/Level%201/Overstuff.md), [Perfected Form](../Spells_Rituals/Focus%20Spells/Level%204/Perfected%20Form.md), [Perfected Mind](../Spells_Rituals/Focus%20Spells/Level%201/Perfected%20Mind.md), [Positive Luminance](../Spells_Rituals/Focus%20Spells/Level%204/Positive%20Luminance.md), [Practice Makes Perfect](../Spells_Rituals/Focus%20Spells/Level%201/Practice%20Makes%20Perfect.md), [Precious Metals](../Spells_Rituals/Focus%20Spells/Level%204/Precious%20Metals.md), [Protector's Sacrifice](../Spells_Rituals/Focus%20Spells/Level%201/Protector's%20Sacrifice.md), [Protector's Sphere](../Spells_Rituals/Focus%20Spells/Level%204/Protector's%20Sphere.md), [Pulse of the City](../Spells_Rituals/Focus%20Spells/Level%204/Pulse%20of%20the%20City.md), [Purifying Veil](../Spells_Rituals/Focus%20Spells/Level%204/Purifying%20Veil.md), [Pushing Gust](../Spells_Rituals/Focus%20Spells/Level%201/Pushing%20Gust.md), [Read Fate](../Spells_Rituals/Focus%20Spells/Level%201/Read%20Fate.md), [Rebuke Death](../Spells_Rituals/Focus%20Spells/Level%204/Rebuke%20Death.md), [Retributive Pain](../Spells_Rituals/Focus%20Spells/Level%204/Retributive%20Pain.md), [Safeguard Secret](../Spells_Rituals/Focus%20Spells/Level%204/Safeguard%20Secret.md), [Savor the Sting](../Spells_Rituals/Focus%20Spells/Level%201/Savor%20the%20Sting.md), [Scholarly Recollection](../Spells_Rituals/Focus%20Spells/Level%201/Scholarly%20Recollection.md), [Shaken Confidence](../Spells_Rituals/Focus%20Spells/Level%204/Shaken%20Confidence.md), [Shared Nightmare](../Spells_Rituals/Focus%20Spells/Level%204/Shared%20Nightmare.md), [Soothing Words](../Spells_Rituals/Focus%20Spells/Level%201/Soothing%20Words.md), [Splash of Art](../Spells_Rituals/Focus%20Spells/Level%201/Splash%20of%20Art.md), [String of Fate](../Spells_Rituals/Focus%20Spells/Level%201/String%20of%20Fate.md), [Sudden Shift](../Spells_Rituals/Focus%20Spells/Level%201/Sudden%20Shift.md), [Sweet Dream](../Spells_Rituals/Focus%20Spells/Level%201/Sweet%20Dream.md), [Take its Course](../Spells_Rituals/Focus%20Spells/Level%204/Take%20its%20Course.md), [Tempt Fate](../Spells_Rituals/Focus%20Spells/Level%204/Tempt%20Fate.md), [Tidal Surge](../Spells_Rituals/Focus%20Spells/Level%201/Tidal%20Surge.md), [Touch of Obedience](../Spells_Rituals/Focus%20Spells/Level%201/Touch%20of%20Obedience.md), [Touch of the Moon](../Spells_Rituals/Focus%20Spells/Level%204/Touch%20of%20the%20Moon.md), [Touch of Undeath](../Spells_Rituals/Focus%20Spells/Level%201/Touch%20of%20Undeath.md), [Traveler's Transit](../Spells_Rituals/Focus%20Spells/Level%204/Traveler's%20Transit.md), [Trickster's Twin](../Spells_Rituals/Focus%20Spells/Level%204/Trickster's%20Twin.md), [Unimpeded Stride](../Spells_Rituals/Focus%20Spells/Level%201/Unimpeded%20Stride.md), [Unity](../Spells_Rituals/Focus%20Spells/Level%204/Unity.md), [Veil of Confidence](../Spells_Rituals/Focus%20Spells/Level%201/Veil%20of%20Confidence.md), [Vibrant Thorns](../Spells_Rituals/Focus%20Spells/Level%201/Vibrant%20Thorns.md), [Victory Cry](../Spells_Rituals/Focus%20Spells/Level%201/Victory%20Cry.md), [Waking Nightmare](../Spells_Rituals/Focus%20Spells/Level%201/Waking%20Nightmare.md), [Weapon Surge](../Spells_Rituals/Focus%20Spells/Level%201/Weapon%20Surge.md), [Weaponize Secret](../Spells_Rituals/Focus%20Spells/Level%204/Weaponize%20Secret.md), [Wind Whispers](../Spells_Rituals/Focus%20Spells/Level%204/Wind%20Whispers.md), [Word of Freedom](../Spells_Rituals/Focus%20Spells/Level%204/Word%20of%20Freedom.md), [Word of Truth](../Spells_Rituals/Focus%20Spells/Level%201/Word%20of%20Truth.md), [Wordsmith](../Spells_Rituals/Focus%20Spells/Level%204/Wordsmith.md), [Zeal for Battle](../Spells_Rituals/Focus%20Spells/Level%204/Zeal%20for%20Battle.md)
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-
-# Cold
-#pf2e/trait
-*Source* Core Rulebook pg. 629
-
-Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
-
----
-
-### Equipment
-[Arctic Vigor](Arctic%20Vigor), [Cold Comfort](Cold%20Comfort), [Cryomister](Cryomister), [Four-Ways Dogslicer](Four-Ways%20Dogslicer), [Freezing Ammunition](Freezing%20Ammunition), [Frost](../Items/Runes/Weapon%20Property%20Runes/Frost.md), [Frost Brand](Frost%20Brand), [Frost Vial](Frost%20Vial), [Frost Worm Snare](Frost%20Worm%20Snare), [Ice Slick Snare](Ice%20Slick%20Snare), [North Wind's Night Verse](North%20Wind's%20Night%20Verse), [Wand of the Snowfields](Wand%20of%20the%20Snowfields)
-
-### Feats
-[Deep Freeze](Deep%20Freeze), [Lingering Chill](Lingering%20Chill)
-
-### Focus Spells
-[Clinging Ice](../Spells_Rituals/Focus%20Spells/Cantrips/Clinging%20Ice.md), [Diamond Dust](../Spells_Rituals/Focus%20Spells/Level%204/Diamond%20Dust.md), [Entropic Wheel](../Spells_Rituals/Focus%20Spells/Cantrips/Entropic%20Wheel.md), [Interstellar Void](../Spells_Rituals/Focus%20Spells/Level%203/Interstellar%20Void.md), [Redistribute Potential](../Spells_Rituals/Focus%20Spells/Cantrips/Redistribute%20Potential.md), [Tempest Touch](../Spells_Rituals/Focus%20Spells/Level%201/Tempest%20Touch.md), [Winter Bolt](../Spells_Rituals/Focus%20Spells/Level%201/Winter%20Bolt.md)
-
-### Hazards
-[Freezing Floor Tiles](Freezing%20Floor%20Tiles)
-
-### Monsters
-[Adlet](Adlet), [Adult Silver Dragon](Adult%20Silver%20Dragon), [Adult White Dragon](Adult%20White%20Dragon), [Ainamuuren](Ainamuuren), [Ancient Silver Dragon](Ancient%20Silver%20Dragon), [Ancient White Dragon](Ancient%20White%20Dragon), [Blizzardborn](Blizzardborn), [Bul-Gae](Bul-Gae), [Calathgar](Calathgar), [Frost Drake](Frost%20Drake), [Frost Giant](Frost%20Giant), [Frost Troll](Frost%20Troll), [Frost Worm](Frost%20Worm), [Ice Golem](Ice%20Golem), [Ice Linnorm](Ice%20Linnorm), [Ice Mummy](Ice%20Mummy), [Ice Yai](Ice%20Yai), [Icewyrm](Icewyrm), [Icicle Snake](Icicle%20Snake), [Kun](Kun), [Ledalusca](Ledalusca), [Peng](Peng), [Sthira](Sthira), [Umonlee](Umonlee), [Wendigo](Wendigo), [Winter Hag](Winter%20Hag), [Young Silver Dragon](Young%20Silver%20Dragon), [Young White Dragon](Young%20White%20Dragon)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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-{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947769","Uuid":"4cbacfb0ad2542f8b97ebad9c1248cbd","LastWritten":"2023-02-02T20:35:50.8876912+01:00"}
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diff --git a/content/Mechanics/Traits/Composition.md b/content/Mechanics/Traits/Composition.md
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-# 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.
-
-You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
-
----
-
-### Focus Spells
-[Allegro](../Spells_Rituals/Focus%20Spells/Cantrips/Allegro.md), [Counter Performance](../Spells_Rituals/Focus%20Spells/Level%201/Counter%20Performance.md), [Dirge of Doom](../Spells_Rituals/Focus%20Spells/Cantrips/Dirge%20of%20Doom.md), [Fatal Aria](../Spells_Rituals/Focus%20Spells/Level%2010/Fatal%20Aria.md), [House of Imaginary Walls](../Spells_Rituals/Focus%20Spells/Cantrips/House%20of%20Imaginary%20Walls.md), [Hymn of Healing](../Spells_Rituals/Focus%20Spells/Level%201/Hymn%20of%20Healing.md), [Inspire Competence](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Competence.md), [Inspire Courage](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Courage.md), [Inspire Defense](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Defense.md), [Ode to Ouroboros](../Spells_Rituals/Focus%20Spells/Level%205/Ode%20to%20Ouroboros.md), [Pied Piping](../Spells_Rituals/Focus%20Spells/Level%2010/Pied%20Piping.md), [Silver's Refrain](../Spells_Rituals/Focus%20Spells/Cantrips/Silver's%20Refrain.md), [Song of Marching](../Spells_Rituals/Focus%20Spells/Cantrips/Song%20of%20Marching.md), [Song of Strength](../Spells_Rituals/Focus%20Spells/Cantrips/Song%20of%20Strength.md), [Song of the Fallen](../Spells_Rituals/Focus%20Spells/Level%2010/Song%20of%20the%20Fallen.md), [Soothing Ballad](../Spells_Rituals/Focus%20Spells/Level%207/Soothing%20Ballad.md), [Symphony of the Unfettered Heart](../Spells_Rituals/Focus%20Spells/Level%205/Symphony%20of%20the%20Unfettered%20Heart.md), [Triple Time](../Spells_Rituals/Focus%20Spells/Cantrips/Triple%20Time.md)
\ No newline at end of file
diff --git a/content/Mechanics/Traits/Concentrate.md b/content/Mechanics/Traits/Concentrate.md
deleted file mode 100644
index 0ec37f10a..000000000
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+++ /dev/null
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-# Concentrate
-#pf2e/trait
-*Source* Core Rulebook pg. 630
-
-An action with this trait requires a degree of mental concentration and discipline.
-
----
-
-### Actions
-[Arcane Cascade](Arcane%20Cascade), [Badger Rage](Badger%20Rage), [Borrow an Arcane Spell](Borrow%20an%20Arcane%20Spell), [Change Shape](Change%20Shape), [Change Shape](Change%20Shape), [Change Shape](Change%20Shape), [Clue In](Clue%20In), [Coerce](../Rules/Actions/Coerce.md), [Collect Spirit Remnant](Collect%20Spirit%20Remnant), [Command an Animal](../Rules/Actions/Command%20an%20Animal.md), [Cover Tracks](../Activities/Cover%20Tracks.md), [Decipher Writing](../Activities/Decipher%20Writing.md), [Demoralize](../Rules/Actions/Demoralize.md), [Detect Magic](../Spells_Rituals/Arcane_Tradition/Cantrips/Detect%20Magic.md), [Devise a Stratagem](Devise%20a%20Stratagem), [Discover](Discover), [Dismiss](../Rules/Actions/Dismiss.md), [Fling Magic](Fling%20Magic), [Follow the Expert](../Activities/Follow%20the%20Expert.md), [Hunt Prey](Hunt%20Prey), [Identify Alchemy](Identify%20Alchemy), [Identify Magic](../Rules/Actions/Identify%20Magic.md), [Impersonate](../Rules/Actions/Impersonate.md), [Influence](Influence), [Intensify Vulnerability](Intensify%20Vulnerability), [Investigate](../Activities/Investigate.md), [Learn a Spell](../Rules/Actions/Learn%20a%20Spell.md), [Lie](../Rules/Actions/Lie.md), [Make an Impression](../Rules/Actions/Make%20an%20Impression.md), [Manifest Eidolon](../Rules/Actions/Manifest%20Eidolon.md), [Map the Area](Map%20the%20Area), [Mesmerizing Performance](Mesmerizing%20Performance), [Perform](../Rules/Actions/Perform.md), [Pointed Question](Pointed%20Question), [Prove Peace](Prove%20Peace), [Psychic Defense](Psychic%20Defense), [Pursue a Lead](Pursue%20a%20Lead), [Rage](Rage), [Ready](../Rules/Actions/Ready.md), [Recall Knowledge](../Rules/Actions/Recall%20Knowledge.md), [Recenter](Recenter), [Reconnoiter](Reconnoiter), [Refocus](../Activities/Refocus.md), [Repeat a Spell](../Activities/Repeat%20a%20Spell.md), [Request](../Rules/Actions/Request.md), [Scout](../Activities/Scout.md), [Search](../Activities/Search.md), [Seek](../Rules/Actions/Seek.md), [Seething Frenzy](Seething%20Frenzy), [Sense Motive](../Rules/Actions/Sense%20Motive.md), [Share Senses](Share%20Senses), [Sustain a Spell](../Rules/Actions/Sustain%20a%20Spell.md), [Tap Ley Line](Tap%20Ley%20Line), [Track](../Activities/Track.md), [Wyrm's Breath](Wyrm's%20Breath)
-
-### Activities
-[Detect Magic](../Spells_Rituals/Arcane_Tradition/Cantrips/Detect%20Magic.md), [Follow the Expert](../Activities/Follow%20the%20Expert.md), [Investigate](../Activities/Investigate.md), [Repeat a Spell](../Activities/Repeat%20a%20Spell.md), [Scout](../Activities/Scout.md), [Search](../Activities/Search.md)
-
-### Feats
-[Accompany](Accompany), [Animal Rage](Animal%20Rage), [Aquatic Adaptation](Aquatic%20Adaptation), [Archer's Aim](Archer's%20Aim), [Aura Sight](Aura%20Sight), [Automatic Writing](Automatic%20Writing), [Awesome Blow](Awesome%20Blow), [Bat Form](Bat%20Form), [Beastmaster's Call](Beastmaster's%20Call), [Blazing Aura](Blazing%20Aura), [Blessed Spell](Blessed%20Spell), [Blood in the Air](Blood%20in%20the%20Air), [Bon Mot](Bon%20Mot), [Bone Swarm](Bone%20Swarm), [Call and Response](Call%20and%20Response), [Call Bonded Item](Call%20Bonded%20Item), [Cast Down](Cast%20Down), [Cast Out](Cast%20Out), [Cat Nap](Cat%20Nap), [Catchy Tune](Catchy%20Tune), [Caterwaul](Caterwaul), [Come and Get Me](Come%20and%20Get%20Me), [Command Undead](Command%20Undead), [Conceal Spell](Conceal%20Spell), [Connect the Dots](Connect%20the%20Dots), [Consecrate Spell](Consecrate%20Spell), [Coordinated Distraction](Coordinated%20Distraction), [Core Cannon](Core%20Cannon), [Courageous Advance](Courageous%20Advance), [Courageous Assault](Courageous%20Assault), [Courageous Onslaught](Courageous%20Onslaught), [Courageous Opportunity](Courageous%20Opportunity), [Cruelty](Cruelty), [Cryptic Spell](Cryptic%20Spell), [Current Spell](Current%20Spell), [Dance of Thunder](Dance%20of%20Thunder), [Dead Reckoning](Dead%20Reckoning), [Deadeye](../../../../../77-Bunkers-n-Badasses-Sourcebook/Chapter-01-Creating-A-Vault-Hunter/Archetypes/Deadeye.md), [Defensive Coordination](Defensive%20Coordination), [Defensive Recovery](Defensive%20Recovery), [Determination](Determination), [Detonating Spell](Detonating%20Spell), [Devil in Plain Sight](Devil%20in%20Plain%20Sight), [Dragon Transformation](Dragon%20Transformation), [Dragon's Rage Breath](Dragon's%20Rage%20Breath), [Duo's Aim](Duo's%20Aim), [Eat Fortune](Eat%20Fortune), [Ebb and Flow](Ebb%20and%20Flow), [Echoes in Stone](Echoes%20in%20Stone), [Echoing Channel](Echoing%20Channel), [Echoing Spell](Echoing%20Spell), [Eclectic Sword Mastery](Eclectic%20Sword%20Mastery), [Educate Allies](Educate%20Allies), [Eerie Proclamation](Eerie%20Proclamation), [Eerie Traces](Eerie%20Traces), [Elaborate Flourish](Elaborate%20Flourish), [Elemental Assault](Elemental%20Assault), [Emotional Surge](Emotional%20Surge), [Energize Wings](Energize%20Wings), [Energy Fusion](Energy%20Fusion), [Expand Aura](Expand%20Aura), [Familiar's Eyes](Familiar's%20Eyes), [Favorable Winds](Favorable%20Winds), [Ferocious Gust](Ferocious%20Gust), [Final Form](Final%20Form), [Flame Jump](Flame%20Jump), [Flourishing Finish](Flourishing%20Finish), [Focused Juggler](Focused%20Juggler), [Focused Shot](Focused%20Shot), [Foresee Danger](Foresee%20Danger), [Forestall Curse](Forestall%20Curse), [Form of the Bat](Form%20of%20the%20Bat), [Ghost Blade](Ghost%20Blade), [Giant's Lunge](Giant's%20Lunge), [Grovel](Grovel), [Guide the Timeline](Guide%20the%20Timeline), [Harmonize](Harmonize), [Headshot](Headshot), [Heroic Recovery](Heroic%20Recovery), [Holy Light](Holy%20Light), [Hunter's Aim](Hunter's%20Aim), [Hydraulic Deflection](Hydraulic%20Deflection), [Hydraulic Maneuvers](Hydraulic%20Maneuvers), [Incredible Aim](Incredible%20Aim), [Incredible Ricochet](Incredible%20Ricochet), [Inner Strength](Inner%20Strength), [Inspirit Hazard](Inspirit%20Hazard), [Instant Opening](Instant%20Opening), [Into the Future](Into%20the%20Future), [Juggle](Juggle), [Just the Tool](Just%20the%20Tool), [Knockback Strike](Knockback%20Strike), [Leyline Conduit](Leyline%20Conduit), [Liberate Soul](Liberate%20Soul), [Long-Nosed Form](Long-Nosed%20Form), [Melodious Spell](Melodious%20Spell), [Mercy](Mercy), [Metamagic Channel](Metamagic%20Channel), [Mind Shards](Mind%20Shards), [Mistaken Identity](Mistaken%20Identity), [Moment of Clarity](Moment%20of%20Clarity), [Muscle Mimicry](Muscle%20Mimicry), [Nanite Shroud](Nanite%20Shroud), [Nanite Surge](Nanite%20Surge), [Necrotic Infusion](Necrotic%20Infusion), [No Cause for Alarm](No%20Cause%20for%20Alarm), [No! No! I Created You!](No!%20No!%20I%20Created%20You!), [One for All](One%20for%20All), [Orc Superstition](Orc%20Superstition), [Ostentatious Arrival](Ostentatious%20Arrival), [Overwhelming Breath](Overwhelming%20Breath), [Perfect Clarity](Perfect%20Clarity), [Phase Out](Phase%20Out), [Play to the Crowd](Play%20to%20the%20Crowd), [Plot the Future](Plot%20the%20Future), [Prayer Attack](Prayer%20Attack), [Project Persona](Project%20Persona), [Psi Burst](Psi%20Burst), [Psi Catastrophe](Psi%20Catastrophe), [Purge of Moments](Purge%20of%20Moments), [Purifying Spell](Purifying%20Spell), [Quickened Attunement](Quickened%20Attunement), [Quickened Casting](Quickened%20Casting), [Radiant Circuitry](Radiant%20Circuitry), [Radiant Infusion](Radiant%20Infusion), [Rat Form](Rat%20Form), [Reach Spell](Reach%20Spell), [Reactive Distraction](Reactive%20Distraction), [Read Psychometric Resonance](Read%20Psychometric%20Resonance), [Reconstruct the Scene](Reconstruct%20the%20Scene), [Recover Spell](Recover%20Spell), [Reflexive Catch](Reflexive%20Catch), [Remediate](Remediate), [Renewed Vigor](Renewed%20Vigor), [Repair Module](Repair%20Module), [Resounding Finale](Resounding%20Finale), [Reveal True Name](Reveal%20True%20Name), [Ricochet Shot](Ricochet%20Shot), [Safeguarded Spell](Safeguarded%20Spell), [Saoc Astrology](Saoc%20Astrology), [Scintillating Spell](Scintillating%20Spell), [Sepulchral Sublimation](Sepulchral%20Sublimation), [Shake it Off](Shake%20it%20Off), [Shared Sight](Shared%20Sight), [Shrink Down](Shrink%20Down), [Silent Spell](Silent%20Spell), [Sniper's Aim](Sniper's%20Aim), [Soul Flare](Soul%20Flare), [Sow Spell](Sow%20Spell), [Spell Relay](Spell%20Relay), [Spell Shroud](Spell%20Shroud), [Spell Tinker](Spell%20Tinker), [Spiral Sworn](Spiral%20Sworn), [Spirit's Wrath](Spirit's%20Wrath), [Spiritual Guides](Spiritual%20Guides), [Split Hex](Split%20Hex), [Split Shot](Split%20Shot), [Steam Spell](Steam%20Spell), [Storm Shroud](Storm%20Shroud), [Summoner's Call](Summoner's%20Call), [Sunder Spell](Sunder%20Spell), [Tap Vitality](Tap%20Vitality), [Targeting Shot](Targeting%20Shot), [Terraforming Spell](Terraforming%20Spell), [Terrain Form](Terrain%20Form), [Their Master's Call](Their%20Master's%20Call), [Through Spell](Through%20Spell), [Tidal Shield](Tidal%20Shield), [Timeline-Splitting Spell](Timeline-Splitting%20Spell), [Transpose](Transpose), [Triangle Shot](Triangle%20Shot), [Trickster's Ace](Trickster's%20Ace), [True Gaze](True%20Gaze), [True Shapeshifter](True%20Shapeshifter), [Turn Back the Clock](Turn%20Back%20the%20Clock), [Turn to Mist](Turn%20to%20Mist), [Unlimited Potential](Unlimited%20Potential), [Unusual Composition](Unusual%20Composition), [Uzunjati Storytelling](Uzunjati%20Storytelling), [Vessel's Form](Vessel's%20Form), [Vigorous Inspiration](Vigorous%20Inspiration), [Voice Cold as Death](Voice%20Cold%20as%20Death), [Wandering Thoughts](Wandering%20Thoughts), [Warped Reflection](Warped%20Reflection), [Watchful Gaze](Watchful%20Gaze), [What Could Have Been](What%20Could%20Have%20Been), [Wild Winds Gust](Wild%20Winds%20Gust), [Wind-Tossed Spell](Wind-Tossed%20Spell), [Work Yourself Up](Work%20Yourself%20Up)
-
-### Focus Spells
-[Beastmaster Trance](../Spells_Rituals/Focus%20Spells/Level%203/Beastmaster%20Trance.md), [Diviner's Sight](../Spells_Rituals/Focus%20Spells/Level%201/Diviner's%20Sight.md)
-
-### Skills
-[Borrow an Arcane Spell](Borrow%20an%20Arcane%20Spell), [Coerce](../Rules/Actions/Coerce.md), [Command an Animal](../Rules/Actions/Command%20an%20Animal.md), [Cover Tracks](../Activities/Cover%20Tracks.md), [Demoralize](../Rules/Actions/Demoralize.md), [Identify Alchemy](Identify%20Alchemy), [Impersonate](../Rules/Actions/Impersonate.md), [Lie](../Rules/Actions/Lie.md), [Make an Impression](../Rules/Actions/Make%20an%20Impression.md), [Perform](../Rules/Actions/Perform.md), [Request](../Rules/Actions/Request.md), [Track](../Activities/Track.md)
-
-### Skills (General)
-[Decipher Writing](../Activities/Decipher%20Writing.md), [Identify Magic](../Rules/Actions/Identify%20Magic.md), [Learn a Spell](../Rules/Actions/Learn%20a%20Spell.md), [Recall Knowledge](../Rules/Actions/Recall%20Knowledge.md), [Tap Ley Line](Tap%20Ley%20Line)
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diff --git a/content/Mechanics/Traits/Concentrate.md:com.amazon.drive.sync b/content/Mechanics/Traits/Concentrate.md:com.amazon.drive.sync
deleted file mode 100644
index 1f2da0442..000000000
--- a/content/Mechanics/Traits/Concentrate.md:com.amazon.drive.sync
+++ /dev/null
@@ -1 +0,0 @@
-{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947773","Uuid":"00c19d3b7c004e8fb6ecbb7fdb4ca9f0","LastWritten":"2023-02-02T20:35:50.9266901+01:00"}
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diff --git a/content/Mechanics/Traits/Conjuration.md b/content/Mechanics/Traits/Conjuration.md
deleted file mode 100644
index 45c9c4296..000000000
--- a/content/Mechanics/Traits/Conjuration.md
+++ /dev/null
@@ -1,38 +0,0 @@
-
-# Conjuration
-#pf2e/trait
-*Source* Core Rulebook pg. 630
-
-Effects and magic items with this trait are associated with the conjuration school of magic, typically involving [summoning](Summoned.md), creation, [Teleportation](Teleportation.md), or moving things from place to place.
-
----
-
-### Actions
-[Manifest Eidolon](../Rules/Actions/Manifest%20Eidolon.md), [Recall Ammunition](Recall%20Ammunition)
-
-### Curses
-[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), [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)
-
-### Focus Spells
-[Abundant Step](../Spells_Rituals/Focus%20Spells/Level%204/Abundant%20Step.md), [Augment Summoning](../Spells_Rituals/Focus%20Spells/Level%201/Augment%20Summoning.md), [Clinging Ice](../Spells_Rituals/Focus%20Spells/Cantrips/Clinging%20Ice.md), [Dimensional Assault](../Spells_Rituals/Focus%20Spells/Level%201/Dimensional%20Assault.md), [Dimensional Steps](../Spells_Rituals/Focus%20Spells/Level%204/Dimensional%20Steps.md), [Distortion Lens](../Spells_Rituals/Focus%20Spells/Cantrips/Distortion%20Lens.md), [Door to Beyond](../Spells_Rituals/Focus%20Spells/Level%204/Door%20to%20Beyond.md), [Dust Storm](../Spells_Rituals/Focus%20Spells/Level%204/Dust%20Storm.md), [Efficient Apport](../Spells_Rituals/Focus%20Spells/Level%201/Efficient%20Apport.md), [Empty Body](../Spells_Rituals/Focus%20Spells/Level%209/Empty%20Body.md), [Ghostly Shift](../Spells_Rituals/Focus%20Spells/Cantrips/Ghostly%20Shift.md), [Impaling Briars](../Spells_Rituals/Focus%20Spells/Level%208/Impaling%20Briars.md), [Inevitable Destination](../Spells_Rituals/Focus%20Spells/Level%204/Inevitable%20Destination.md), [Moonlight Bridge](../Spells_Rituals/Focus%20Spells/Level%206/Moonlight%20Bridge.md), [Nature's Bounty](../Spells_Rituals/Focus%20Spells/Level%204/Nature's%20Bounty.md), [Oathkeeper's Insignia](../Spells_Rituals/Focus%20Spells/Level%201/Oathkeeper's%20Insignia.md), [Personal Blizzard](../Spells_Rituals/Focus%20Spells/Level%203/Personal%20Blizzard.md), [Primal Summons](../Spells_Rituals/Focus%20Spells/Level%206/Primal%20Summons.md), [Pushing Gust](../Spells_Rituals/Focus%20Spells/Level%201/Pushing%20Gust.md), [Rising Surf](../Spells_Rituals/Focus%20Spells/Level%201/Rising%20Surf.md), [Shadow Jump](../Spells_Rituals/Focus%20Spells/Level%205/Shadow%20Jump.md), [Snare Hopping](../Spells_Rituals/Focus%20Spells/Level%201/Snare%20Hopping.md), [Swamp of Sloth](../Spells_Rituals/Focus%20Spells/Level%203/Swamp%20of%20Sloth.md), [Terrain Transposition](../Spells_Rituals/Focus%20Spells/Level%205/Terrain%20Transposition.md), [Tesseract Tunnel](../Spells_Rituals/Focus%20Spells/Cantrips/Tesseract%20Tunnel.md), [Wildfire](../Spells_Rituals/Focus%20Spells/Level%201/Wildfire.md)
-
-### Hazards
-[False Step Floor](False%20Step%20Floor), [Planar Tear](Planar%20Tear)
-
-### Item Curses
-[Dreary](Dreary), [Erratic Transposing](Erratic%20Transposing)
-
-### Rituals
-[Abyssal Pact](../Spells_Rituals/Rituals/Level%201/Abyssal%20Pact.md), [Angelic Messenger](../Spells_Rituals/Rituals/Level%201/Angelic%20Messenger.md), [Awaken Portal](../Spells_Rituals/Rituals/Level%203/Awaken%20Portal.md), [Create Demiplane](../Spells_Rituals/Rituals/Level%208/Create%20Demiplane.md), [Daemonic Pact](../Spells_Rituals/Rituals/Level%201/Daemonic%20Pact.md), [Div Pact](../Spells_Rituals/Rituals/Level%201/Div%20Pact.md), [Elemental Sentinel](../Spells_Rituals/Rituals/Level%201/Elemental%20Sentinel.md), [Heroes' Feast](../Spells_Rituals/Rituals/Level%205/Heroes'%20Feast.md), [Infernal Pact](../Spells_Rituals/Rituals/Level%201/Infernal%20Pact.md), [Mosquito Blight](../Spells_Rituals/Rituals/Level%205/Mosquito%20Blight.md), [Mystic Carriage](../Spells_Rituals/Rituals/Level%203/Mystic%20Carriage.md), [Owb Pact](../Spells_Rituals/Rituals/Level%203/Owb%20Pact.md), [Planar Ally](../Spells_Rituals/Rituals/Level%205/Planar%20Ally.md), [Planar Binding](../Spells_Rituals/Rituals/Level%206/Planar%20Binding.md), [Primal Call](../Spells_Rituals/Rituals/Level%206/Primal%20Call.md), [Rite of the Red Star](../Spells_Rituals/Rituals/Level%208/Rite%20of%20the%20Red%20Star.md), [Teleportation Circle](../Spells_Rituals/Rituals/Level%207/Teleportation%20Circle.md), [Unseen Custodians](../Spells_Rituals/Rituals/Level%203/Unseen%20Custodians.md), [Word of Recall](../Spells_Rituals/Rituals/Level%207/Word%20of%20Recall.md)
-
-### Spells
-[Air Bubble](../Spells_Rituals/Arcane_Tradition/Level%201/Air%20Bubble.md), [Animal Allies](../Spells_Rituals/Arcane_Tradition/Level%201/Animal%20Allies.md), [Aqueous Orb](../Spells_Rituals/Arcane_Tradition/Level%203/Aqueous%20Orb.md), [Ash Cloud](../Spells_Rituals/Arcane_Tradition/Level%202/Ash%20Cloud.md), [Bilocation](../Spells_Rituals/Arcane_Tradition/Level%209/Bilocation.md), [Black Tentacles](../Spells_Rituals/Arcane_Tradition/Level%205/Black%20Tentacles.md), [Blink](../Spells_Rituals/Arcane_Tradition/Level%204/Blink.md), [Blink Charge](../Spells_Rituals/Arcane_Tradition/Level%205/Blink%20Charge.md), [Blood Duplicate](../Spells_Rituals/Arcane_Tradition/Level%202/Blood%20Duplicate.md), [Bottomless Stomach](../Spells_Rituals/Arcane_Tradition/Level%203/Bottomless%20Stomach.md), [Clone Companion](../Spells_Rituals/Arcane_Tradition/Level%208/Clone%20Companion.md), [Collective Transposition](../Spells_Rituals/Arcane_Tradition/Level%206/Collective%20Transposition.md), [Coral Eruption](../Spells_Rituals/Arcane_Tradition/Level%204/Coral%20Eruption.md), [Cozy Cabin](../Spells_Rituals/Arcane_Tradition/Level%203/Cozy%20Cabin.md), [Create Food](../Spells_Rituals/Arcane_Tradition/Level%202/Create%20Food.md), [Create Water](../Spells_Rituals/Arcane_Tradition/Level%201/Create%20Water.md), [Creation](../Spells_Rituals/Arcane_Tradition/Level%204/Creation.md), [Dimension Door](../Spells_Rituals/Arcane_Tradition/Level%204/Dimension%20Door.md), [Dinosaur Fort](../Spells_Rituals/Arcane_Tradition/Level%2010/Dinosaur%20Fort.md), [Duplicate Foe](../Spells_Rituals/Arcane_Tradition/Level%207/Duplicate%20Foe.md), [Elemental Confluence](../Spells_Rituals/Arcane_Tradition/Level%206/Elemental%20Confluence.md), [Ethereal Jaunt](../Spells_Rituals/Arcane_Tradition/Level%207/Ethereal%20Jaunt.md), [Flammable Fumes](../Spells_Rituals/Arcane_Tradition/Level%205/Flammable%20Fumes.md), [Floating Disk](../Spells_Rituals/Arcane_Tradition/Level%201/Floating%20Disk.md), [Fungal Infestation](../Spells_Rituals/Arcane_Tradition/Level%202/Fungal%20Infestation.md), [Gate](../Spells_Rituals/Arcane_Tradition/Level%2010/Gate.md), [Grease](../Spells_Rituals/Arcane_Tradition/Level%201/Grease.md), [Impaling Spike](../Spells_Rituals/Arcane_Tradition/Level%205/Impaling%20Spike.md), [Incendiary Fog](../Spells_Rituals/Arcane_Tradition/Level%205/Incendiary%20Fog.md), [Inside Ropes](../Spells_Rituals/Arcane_Tradition/Cantrips/Inside%20Ropes.md), [Instant Armor](../Spells_Rituals/Arcane_Tradition/Level%202/Instant%20Armor.md), [Lure Dream](../Spells_Rituals/Arcane_Tradition/Level%206/Lure%20Dream.md), [Mad Monkeys](../Spells_Rituals/Arcane_Tradition/Level%203/Mad%20Monkeys.md), [Magic Mailbox](../Spells_Rituals/Arcane_Tradition/Level%204/Magic%20Mailbox.md), [Magical Fetters](../Spells_Rituals/Arcane_Tradition/Level%203/Magical%20Fetters.md), [Magnificent Mansion](../Spells_Rituals/Arcane_Tradition/Level%207/Magnificent%20Mansion.md), [Maze](../Spells_Rituals/Arcane_Tradition/Level%208/Maze.md), [Maze of Locked Doors](../Spells_Rituals/Arcane_Tradition/Level%207/Maze%20of%20Locked%20Doors.md), [Momentary Recovery](../Spells_Rituals/Arcane_Tradition/Level%207/Momentary%20Recovery.md), [Mud Pit](../Spells_Rituals/Arcane_Tradition/Level%201/Mud%20Pit.md), [Murderous Vine](../Spells_Rituals/Arcane_Tradition/Level%204/Murderous%20Vine.md), [Obscuring Mist](../Spells_Rituals/Arcane_Tradition/Level%202/Obscuring%20Mist.md), [Passwall](../Spells_Rituals/Arcane_Tradition/Level%205/Passwall.md), [Persistent Servant](../Spells_Rituals/Arcane_Tradition/Level%202/Persistent%20Servant.md), [Pet Cache](../Spells_Rituals/Arcane_Tradition/Level%201/Pet%20Cache.md), [Petal Storm](../Spells_Rituals/Arcane_Tradition/Level%204/Petal%20Storm.md), [Phantom Steed](../Spells_Rituals/Arcane_Tradition/Level%202/Phantom%20Steed.md), [Pillars of Sand](../Spells_Rituals/Arcane_Tradition/Level%205/Pillars%20of%20Sand.md), [Plane Shift](../Spells_Rituals/Arcane_Tradition/Level%207/Plane%20Shift.md), [Protector Tree](../Spells_Rituals/Arcane_Tradition/Level%201/Protector%20Tree.md), [Rally Point](../Spells_Rituals/Arcane_Tradition/Level%203/Rally%20Point.md), [Remake](../Spells_Rituals/Arcane_Tradition/Level%2010/Remake.md), [Resplendent Mansion](../Spells_Rituals/Arcane_Tradition/Level%209/Resplendent%20Mansion.md), [Return Beacon](../Spells_Rituals/Arcane_Tradition/Level%205/Return%20Beacon.md), [Rope Trick](../Spells_Rituals/Arcane_Tradition/Level%204/Rope%20Trick.md), [Sea of Thought](../Spells_Rituals/Arcane_Tradition/Level%203/Sea%20of%20Thought.md), [Secret Chest](../Spells_Rituals/Arcane_Tradition/Level%205/Secret%20Chest.md), [Shadow Walk](../Spells_Rituals/Arcane_Tradition/Level%205/Shadow%20Walk.md), [Sign of Conviction](../Spells_Rituals/Arcane_Tradition/Level%203/Sign%20of%20Conviction.md), [Solid Fog](../Spells_Rituals/Arcane_Tradition/Level%204/Solid%20Fog.md), [Sonata Span](../Spells_Rituals/Arcane_Tradition/Level%202/Sonata%20Span.md), [Soothing Blossoms](../Spells_Rituals/Arcane_Tradition/Level%203/Soothing%20Blossoms.md), [Spike Stones](../Spells_Rituals/Arcane_Tradition/Level%204/Spike%20Stones.md), [Stinking Cloud](../Spells_Rituals/Arcane_Tradition/Level%203/Stinking%20Cloud.md), [Summon Anarch](../Spells_Rituals/Arcane_Tradition/Level%205/Summon%20Anarch.md), [Summon Animal](../Spells_Rituals/Arcane_Tradition/Level%201/Summon%20Animal.md), [Summon Archmage](../Spells_Rituals/Arcane_Tradition/Level%208/Summon%20Archmage.md), [Summon Axiom](../Spells_Rituals/Arcane_Tradition/Level%205/Summon%20Axiom.md), [Summon Celestial](../Spells_Rituals/Arcane_Tradition/Level%205/Summon%20Celestial.md), [Summon Construct](../Spells_Rituals/Arcane_Tradition/Level%201/Summon%20Construct.md), [Summon Deific Herald](../Spells_Rituals/Arcane_Tradition/Level%208/Summon%20Deific%20Herald.md), [Summon Draconic Legion](../Spells_Rituals/Arcane_Tradition/Level%209/Summon%20Draconic%20Legion.md), [Summon Dragon](../Spells_Rituals/Arcane_Tradition/Level%205/Summon%20Dragon.md), [Summon Elemental](../Spells_Rituals/Arcane_Tradition/Level%202/Summon%20Elemental.md), [Summon Entity](../Spells_Rituals/Arcane_Tradition/Level%205/Summon%20Entity.md), [Summon Fey](../Spells_Rituals/Arcane_Tradition/Level%201/Summon%20Fey.md), [Summon Fiend](../Spells_Rituals/Arcane_Tradition/Level%205/Summon%20Fiend.md), [Summon Giant](../Spells_Rituals/Arcane_Tradition/Level%205/Summon%20Giant.md), [Summon Instrument](../Spells_Rituals/Arcane_Tradition/Cantrips/Summon%20Instrument.md), [Summon Irii](../Spells_Rituals/Arcane_Tradition/Level%208/Summon%20Irii.md), [Summon Kaiju](../Spells_Rituals/Arcane_Tradition/Level%2010/Summon%20Kaiju.md), [Summon Lesser Servitor](../Spells_Rituals/Arcane_Tradition/Level%201/Summon%20Lesser%20Servitor.md), [Summon Plant or Fungus](../Spells_Rituals/Arcane_Tradition/Level%201/Summon%20Plant%20or%20Fungus.md), [Tanglefoot](../Spells_Rituals/Arcane_Tradition/Cantrips/Tanglefoot.md), [Tangling Creepers](../Spells_Rituals/Arcane_Tradition/Level%206/Tangling%20Creepers.md), [Teleport](../Spells_Rituals/Arcane_Tradition/Level%206/Teleport.md), [Temporal Twin](../Spells_Rituals/Arcane_Tradition/Level%203/Temporal%20Twin.md), [Temporary Tool](../Spells_Rituals/Arcane_Tradition/Level%201/Temporary%20Tool.md), [Thoughtful Gift](../Spells_Rituals/Arcane_Tradition/Level%201/Thoughtful%20Gift.md), [Tree Stride](../Spells_Rituals/Arcane_Tradition/Level%205/Tree%20Stride.md), [Unexpected Transposition](../Spells_Rituals/Arcane_Tradition/Level%206/Unexpected%20Transposition.md), [Unseen Servant](../Spells_Rituals/Arcane_Tradition/Level%201/Unseen%20Servant.md), [Upheaval](../Spells_Rituals/Arcane_Tradition/Level%209/Upheaval.md), [Verdant Sprout](../Spells_Rituals/Arcane_Tradition/Level%201/Verdant%20Sprout.md), [Wall of Stone](../Spells_Rituals/Arcane_Tradition/Level%205/Wall%20of%20Stone.md), [Wall of Thorns](../Spells_Rituals/Arcane_Tradition/Level%203/Wall%20of%20Thorns.md), [Wall of Water](../Spells_Rituals/Arcane_Tradition/Level%203/Wall%20of%20Water.md), [Warp Step](../Spells_Rituals/Arcane_Tradition/Cantrips/Warp%20Step.md), [Web](../Spells_Rituals/Arcane_Tradition/Level%202/Web.md)
-
-### Vehicles
-[Bunta](Bunta)
\ No newline at end of file
diff --git a/content/Mechanics/Traits/Construct.md b/content/Mechanics/Traits/Construct.md
deleted file mode 100644
index f0bf47460..000000000
--- a/content/Mechanics/Traits/Construct.md
+++ /dev/null
@@ -1,18 +0,0 @@
-# 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.
-
-Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
-
----
-
-### Ancestries
-[Automaton](Automaton), [Poppet](Poppet)
-
-### Eidolons
-[Construct Eidolon](../Bestiary/Companions/Eidolons/Construct%20Eidolon.md)
-
-### Monsters
-[Adamantine Golem](Adamantine%20Golem), [Alchemical Golem](Alchemical%20Golem), [Aluum Enforcer](Aluum%20Enforcer), [Animated Armor](Animated%20Armor), [Animated Broom](Animated%20Broom), [Animated Colossus](Animated%20Colossus), [Animated Furnace](Animated%20Furnace), [Animated Silverware Swarm](Animated%20Silverware%20Swarm), [Animated Statue](Animated%20Statue), [Animated Trebuchet](Animated%20Trebuchet), [Aolaz](Aolaz), [Arcane Living Rune](Arcane%20Living%20Rune), [Azmakian Effigy](Azmakian%20Effigy), [Carrion Golem](Carrion%20Golem), [Chattering Jaws](Chattering%20Jaws), [Clay Golem](Clay%20Golem), [Clockwork Amalgam](Clockwork%20Amalgam), [Clockwork Assassin](Clockwork%20Assassin), [Clockwork Brewer](Clockwork%20Brewer), [Clockwork Buccaneer](Clockwork%20Buccaneer), [Clockwork Clock Tower](Clockwork%20Clock%20Tower), [Clockwork Disposer](Clockwork%20Disposer), [Clockwork Door Warden](Clockwork%20Door%20Warden), [Clockwork Dragon](Clockwork%20Dragon), [Clockwork Fabricator](Clockwork%20Fabricator), [Clockwork Handler](Clockwork%20Handler), [Clockwork Hunter](Clockwork%20Hunter), [Clockwork Mage](Clockwork%20Mage), [Clockwork Puppeteer](Clockwork%20Puppeteer), [Clockwork Soldier](Clockwork%20Soldier), [Clockwork Sphinx](Clockwork%20Sphinx), [Clockwork Spy](Clockwork%20Spy), [Cranium Preserver](Cranium%20Preserver), [Daelum](Daelum), [Desecrated Guardian](Desecrated%20Guardian), [Dig-Widget](Dig-Widget), [Divine Warden Of Brigh](Divine%20Warden%20Of%20Brigh), [Divine Warden Of Nethys](Divine%20Warden%20Of%20Nethys), [Doorwarden](Doorwarden), [Dragonshard Guardian](Dragonshard%20Guardian), [Dreshkan](Dreshkan), [Flesh Golem](Flesh%20Golem), [Floating Femur](Floating%20Femur), [Fossil Golem](Fossil%20Golem), [Giant Animated Statue](Giant%20Animated%20Statue), [Glass Golem](Glass%20Golem), [Golgopo](Golgopo), [Guthallath](Guthallath), [Harrow Doll](Harrow%20Doll), [Homunculus](Homunculus), [Ice Golem](Ice%20Golem), [Imperfect Automaton](Imperfect%20Automaton), [Iron Golem](Iron%20Golem), [Levaloch](Levaloch), [Mechanical Carny](Mechanical%20Carny), [Mithral Golem](Mithral%20Golem), [Necrophidius](Necrophidius), [Obsidian Golem](Obsidian%20Golem), [Oil Living Graffiti](Oil%20Living%20Graffiti), [Phalanx Of Phalanges](Phalanx%20Of%20Phalanges), [Radiant Warden](Radiant%20Warden), [Scarecophagus](Scarecophagus), [Scarecrow](Scarecrow), [Scrabbling Ribcage](Scrabbling%20Ribcage), [Siege Shard](Siege%20Shard), [Skinstitch](Skinstitch), [Soulbound Doll](Soulbound%20Doll), [Soulbound Ruin](Soulbound%20Ruin), [Spellskein](Spellskein), [Spiral Centurion](Spiral%20Centurion), [Spiritbound Aluum](Spiritbound%20Aluum), [Stone Golem](Stone%20Golem), [Swordkeeper](Swordkeeper), [Tattoo Guardian](Tattoo%20Guardian), [Terra-Cotta Garrison](Terra-Cotta%20Garrison), [Terra-Cotta Soldier](Terra-Cotta%20Soldier), [Trapjaw Tangle](Trapjaw%20Tangle), [Tupilaq](Tupilaq), [Ulistul](Ulistul), [Weykoward](Weykoward), [Wood Golem](Wood%20Golem), [Wyrwood Sneak](Wyrwood%20Sneak)
\ No newline at end of file
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-# 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.
-
----
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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-# 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.
-
----
-
-### Equipment
-[Arboreal's Revenge](Arboreal's%20Revenge), [Bag of Devouring](Bag%20of%20Devouring), [Bag of Weasels](Bag%20of%20Weasels), [Barbed Vest](Barbed%20Vest), [Blackaxe](Blackaxe), [Book of Lost Days](Book%20of%20Lost%20Days), [Boots of Dancing](Boots%20of%20Dancing), [Calamity Glass](Calamity%20Glass), [Cane of the Maelstrom](Cane%20of%20the%20Maelstrom), [Cloak of Immolation](Cloak%20of%20Immolation), [Cursed Dreamstone](Cursed%20Dreamstone), [Gift of the Poisoned Heart](Gift%20of%20the%20Poisoned%20Heart), [Gloves of Carelessness](Gloves%20of%20Carelessness), [Golden Goose](Golden%20Goose), [Golden Rod Memento](Golden%20Rod%20Memento), [Horn of the Aoyin](Horn%20of%20the%20Aoyin), [Immolation Clan Pistol](Immolation%20Clan%20Pistol), [Jax](Jax), [Medusa Armor](Medusa%20Armor), [Mistranslator's Draft](Mistranslator's%20Draft), [Monkey's Paw](Monkey's%20Paw), [Necklace of Strangulation](Necklace%20of%20Strangulation), [Pact-Bound Pistol](Pact-Bound%20Pistol), [Poisonous Cloak](Poisonous%20Cloak), [Primordial Flame](Primordial%20Flame), [Ring of Sneering Charity](Ring%20of%20Sneering%20Charity), [Ring of Truth](Ring%20of%20Truth), [Rose of Loves Lost](Rose%20of%20Loves%20Lost), [Spellcutter](Spellcutter), [Stone of Weight](Stone%20of%20Weight), [Tablet of Chained Souls](Tablet%20of%20Chained%20Souls), [Taleteller's Ring](Taleteller's%20Ring)
-
-### Item Curses
-[Arrow Attracting](Arrow%20Attracting), [Arsonous](Arsonous), [Backbiting](Backbiting), [Bloodbiter](Bloodbiter), [Degenerating](Degenerating), [Dependent](Dependent), [Dreary](Dreary), [Erratic Transposing](Erratic%20Transposing), [Grandstanding](Grandstanding), [Overdramatic](Overdramatic), [Raucous](Raucous), [Ravenous](Ravenous), [Staining](Staining), [Withering](Withering)
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-# 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.
-
----
-
-### Focus Spells
-[Access Lore](../Spells_Rituals/Focus%20Spells/Level%203/Access%20Lore.md), [Ancestral Defense](../Spells_Rituals/Focus%20Spells/Level%203/Ancestral%20Defense.md), [Ancestral Form](../Spells_Rituals/Focus%20Spells/Level%206/Ancestral%20Form.md), [Ancestral Touch](../Spells_Rituals/Focus%20Spells/Level%201/Ancestral%20Touch.md), [Armor of Bones](../Spells_Rituals/Focus%20Spells/Level%203/Armor%20of%20Bones.md), [Battlefield Persistence](../Spells_Rituals/Focus%20Spells/Level%203/Battlefield%20Persistence.md), [Brain Drain](../Spells_Rituals/Focus%20Spells/Level%201/Brain%20Drain.md), [Call to Arms](../Spells_Rituals/Focus%20Spells/Level%201/Call%20to%20Arms.md), [Claim Undead](../Spells_Rituals/Focus%20Spells/Level%206/Claim%20Undead.md), [Debilitating Dichotomy](../Spells_Rituals/Focus%20Spells/Level%204/Debilitating%20Dichotomy.md), [Delay Affliction](../Spells_Rituals/Focus%20Spells/Level%203/Delay%20Affliction.md), [Dread Secret](../Spells_Rituals/Focus%20Spells/Level%206/Dread%20Secret.md), [Flaming Fusillade](../Spells_Rituals/Focus%20Spells/Level%206/Flaming%20Fusillade.md), [Heroic Feat](../Spells_Rituals/Focus%20Spells/Level%206/Heroic%20Feat.md), [Incendiary Aura](../Spells_Rituals/Focus%20Spells/Level%201/Incendiary%20Aura.md), [Interstellar Void](../Spells_Rituals/Focus%20Spells/Level%203/Interstellar%20Void.md), [Life Link](../Spells_Rituals/Focus%20Spells/Level%201/Life%20Link.md), [Life-Giving Form](../Spells_Rituals/Focus%20Spells/Level%206/Life-Giving%20Form.md), [Manifold Lives](../Spells_Rituals/Focus%20Spells/Level%206/Manifold%20Lives.md), [Moonlight Bridge](../Spells_Rituals/Focus%20Spells/Level%206/Moonlight%20Bridge.md), [Soul Siphon](../Spells_Rituals/Focus%20Spells/Level%201/Soul%20Siphon.md), [Spray of Stars](../Spells_Rituals/Focus%20Spells/Level%201/Spray%20of%20Stars.md), [Tempest Form](../Spells_Rituals/Focus%20Spells/Level%206/Tempest%20Form.md), [Tempest Touch](../Spells_Rituals/Focus%20Spells/Level%201/Tempest%20Touch.md), [Temporal Distortion](../Spells_Rituals/Focus%20Spells/Level%201/Temporal%20Distortion.md), [Thunderburst](../Spells_Rituals/Focus%20Spells/Level%203/Thunderburst.md), [Time Skip](../Spells_Rituals/Focus%20Spells/Level%203/Time%20Skip.md), [Vision of Weakness](../Spells_Rituals/Focus%20Spells/Level%202/Vision%20of%20Weakness.md), [Whirling Flames](../Spells_Rituals/Focus%20Spells/Level%203/Whirling%20Flames.md)
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diff --git a/content/Mechanics/Traits/Daemon.md b/content/Mechanics/Traits/Daemon.md
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-# 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.
-
----
-
-### Monsters
-[Agradaemon](Agradaemon), [Astradaemon](Astradaemon), [Cacodaemon](Cacodaemon), [Ceustodaemon](Ceustodaemon), [Crucidaemon](Crucidaemon), [Derghodaemon](Derghodaemon), [Leukodaemon](Leukodaemon), [Meladaemon](Meladaemon), [Olethrodaemon](Olethrodaemon), [Piscodaemon](Piscodaemon), [Purrodaemon](Purrodaemon), [Sordesdaemon](Sordesdaemon), [Thanadaemon](Thanadaemon)
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diff --git a/content/Mechanics/Traits/Darkness.md b/content/Mechanics/Traits/Darkness.md
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----
-aliases: ["Darkness"]
----
-# 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.
-
-___
-
-### Equipment
-[Wand of Hopeless Night](Wand%20of%20Hopeless%20Night)
-
-### Feats
-[Extinguish Light](Extinguish%20Light)
-
-### Focus Spells
-[Cloak of Shadow](../Spells_Rituals/Focus%20Spells/Level%201/Cloak%20of%20Shadow.md), [Dance of Darkness](../Spells_Rituals/Focus%20Spells/Level%205/Dance%20of%20Darkness.md), [Darkened Eyes](../Spells_Rituals/Focus%20Spells/Level%204/Darkened%20Eyes.md), [Darklight](../Spells_Rituals/Focus%20Spells/Level%207/Darklight.md), [Dim the Light](../Spells_Rituals/Focus%20Spells/Level%201/Dim%20the%20Light.md), [Shroud of Night](../Spells_Rituals/Focus%20Spells/Cantrips/Shroud%20of%20Night.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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diff --git a/content/Mechanics/Traits/Deadly.md b/content/Mechanics/Traits/Deadly.md
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-# 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.
-
-For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.
-
----
-
-### Monk Unarmed Attacks
-[Cobra Fang](Cobra%20Fang)
-
-### Weapons
-[Claw Blade](Claw%20Blade), [Composite Longbow](Composite%20Longbow), [Composite Shortbow](Composite%20Shortbow), [Elven Branched Spear](Elven%20Branched%20Spear), [Fangwire](Fangwire), [Fauchard](Fauchard), [Fighting Fan](Fighting%20Fan), [Filcher's Fork](Filcher's%20Fork), [Forked Bipod](Forked%20Bipod), [Glaive](Glaive), [Hongali Hornbow](Hongali%20Hornbow), [Katana](Katana), [Katar](Katar), [Lance](Lance), [Leiomano](Leiomano), [Longbow](Longbow), [Machete](Machete), [Mambele](Mambele), [Naginata](Naginata), [Ogre Hook](Ogre%20Hook), [Pantograph Gauntlet](Pantograph%20Gauntlet), [Rapier](Rapier), [Rapier Pistol](Rapier%20Pistol), [Rhoka Sword](Rhoka%20Sword), [Scythe](Scythe), [Shauth Blade](Shauth%20Blade), [Shauth Lash](Shauth%20Lash), [Shears](Shears), [Shortbow](Shortbow), [Starknife](Starknife), [Tamchal Chakram](Tamchal%20Chakram), [Taw Launcher](Taw%20Launcher), [Urumi](Urumi), [Wakizashi](Wakizashi), [War Lance](War%20Lance), [War Razor](War%20Razor)
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diff --git a/content/Mechanics/Traits/Death.md b/content/Mechanics/Traits/Death.md
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-# 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.
-
----
-
-### Curses
-[Reviling Earth]
-
-### Equipment
-[Final Blade](../Items/Artifacts/Final%20Blade.md)
-
-### Feats
-[Cranial Detonation](Cranial%20Detonation), [Lethal Finisher](Lethal%20Finisher), [Olethros's Decree](Olethros's%20Decree)
-
-### Focus Spells
-[Achaekek's Clutch](../Spells_Rituals/Focus%20Spells/Level%204/Achaekek's%20Clutch.md), [Curse of Death](../Spells_Rituals/Focus%20Spells/Level%205/Curse%20of%20Death.md), [Fatal Aria](../Spells_Rituals/Focus%20Spells/Level%2010/Fatal%20Aria.md)
-
-### Rituals
-[Blunt the Final Blade](../Spells_Rituals/Rituals/Level%209/Blunt%20the%20Final%20Blade.md)
-
-### Spells
-```dataview
-TABLE level,traditions FROM #pf2e/spell
-WHERE contains(traits, "death")
-```
diff --git a/content/Mechanics/Traits/Demon.md b/content/Mechanics/Traits/Demon.md
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-# 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.
-
----
-
-### Eidolons
-[Demon Eidolon](../Bestiary/Companions/Eidolons/Demon%20Eidolon.md)
-
-### Monsters
-[Abrikandilu](Abrikandilu), [Babau](Babau), [Balor](Balor), [Brimorak](Brimorak), [Dretch](Dretch), [Glabrezu](Glabrezu), [Hezrou](Hezrou), [Invidiak](Invidiak), [Kalavakus](Kalavakus), [Marilith](Marilith), [Nabasu](Nabasu), [Nalfeshnee](Nalfeshnee), [Omox](Omox), [Quasit](Quasit), [Roru](Roru), [Shemhazian](Shemhazian), [Succubus](Succubus), [Treerazer](Treerazer), [Vavakia](Vavakia), [Vermlek](Vermlek), [Vrock](Vrock), [Vrolikai](Vrolikai)
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diff --git a/content/Mechanics/Traits/Detection.md b/content/Mechanics/Traits/Detection.md
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-
-# 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.
-
----
-
-### Equipment
-[Grim Ring](Grim%20Ring), [Librarian's Baton](Librarian's%20Baton)
-
-### Feats
-[Magic Sense](Magic%20Sense), [Witch's Charge](Witch's%20Charge)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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diff --git a/content/Mechanics/Traits/Dinosaur.md b/content/Mechanics/Traits/Dinosaur.md
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-# Dinosaur
-#pf2e/trait
-*Source* Core Rulebook pg. 630 3.0
-
-These reptiles have survived from prehistoric times.
-
----
-
-### Monsters
-[Ankylosaurus](Ankylosaurus), [Brontosaurus](Brontosaurus), [Compsognathus](Compsognathus), [Deinonychus](Deinonychus), [Hadrosaurid](Hadrosaurid), [Iguanodon](Iguanodon), [Pachycephalosaurus](Pachycephalosaurus), [Saurian Warmonger](Saurian%20Warmonger), [Saurian Worldwatcher](Saurian%20Worldwatcher), [Spinosaurus](Spinosaurus), [Stegosaurus](Stegosaurus), [Triceratops](Triceratops), [Tyrannosaurus](Tyrannosaurus), [Velociraptor](Velociraptor)
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diff --git a/content/Mechanics/Traits/Disease.md b/content/Mechanics/Traits/Disease.md
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-# 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.
-
----
-
-### Actions
-[Disgusting Gallop](Disgusting%20Gallop)
-
-### Diseases
-[Addictive Exhaustion](Addictive%20Exhaustion), [Blightburn Sickness](../Afflictions/Diseases/Blightburn%20Sickness.md), [Blinding Sickness](Blinding%20Sickness), [Bog Rot](Bog%20Rot), [Bonechill](Bonechill), [Brain Worms](Brain%20Worms), [Bubonic Plague](Bubonic%20Plague), [Choking Death](Choking%20Death), [Crimson Ooze](Crimson%20Ooze), [Malaria](Malaria), [Nightmare Fever](Nightmare%20Fever), [Scarlet Fever](Scarlet%20Fever), [Scarlet Leprosy](Scarlet%20Leprosy), [Sewer Haze](Sewer%20Haze), [Swamp Guts](Swamp%20Guts), [Tetanus](Tetanus), [Tuberculosis](Tuberculosis)
-
-### Feats
-[Aggravating Scratch](Aggravating%20Scratch), [Festering Wound](Festering%20Wound)
-
-### Focus Spells
-[Divine Plagues](../Spells_Rituals/Focus%20Spells/Level%201/Divine%20Plagues.md), [Foul Miasma](../Spells_Rituals/Focus%20Spells/Level%204/Foul%20Miasma.md)
-
-### Rituals
-[Mosquito Blight](../Spells_Rituals/Rituals/Level%205/Mosquito%20Blight.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
\ No newline at end of file
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diff --git a/content/Mechanics/Traits/Divination.md b/content/Mechanics/Traits/Divination.md
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----
-alias: Divination
-tags: pf2e/trait
-draft: true
----
-
-# Divination
-
-*Source* Core Rulebook pg. 631
-
-The divination school of magic typically involves obtaining or transferring information, or predicting events.
-
----
-
-## Actions
-
-[Intensify Vulnerability](Intensify%20Vulnerability), [Recall the Teachings](Recall%20the%20Teachings), [Share Senses](Share%20Senses)
-
-## Equipment
-
-[Abadar's Flawless Scale](Abadar's%20Flawless%20Scale), [Animal Staff](Animal%20Staff), [Archivist's Gaze](Archivist's%20Gaze), [Auspicious Scepter](Auspicious%20Scepter), [Bane](../Spells_Rituals/Arcane_Tradition/Level%201/Bane.md), [Beckoning Cat Amulet](Beckoning%20Cat%20Amulet), [Bort's Blessing](Bort's%20Blessing), [Brooch of Inspiration](Brooch%20of%20Inspiration), [Calamity Glass](Calamity%20Glass), [Candle of Revealing](Candle%20of%20Revealing), [Cassock of Devotion](Cassock%20of%20Devotion), [Codex of Unimpeded Sight](Codex%20of%20Unimpeded%20Sight), [Collar of Empathy](Collar%20of%20Empathy), [Communication Pendants](Communication%20Pendants), [Conundrum Spectacles](Conundrum%20Spectacles), [Cooperative Blade](Cooperative%20Blade), [Corpse Compass](Corpse%20Compass), [Coyote Cloak](Coyote%20Cloak), [Crystal Ball](../Items/Held%20Items/Crystal%20Ball.md), [Cunning](Cunning), [Darkvision Scope](Darkvision%20Scope), [Detector Stone](Detector%20Stone), [Diadem of Intellect](Diadem%20of%20Intellect), [Diviner's Nose Chain](Diviner's%20Nose%20Chain), [Dragon's Eye Charm](Dragon's%20Eye%20Charm), [Dust of Appearance](Dust%20of%20Appearance), [Earthsight Box](Earthsight%20Box), [Empathic Cords](Empathic%20Cords), [Endless Grimoire](Endless%20Grimoire), [Enhanced Hearing Aid](Enhanced%20Hearing%20Aid), [Envisioning Mask](Envisioning%20Mask), [Ethersight Ring](Ethersight%20Ring), [Exploration Lens](Exploration%20Lens), [Eye of Apprehension](Eye%20of%20Apprehension), [Eye of Enlightenment](Eye%20of%20Enlightenment), [Eye of Fortune](Eye%20of%20Fortune), [Eye of the Unseen](Eye%20of%20the%20Unseen), [Eye of the Wise](Eye%20of%20the%20Wise), [Forgotten Shell](Forgotten%20Shell), [Gallows Tooth](Gallows%20Tooth), [Genealogy Mask](Genealogy%20Mask), [Genius Diadem](Genius%20Diadem), [Glasses of Sociability](Glasses%20of%20Sociability), [Goblin-Eye Orb](Goblin-Eye%20Orb), [Golden-Cased Bullet](Golden-Cased%20Bullet), [Grim Ring](Grim%20Ring), [Grimoire of Unknown Necessities](Grimoire%20of%20Unknown%20Necessities), [Gyroscopic Stabilizer](Gyroscopic%20Stabilizer), [Hag Eye](../Items/Worn%20Items/Other%20Worn%20Items/Hag%20Eye.md), [Halcyon Heart](Halcyon%20Heart), [Hunter's Bane](Hunter's%20Bane), [Impulse Control](Impulse%20Control), [Ixamè's Eye](Ixamè's%20Eye), [Librarian's Baton](Librarian's%20Baton), [Luck Blade](Luck%20Blade), [Lucky Rabbit's Foot](Lucky%20Rabbit's%20Foot), [Magical Hearing Aid](Magical%20Hearing%20Aid), [Magnifying Glass of Elucidation](Magnifying%20Glass%20of%20Elucidation), [Magnifying Scope](Magnifying%20Scope), [Mail of Luck](Mail%20of%20Luck), [Mentalist's Staff](Mentalist's%20Staff), [Mistranslator's Draft](Mistranslator's%20Draft), [Miter of Communion](Miter%20of%20Communion), [Moonlit Chain](Moonlit%20Chain), [Moonstone Diadem](Moonstone%20Diadem), [Mortar of Hidden Meaning](Mortar%20of%20Hidden%20Meaning), [Mummified Bat](Mummified%20Bat), [Nosoi Charm](Nosoi%20Charm), [Oathbow](Oathbow), [Pactmaster's Grace](Pactmaster's%20Grace), [Pendant of the Occult](Pendant%20of%20the%20Occult), [Phylactery of Faithfulness](Phylactery%20of%20Faithfulness), [Possibility Tome](Possibility%20Tome), [Potion of Minute Echoes](Potion%20of%20Minute%20Echoes), [Potion of Shared Memories](Potion%20of%20Shared%20Memories), [Potion of Tongues](Potion%20of%20Tongues), [Predictable Silver Piece](Predictable%20Silver%20Piece), [Raven Band](Raven%20Band), [Reading Ring](Reading%20Ring), [Recording Rod](Recording%20Rod), [Ring of Maniacal Devices](Ring%20of%20Maniacal%20Devices), [Ring of Recalcitrant Wishes](Ring%20of%20Recalcitrant%20Wishes), [Ring of Wizardry](Ring%20of%20Wizardry), [Robe of Eyes](Robe%20of%20Eyes), [Scope of Truth](Scope%20of%20Truth), [Secret-Keeper's Mask](Secret-Keeper's%20Mask), [Server's Stew](Server's%20Stew), [Shortbread Spy](Shortbread%20Spy), [Skinsaw Mask](Skinsaw%20Mask), [Slates of Distant Letters](Slates%20of%20Distant%20Letters), [Society Portrait](Society%20Portrait), [Spangled Rider's Suit](Spangled%20Rider's%20Suit), [Spectacles of Understanding](Spectacles%20of%20Understanding), [Staff of Divination](Staff%20of%20Divination), [Staff of Providence](Staff%20of%20Providence), [Staff of the Black Desert](Staff%20of%20the%20Black%20Desert), [Star Chart Tattoo](Star%20Chart%20Tattoo), [Starless Scope](Starless%20Scope), [Swiftmount Saddle](Swiftmount%20Saddle), [The Whispering Reeds](The%20Whispering%20Reeds), [Third Eye](Third%20Eye), [Thurible of Revelation](Thurible%20of%20Revelation), [Tracker's Goggles](Tracker's%20Goggles), [Truesight Potion](Truesight%20Potion), [Trustworthy Round](Trustworthy%20Round), [Undead Compendium](Undead%20Compendium), [Verdant Staff](Verdant%20Staff), [Void Mirror](Void%20Mirror), [Warrior's Training Ring](Warrior's%20Training%20Ring), [Wayfinder](Wayfinder), [Whisper Briolette](Whisper%20Briolette), [Wordreaper](Wordreaper)
-
-## Feats
-
-[Beastmaster Bond](Beastmaster%20Bond), [Black Cat Curse](Black%20Cat%20Curse), [Brain Drain](../Spells_Rituals/Focus%20Spells/Level%201/Brain%20Drain.md), [Diviner Sense](Diviner%20Sense), [Eat Fortune](Eat%20Fortune), [Familiar's Eyes](Familiar's%20Eyes), [Familiar's Language](Familiar's%20Language), [Foreseen Failure](Foreseen%20Failure), [Glean Lore](Glean%20Lore), [Haunt Ingenuity](Haunt%20Ingenuity), [Lifesense](../Bestiary/Abilities/Lifesense.md), [Magic Sense](Magic%20Sense), [Oracular Warning](Oracular%20Warning), [Pact of Eldritch Eyes](Pact%20of%20Eldritch%20Eyes), [Pact of Infernal Prowess](Pact%20of%20Infernal%20Prowess), [Paired Link](Paired%20Link), [Read Disaster](Read%20Disaster), [Read Psychometric Resonance](Read%20Psychometric%20Resonance), [Seeker Arrow](Seeker%20Arrow), [Sixth Sense](Sixth%20Sense), [Spiritual Sense](Spiritual%20Sense), [Thoughtsense](Thoughtsense), [Timeline-Splitting Spell](Timeline-Splitting%20Spell), [True Gaze](True%20Gaze), [Vision of Foresight](Vision%20of%20Foresight), [Witch's Charge](Witch's%20Charge)
-
-## Focus Spells
-
-[Access Lore](../Spells_Rituals/Focus%20Spells/Level%203/Access%20Lore.md), [Ancestral Memories](../Spells_Rituals/Focus%20Spells/Level%201/Ancestral%20Memories.md), [Battlefield Persistence](../Spells_Rituals/Focus%20Spells/Level%203/Battlefield%20Persistence.md), [Beastmaster Trance](../Spells_Rituals/Focus%20Spells/Level%203/Beastmaster%20Trance.md), [Bit of Luck](../Spells_Rituals/Focus%20Spells/Level%201/Bit%20of%20Luck.md), [Cinder Gaze](../Spells_Rituals/Focus%20Spells/Level%201/Cinder%20Gaze.md), [Discern Secrets](../Spells_Rituals/Focus%20Spells/Cantrips/Discern%20Secrets.md), [Diviner's Sight](../Spells_Rituals/Focus%20Spells/Level%201/Diviner's%20Sight.md), [Dread Secret](../Spells_Rituals/Focus%20Spells/Level%206/Dread%20Secret.md), [Ephemeral Tracking](../Spells_Rituals/Focus%20Spells/Level%203/Ephemeral%20Tracking.md), [Extend Boost](../Spells_Rituals/Focus%20Spells/Level%201/Extend%20Boost.md), [Extend Spell](../Spells_Rituals/Focus%20Spells/Level%203/Extend%20Spell.md), [Eyes of the Dead](../Spells_Rituals/Focus%20Spells/Level%203/Eyes%20of%20the%20Dead.md), [Foresee the Path](../Spells_Rituals/Focus%20Spells/Cantrips/Foresee%20the%20Path.md), [Glimpse the Truth](../Spells_Rituals/Focus%20Spells/Level%204/Glimpse%20the%20Truth.md), [Glimpse Weakness](../Spells_Rituals/Focus%20Spells/Cantrips/Glimpse%20Weakness.md), [Heroic Feat](../Spells_Rituals/Focus%20Spells/Level%206/Heroic%20Feat.md), [Hunter's Luck](../Spells_Rituals/Focus%20Spells/Level%202/Hunter's%20Luck.md), [Hunter's Vision](../Spells_Rituals/Focus%20Spells/Level%205/Hunter's%20Vision.md), [Hyperfocus](../Spells_Rituals/Focus%20Spells/Level%201/Hyperfocus.md), [Know the Enemy](../Spells_Rituals/Focus%20Spells/Level%204/Know%20the%20Enemy.md), [Light of Revelation](../Spells_Rituals/Focus%20Spells/Level%202/Light%20of%20Revelation.md), [Loremaster's Etude](../Spells_Rituals/Focus%20Spells/Level%201/Loremaster's%20Etude.md), [Lucky Break](../Spells_Rituals/Focus%20Spells/Level%204/Lucky%20Break.md), [Manifold Lives](../Spells_Rituals/Focus%20Spells/Level%206/Manifold%20Lives.md), [Nudge Fate](../Spells_Rituals/Focus%20Spells/Cantrips/Nudge%20Fate.md), [Object Memory](../Spells_Rituals/Focus%20Spells/Level%201/Object%20Memory.md), [Omnidirectional Scan](../Spells_Rituals/Focus%20Spells/Cantrips/Omnidirectional%20Scan.md), [Path of Least Resistance](../Spells_Rituals/Focus%20Spells/Level%204/Path%20of%20Least%20Resistance.md), [Perfect Strike](../Spells_Rituals/Focus%20Spells/Level%202/Perfect%20Strike.md), [Practice Makes Perfect](../Spells_Rituals/Focus%20Spells/Level%201/Practice%20Makes%20Perfect.md), [Pulse of the City](../Spells_Rituals/Focus%20Spells/Level%204/Pulse%20of%20the%20City.md), [Read Fate](../Spells_Rituals/Focus%20Spells/Level%201/Read%20Fate.md), [Remember the Lost](../Spells_Rituals/Focus%20Spells/Level%204/Remember%20the%20Lost.md), [Scholarly Recollection](../Spells_Rituals/Focus%20Spells/Level%201/Scholarly%20Recollection.md), [Sepulchral Mask](../Spells_Rituals/Focus%20Spells/Level%201/Sepulchral%20Mask.md), [Shooting Star](../Spells_Rituals/Focus%20Spells/Level%201/Shooting%20Star.md), [Speaking Sky](../Spells_Rituals/Focus%20Spells/Level%206/Speaking%20Sky.md), [Swarmsense](../Spells_Rituals/Focus%20Spells/Level%201/Swarmsense.md), [Tempt Fate](../Spells_Rituals/Focus%20Spells/Level%204/Tempt%20Fate.md), [Vigilant Eye](../Spells_Rituals/Focus%20Spells/Level%204/Vigilant%20Eye.md), [Vision of Weakness](../Spells_Rituals/Focus%20Spells/Level%202/Vision%20of%20Weakness.md), [Weaponize Secret](../Spells_Rituals/Focus%20Spells/Level%204/Weaponize%20Secret.md), [Word of Truth](../Spells_Rituals/Focus%20Spells/Level%201/Word%20of%20Truth.md), [Zenith Star](../Spells_Rituals/Focus%20Spells/Level%201/Zenith%20Star.md)
-
-## Rituals
-
-[Arcane Weaving](../Spells_Rituals/Rituals/Level%203/Arcane%20Weaving.md), [Asmodean Wager](../Spells_Rituals/Rituals/Level%206/Asmodean%20Wager.md), [Astral Projection](../Spells_Rituals/Rituals/Level%205/Astral%20Projection.md), [Awaken Animal](../Spells_Rituals/Rituals/Level%206/Awaken%20Animal.md), [Awaken Object](../Spells_Rituals/Rituals/Level%206/Awaken%20Object.md), [Commune](../Spells_Rituals/Rituals/Level%206/Commune.md), [Commune with Nature](../Spells_Rituals/Rituals/Level%206/Commune%20with%20Nature.md), [Concealment's Curtain](../Spells_Rituals/Rituals/Level%204/Concealment's%20Curtain.md), [Contact Friends](../Spells_Rituals/Rituals/Level%203/Contact%20Friends.md), [Guardian's Aegis](../Spells_Rituals/Rituals/Level%203/Guardian's%20Aegis.md), [Legend Lore](../Spells_Rituals/Rituals/Level%207/Legend%20Lore.md), [Lucky Month](../Spells_Rituals/Rituals/Level%202/Lucky%20Month.md), [Supreme Connection](../Spells_Rituals/Rituals/Level%207/Supreme%20Connection.md), [Tattoo Whispers](../Spells_Rituals/Rituals/Level%203/Tattoo%20Whispers.md), [The World's a Stage](../Spells_Rituals/Rituals/Level%205/The%20World's%20a%20Stage.md), [Waters of Prediction](../Spells_Rituals/Rituals/Level%205/Waters%20of%20Prediction.md)
-
-## Spells
-
-[Alter Reality](../Spells_Rituals/Arcane_Tradition/Level%2010/Alter%20Reality.md), [Animal Vision](../Spells_Rituals/Arcane_Tradition/Level%203/Animal%20Vision.md), [Anticipate Peril](../Spells_Rituals/Arcane_Tradition/Level%201/Anticipate%20Peril.md), [Approximate](../Spells_Rituals/Arcane_Tradition/Cantrips/Approximate.md), [Augury](../Spells_Rituals/Arcane_Tradition/Level%202/Augury.md), [Behold the Weave](../Spells_Rituals/Arcane_Tradition/Level%203/Behold%20the%20Weave.md), [Cast into Time](../Spells_Rituals/Arcane_Tradition/Level%206/Cast%20into%20Time.md), [Catch Your Name](../Spells_Rituals/Arcane_Tradition/Level%206/Catch%20Your%20Name.md), [Clairaudience](../Spells_Rituals/Arcane_Tradition/Level%203/Clairaudience.md), [Clairvoyance](../Spells_Rituals/Arcane_Tradition/Level%204/Clairvoyance.md), [Comprehend Language](../Spells_Rituals/Arcane_Tradition/Level%202/Comprehend%20Language.md), [Countless Eyes](../Spells_Rituals/Arcane_Tradition/Level%204/Countless%20Eyes.md), [1 TTRPG/PF2e Wiki/Bestiary/Abilities/Darkvision](1%20TTRPG/PF2e%20Wiki/Bestiary/Abilities/Darkvision), [Detect Alignment](../Spells_Rituals/Arcane_Tradition/Level%201/Detect%20Alignment.md), [Detect Creator](../Spells_Rituals/Arcane_Tradition/Level%204/Detect%20Creator.md), [Detect Magic](../Spells_Rituals/Arcane_Tradition/Cantrips/Detect%20Magic.md), [Detect Poison](../Spells_Rituals/Arcane_Tradition/Level%201/Detect%20Poison.md), [Detect Scrying](../Spells_Rituals/Arcane_Tradition/Level%204/Detect%20Scrying.md), [Discern Lies](../Spells_Rituals/Arcane_Tradition/Level%204/Discern%20Lies.md), [Discern Location](../Spells_Rituals/Arcane_Tradition/Level%208/Discern%20Location.md), [Empathic Link](../Spells_Rituals/Arcane_Tradition/Level%202/Empathic%20Link.md), [Enhance Senses](../Spells_Rituals/Arcane_Tradition/Level%204/Enhance%20Senses.md), [Familiar's Face](../Spells_Rituals/Arcane_Tradition/Level%203/Familiar's%20Face.md), [Far Sight](../Spells_Rituals/Arcane_Tradition/Level%203/Far%20Sight.md), [Fated Confrontation](../Spells_Rituals/Arcane_Tradition/Level%2010/Fated%20Confrontation.md), [Focusing Hum](../Spells_Rituals/Arcane_Tradition/Level%203/Focusing%20Hum.md), [Foresight](../Spells_Rituals/Arcane_Tradition/Level%209/Foresight.md), [Forgotten Lines](../Spells_Rituals/Arcane_Tradition/Level%204/Forgotten%20Lines.md), [Ghostly Tragedy](../Spells_Rituals/Arcane_Tradition/Level%204/Ghostly%20Tragedy.md), [Guidance](../Spells_Rituals/Arcane_Tradition/Cantrips/Guidance.md), [Guiding Star](../Spells_Rituals/Arcane_Tradition/Level%202/Guiding%20Star.md), [Halcyon Infusion](../Spells_Rituals/Arcane_Tradition/Level%206/Halcyon%20Infusion.md), [Hypercognition](../Spells_Rituals/Arcane_Tradition/Level%203/Hypercognition.md), [Ill Omen](../Spells_Rituals/Arcane_Tradition/Level%201/Ill%20Omen.md), [Impeccable Flow](../Spells_Rituals/Arcane_Tradition/Level%202/Impeccable%20Flow.md), [Impending Doom](../Spells_Rituals/Arcane_Tradition/Level%203/Impending%20Doom.md), [Imprint Message](../Spells_Rituals/Arcane_Tradition/Level%201/Imprint%20Message.md), [Inevitable Disaster](../Spells_Rituals/Arcane_Tradition/Level%205/Inevitable%20Disaster.md), [Join Pasts](../Spells_Rituals/Arcane_Tradition/Cantrips/Join%20Pasts.md), [Know Direction](../Spells_Rituals/Arcane_Tradition/Cantrips/Know%20Direction.md), [Locate](../Spells_Rituals/Arcane_Tradition/Level%203/Locate.md), [Lucky Number](../Spells_Rituals/Arcane_Tradition/Level%202/Lucky%20Number.md), [Message Rune](../Spells_Rituals/Arcane_Tradition/Level%201/Message%20Rune.md), [Mind Probe](../Spells_Rituals/Arcane_Tradition/Level%205/Mind%20Probe.md), [Mind Reading](../Spells_Rituals/Arcane_Tradition/Level%203/Mind%20Reading.md), [Mindlink](../Spells_Rituals/Arcane_Tradition/Level%201/Mindlink.md), [Miracle](../Spells_Rituals/Arcane_Tradition/Level%2010/Miracle.md), [Mirecloak](../Spells_Rituals/Arcane_Tradition/Level%205/Mirecloak.md), [Modify Memory](../Spells_Rituals/Arcane_Tradition/Level%204/Modify%20Memory.md), [Nudge the Odds](../Spells_Rituals/Arcane_Tradition/Level%201/Nudge%20the%20Odds.md), [Object Reading](../Spells_Rituals/Arcane_Tradition/Level%201/Object%20Reading.md), [Organsight](../Spells_Rituals/Arcane_Tradition/Level%203/Organsight.md), [Pack Attack](../Spells_Rituals/Arcane_Tradition/Level%202/Pack%20Attack.md), [Painted Scout](../Spells_Rituals/Arcane_Tradition/Level%203/Painted%20Scout.md), [Perseis's Precautions](../Spells_Rituals/Arcane_Tradition/Level%203/Perseis's%20Precautions.md), [Pocket Library](../Spells_Rituals/Arcane_Tradition/Level%201/Pocket%20Library.md), [Primal Phenomenon](../Spells_Rituals/Arcane_Tradition/Level%2010/Primal%20Phenomenon.md), [Proliferating Eyes](../Spells_Rituals/Arcane_Tradition/Level%209/Proliferating%20Eyes.md), [Prying Eye](../Spells_Rituals/Arcane_Tradition/Level%205/Prying%20Eye.md), [Prying Survey](../Spells_Rituals/Arcane_Tradition/Level%208/Prying%20Survey.md), [Read Aura](../Spells_Rituals/Arcane_Tradition/Cantrips/Read%20Aura.md), [Read Omens](../Spells_Rituals/Arcane_Tradition/Level%204/Read%20Omens.md), [Read the Air](../Spells_Rituals/Arcane_Tradition/Cantrips/Read%20the%20Air.md), [Retrocognition](../Spells_Rituals/Arcane_Tradition/Level%207/Retrocognition.md), [1 TTRPG/PF2e Wiki/Traits/Scrying](1%20TTRPG/PF2e%20Wiki/Traits/Scrying), [Seashell of Stolen Sound](../Spells_Rituals/Arcane_Tradition/Level%201/Seashell%20of%20Stolen%20Sound.md), [See Invisibility](../Spells_Rituals/Arcane_Tradition/Level%202/See%20Invisibility.md), [Sending](../Spells_Rituals/Arcane_Tradition/Level%205/Sending.md), [Share Lore](../Spells_Rituals/Arcane_Tradition/Level%201/Share%20Lore.md), [Show the Way](../Spells_Rituals/Arcane_Tradition/Level%203/Show%20the%20Way.md), [Speak with Animals](../Spells_Rituals/Arcane_Tradition/Level%202/Speak%20with%20Animals.md), [Speak with Plants](../Spells_Rituals/Arcane_Tradition/Level%204/Speak%20with%20Plants.md), [Spirit Sense](../Spells_Rituals/Arcane_Tradition/Level%202/Spirit%20Sense.md), [Status](../Spells_Rituals/Arcane_Tradition/Level%202/Status.md), [Suspended Retribution](../Spells_Rituals/Arcane_Tradition/Level%206/Suspended%20Retribution.md), [Synchronize](../Spells_Rituals/Arcane_Tradition/Level%201/Synchronize.md), [Synesthesia](../Spells_Rituals/Arcane_Tradition/Level%205/Synesthesia.md), [Telepathic Bond](../Spells_Rituals/Arcane_Tradition/Level%205/Telepathic%20Bond.md), [Telepathy](../Spells_Rituals/Arcane_Tradition/Level%204/Telepathy.md), [Time Beacon](../Spells_Rituals/Arcane_Tradition/Level%207/Time%20Beacon.md), [Time Sense](../Spells_Rituals/Arcane_Tradition/Cantrips/Time%20Sense.md), [Timely Tutor](../Spells_Rituals/Arcane_Tradition/Level%202/Timely%20Tutor.md), [Tongues](../Spells_Rituals/Arcane_Tradition/Level%205/Tongues.md), [True Seeing](../Spells_Rituals/Arcane_Tradition/Level%206/True%20Seeing.md), [True Strike](../Spells_Rituals/Arcane_Tradition/Level%201/True%20Strike.md), [True Target](../Spells_Rituals/Arcane_Tradition/Level%207/True%20Target.md), [Unrelenting Observation](../Spells_Rituals/Arcane_Tradition/Level%208/Unrelenting%20Observation.md), [Wanderer's Guide](../Spells_Rituals/Arcane_Tradition/Level%203/Wanderer's%20Guide.md), [Web of Eyes](../Spells_Rituals/Arcane_Tradition/Level%203/Web%20of%20Eyes.md), [Web of Influence](../Spells_Rituals/Arcane_Tradition/Level%204/Web%20of%20Influence.md), [Winning Streak](../Spells_Rituals/Arcane_Tradition/Level%204/Winning%20Streak.md), [Wish](../Spells_Rituals/Arcane_Tradition/Level%2010/Wish.md)
diff --git a/content/Mechanics/Traits/Divination.md:com.amazon.drive.sync b/content/Mechanics/Traits/Divination.md:com.amazon.drive.sync
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diff --git a/content/Mechanics/Traits/Divine.md b/content/Mechanics/Traits/Divine.md
deleted file mode 100644
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-
-# 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).
-
----
-
-### Actions
-[Change Shape](Change%20Shape), [Drain Life](../Spells_Rituals/Focus%20Spells/Level%203/Drain%20Life.md), [Iron Command](Iron%20Command), [Telekinetic Assault](Telekinetic%20Assault)
-
-### Curses
-[Sword of Anathema](Sword%20of%20Anathema)
-
-### Equipment
-[Aligned Oil](Aligned%20Oil), [Ancestral Embrace](Ancestral%20Embrace), [Anointed Waterskin](Anointed%20Waterskin), [Armor of the Holy Warrior](Armor%20of%20the%20Holy%20Warrior), [Balisse Feather](Balisse%20Feather), [Blessed Ampoule](Blessed%20Ampoule), [Busine of Divine Reinforcement](Busine%20of%20Divine%20Reinforcement), [Candle of Invocation](Candle%20of%20Invocation), [Cane of the Maelstrom](Cane%20of%20the%20Maelstrom), [Cassock of Devotion](Cassock%20of%20Devotion), [Celestial Armor](Celestial%20Armor), [Celestial Peach](Celestial%20Peach), [Crying Angel Pendant](Crying%20Angel%20Pendant), [Dawnlight](Dawnlight), [Daylight Vapor](Daylight%20Vapor), [Death Knell Powder](Death%20Knell%20Powder), [Demon Armor](Demon%20Armor), [Fearweed](Fearweed), [Forgefather's Seal](Forgefather's%20Seal), [Fu Water](Fu%20Water), [Grim Ring](Grim%20Ring), [Guardian Shield](Guardian%20Shield), [Guiding Star](../Spells_Rituals/Arcane_Tradition/Level%202/Guiding%20Star.md), [Holy Avenger](Holy%20Avenger), [Holy Prayer Beads](Holy%20Prayer%20Beads), [Holy Steam Ball](Holy%20Steam%20Ball), [Holy Water](../Items/Consumables/Holy%20Water.md), [Hundred-Moth Caress](Hundred-Moth%20Caress), [Hunger Oil](Hunger%20Oil), [Hunter's Brooch](Hunter's%20Brooch), [Jax](Jax), [Knight Captain's Lance](Knight%20Captain's%20Lance), [Kortos Diamond](Kortos%20Diamond), [Lady's Chalice](Lady's%20Chalice), [Liar's Demise](Liar's%20Demise), [Life Salt](Life%20Salt), [Lifeblight Residue](Lifeblight%20Residue), [Martyr's Shield](Martyr's%20Shield), [Oath of the Devoted](Oath%20of%20the%20Devoted), [Phylactery of Faithfulness](Phylactery%20of%20Faithfulness), [Piereta](Piereta), [Radiant Lance](Radiant%20Lance), [Repulsion Resin](Repulsion%20Resin), [Serithtial](Serithtial), [Shot of the First Vault](Shot%20of%20the%20First%20Vault), [Sight-Theft Grit](Sight-Theft%20Grit), [Skinsaw Mask](Skinsaw%20Mask), [Spectral Nightshade](Spectral%20Nightshade), [Spell-Eating Pitch](Spell-Eating%20Pitch), [Starless Scope](Starless%20Scope), [Thurible of Revelation](Thurible%20of%20Revelation), [Torag's Silver Anvil](Torag's%20Silver%20Anvil), [Unholy Water](Unholy%20Water)
-
-### Feats
-[Align Armament](Align%20Armament), [Bat Form](Bat%20Form), [Battle Prayer](Battle%20Prayer), [Bless Shield](Bless%20Shield), [Calaca's Showstopper](Calaca's%20Showstopper), [Celestial Wings](Celestial%20Wings), [Channel Smite](Channel%20Smite), [Coffin Bound](Coffin%20Bound), [Corrupted Shield](Corrupted%20Shield), [Daywalker](Daywalker), [Desiccating Inhalation](Desiccating%20Inhalation), [Devil in Plain Sight](Devil%20in%20Plain%20Sight), [Divine Aegis](Divine%20Aegis), [Divine Disharmony](Divine%20Disharmony), [Divine Evolution](Divine%20Evolution), [Eat Fortune](Eat%20Fortune), [Everdistant Defense](Everdistant%20Defense), [Festering Wound](Festering%20Wound), [Fiendish Wings](Fiendish%20Wings), [Final Form](Final%20Form), [Flame Jump](Flame%20Jump), [Forge-Blessed Shot](Forge-Blessed%20Shot), [Form of the Bat](Form%20of%20the%20Bat), [Frightful Moan](Frightful%20Moan), [Ghost Wrangler](Ghost%20Wrangler), [Glean Lore](Glean%20Lore), [Guardian Ghosts](Guardian%20Ghosts), [Haunt Ingenuity](Haunt%20Ingenuity), [Holy Light](Holy%20Light), [Liberate Soul](Liberate%20Soul), [Lifesense](../Bestiary/Abilities/Lifesense.md), [Mummy's Despair](Mummy's%20Despair), [Olethros's Decree](Olethros's%20Decree), [Oracular Warning](Oracular%20Warning), [Pact of Infernal Prowess](Pact%20of%20Infernal%20Prowess), [Pact of the Final Breath](Pact%20of%20the%20Final%20Breath), [Radiate Glory](Radiate%20Glory), [Sacred Defense](Sacred%20Defense), [Safeguard Soul](Safeguard%20Soul), [Scapegoat Parallel Self](Scapegoat%20Parallel%20Self), [Semblance of Life](Semblance%20of%20Life), [Spiral Sworn](Spiral%20Sworn), [Spirits' Interference](Spirits'%20Interference), [Spiritual Sense](Spiritual%20Sense), [Storm Shroud](Storm%20Shroud), [Terrain Form](Terrain%20Form), [Their Master's Call](Their%20Master's%20Call), [Tomb-Watcher's Glare](Tomb-Watcher's%20Glare), [Turn to Mist](Turn%20to%20Mist)
-
-### Focus Spells
-[Battlefield Persistence](../Spells_Rituals/Focus%20Spells/Level%203/Battlefield%20Persistence.md)
-
-### Hazards
-[Crystal Pin](Crystal%20Pin), [Planar Tear](Planar%20Tear), [Storm Discharge](Storm%20Discharge)
-
-### Monsters
-[Divine Warden Of Brigh](Divine%20Warden%20Of%20Brigh)
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diff --git a/content/Mechanics/Traits/Downtime.md b/content/Mechanics/Traits/Downtime.md
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-# 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.
-
----
-
-### Actions
-[Bribe Contact](../Activities/Bribe%20Contact.md), [Craft](../Activities/Craft.md), [Craft Disharmonic Instrument](../Activities/Craft%20Disharmonic%20Instrument.md), [Cram](../Activities/Cram.md), [Create Forgery](../Activities/Create%20Forgery.md), [Earn Income](../Rules/Actions/Earn%20Income.md), [Forge Documents](../Activities/Forge%20Documents.md), [Gain Contact](../Activities/Gain%20Contact.md), [Gossip](../Activities/Gossip.md), [Learn Name](../Activities/Learn%20Name.md), [Long-Term Rest](../Activities/Long-Term%20Rest.md), [Practical Research](../Activities/Practical%20Research.md), [Retraining](../Activities/Retraining.md), [Scout Location](../Activities/Scout%20Location.md), [Secure Disguises](../Activities/Secure%20Disguises.md), [Study](../Activities/Study.md), [Subsist](../Activities/Subsist.md), [Treat Disease](../Activities/Treat%20Disease.md)
-
-### Feats
-[A Home in Every Port](A%20Home%20in%20Every%20Port), [Bonded Animal](Bonded%20Animal), [Embed Aeon Stone](Embed%20Aeon%20Stone), [Influence Nature](Influence%20Nature), [Inventor](Inventor), [Train Animal](Train%20Animal), [Warren Friend](Warren%20Friend)
-
-### Skills
-[Craft](../Activities/Craft.md), [Create Forgery](../Activities/Create%20Forgery.md), [Treat Disease](../Activities/Treat%20Disease.md)
-
-### Skills (General)
-[Earn Income](../Rules/Actions/Earn%20Income.md), [Subsist](../Activities/Subsist.md)
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-# 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).
-
----
-
-### Eidolons
-[Dragon Eidolon](../Bestiary/Companions/Eidolons/Dragon%20Eidolon.md)
-
-### Monsters
-[Adult Black Dragon](Adult%20Black%20Dragon), [Adult Blue Dragon](Adult%20Blue%20Dragon), [Adult Brass Dragon](Adult%20Brass%20Dragon), [Adult Brine Dragon](Adult%20Brine%20Dragon), [Adult Bronze Dragon](Adult%20Bronze%20Dragon), [Adult Cloud Dragon](Adult%20Cloud%20Dragon), [Adult Copper Dragon](Adult%20Copper%20Dragon), [Adult Crystal Dragon](Adult%20Crystal%20Dragon), [Adult Forest Dragon](Adult%20Forest%20Dragon), [Adult Gold Dragon](Adult%20Gold%20Dragon), [Adult Green Dragon](Adult%20Green%20Dragon), [Adult Magma Dragon](Adult%20Magma%20Dragon), [Adult Red Dragon](Adult%20Red%20Dragon), [Adult Sea Dragon](Adult%20Sea%20Dragon), [Adult Silver Dragon](Adult%20Silver%20Dragon), [Adult Sky Dragon](Adult%20Sky%20Dragon), [Adult Sovereign Dragon](Adult%20Sovereign%20Dragon), [Adult Umbral Dragon](Adult%20Umbral%20Dragon), [Adult Underworld Dragon](Adult%20Underworld%20Dragon), [Adult White Dragon](Adult%20White%20Dragon), [Ancient Black Dragon](Ancient%20Black%20Dragon), [Ancient Blue Dragon](Ancient%20Blue%20Dragon), [Ancient Brass Dragon](Ancient%20Brass%20Dragon), [Ancient Brine Dragon](Ancient%20Brine%20Dragon), [Ancient Bronze Dragon](Ancient%20Bronze%20Dragon), [Ancient Cloud Dragon](Ancient%20Cloud%20Dragon), [Ancient Copper Dragon](Ancient%20Copper%20Dragon), [Ancient Crystal Dragon](Ancient%20Crystal%20Dragon), [Ancient Forest Dragon](Ancient%20Forest%20Dragon), [Ancient Gold Dragon](Ancient%20Gold%20Dragon), [Ancient Green Dragon](Ancient%20Green%20Dragon), [Ancient Magma Dragon](Ancient%20Magma%20Dragon), [Ancient Red Dragon](Ancient%20Red%20Dragon), [Ancient Sea Dragon](Ancient%20Sea%20Dragon), [Ancient Silver Dragon](Ancient%20Silver%20Dragon), [Ancient Sky Dragon](Ancient%20Sky%20Dragon), [Ancient Sovereign Dragon](Ancient%20Sovereign%20Dragon), [Ancient Umbral Dragon](Ancient%20Umbral%20Dragon), [Ancient Underworld Dragon](Ancient%20Underworld%20Dragon), [Ancient White Dragon](Ancient%20White%20Dragon), [Bida](Bida), [Cairn Linnorm](Cairn%20Linnorm), [Crag Linnorm](Crag%20Linnorm), [Desert Drake](Desert%20Drake), [Dracolisk](Dracolisk), [Dragon Turtle](Dragon%20Turtle), [Elder Wyrmwraith](Elder%20Wyrmwraith), [Faerie Dragon](Faerie%20Dragon), [Fafnheir](Fafnheir), [Fjord Linnorm](Fjord%20Linnorm), [Flame Drake](Flame%20Drake), [Frost Drake](Frost%20Drake), [Grauladon](Grauladon), [House Drake](House%20Drake), [Ice Linnorm](Ice%20Linnorm), [I'iko Dragon](I'iko%20Dragon), [Jabberwock](Jabberwock), [Jungle Drake](Jungle%20Drake), [Kongamato](Kongamato), [Mutant Desert Drake](Mutant%20Desert%20Drake), [Najra Lizard](Najra%20Lizard), [Peluda](Peluda), [Prairie Drake](Prairie%20Drake), [Ravener](Ravener), [Ravener Husk](Ravener%20Husk), [River Drake](River%20Drake), [Sea Drake](Sea%20Drake), [Shadow Drake](Shadow%20Drake), [Shoal Linnorm](Shoal%20Linnorm), [Taiga Linnorm](Taiga%20Linnorm), [Tarn Linnorm](Tarn%20Linnorm), [Tatzlwyrm](Tatzlwyrm), [Tor Linnorm](Tor%20Linnorm), [Wyrmwraith](Wyrmwraith), [Wyvern](Wyvern), [Young Black Dragon](Young%20Black%20Dragon), [Young Blue Dragon](Young%20Blue%20Dragon), [Young Brass Dragon](Young%20Brass%20Dragon), [Young Brine Dragon](Young%20Brine%20Dragon), [Young Bronze Dragon](Young%20Bronze%20Dragon), [Young Cloud Dragon](Young%20Cloud%20Dragon), [Young Copper Dragon](Young%20Copper%20Dragon), [Young Crystal Dragon](Young%20Crystal%20Dragon), [Young Forest Dragon](Young%20Forest%20Dragon), [Young Gold Dragon](Young%20Gold%20Dragon), [Young Green Dragon](Young%20Green%20Dragon), [Young Linnorm](Young%20Linnorm), [Young Magma Dragon](Young%20Magma%20Dragon), [Young Red Dragon](Young%20Red%20Dragon), [Young Sea Dragon](Young%20Sea%20Dragon), [Young Silver Dragon](Young%20Silver%20Dragon), [Young Sky Dragon](Young%20Sky%20Dragon), [Young Sovereign Dragon](Young%20Sovereign%20Dragon), [Young Umbral Dragon](Young%20Umbral%20Dragon), [Young Underworld Dragon](Young%20Underworld%20Dragon), [Young White Dragon](Young%20White%20Dragon), [Zombie Dragon](Zombie%20Dragon), [Zomok](Zomok)
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-# Druid
-#pf2e/trait
-*Source* Core Rulebook pg. 631 3.0
-
-This indicates abilities from the druid class.
-
----
-
-### Feats
-[Advanced Elemental Spell](Advanced%20Elemental%20Spell), [Animal Companion](Animal%20Companion), [Apex Companion](../Spells_Rituals/Focus%20Spells/Level%2010/Apex%20Companion.md), [Bizarre Transformation](Bizarre%20Transformation), [Call of the Wild](Call%20of%20the%20Wild), [Can't you See?](Can't%20you%20See?), [Cryptic Spell](Cryptic%20Spell), [Current Spell](Current%20Spell), [Deimatic Display](Deimatic%20Display), [Dragon Shape](Dragon%20Shape), [Eerie Environs](Eerie%20Environs), [Eerie Proclamation](Eerie%20Proclamation), [Eerie Traces](Eerie%20Traces), [Effortless Concentration](Effortless%20Concentration), [Elemental Shape](Elemental%20Shape), [Elemental Summons](Elemental%20Summons), [Enhanced Familiar](Enhanced%20Familiar), [Ferocious Shape](Ferocious%20Shape), [Fey Caller](Fey%20Caller), [Fiery Retort](Fiery%20Retort), [Fire Lung](Fire%20Lung), [Fire Resistance](Fire%20Resistance), [Forgotten Presence](Forgotten%20Presence), [Form Control](Form%20Control), [Green Empathy](Green%20Empathy), [Green Tongue](Green%20Tongue), [Harden Flesh](Harden%20Flesh), [Healing Transformation](Healing%20Transformation), [Heart of the Kaiju](Heart%20of%20the%20Kaiju), [Hierophant's Power](Hierophant's%20Power), [Impaling Briars](../Spells_Rituals/Focus%20Spells/Level%208/Impaling%20Briars.md), [Incredible Companion (Druid)](Incredible%20Companion%20(Druid)), [Insect Shape](Insect%20Shape), [Invoke Disaster](Invoke%20Disaster), [Irezoko Tattoo](Irezoko%20Tattoo), [Leshy Familiar](Leshy%20Familiar), [Leshy Familiar Secrets](Leshy%20Familiar%20Secrets), [Leyline Conduit](Leyline%20Conduit), [Mature Animal Companion (Druid)](Mature%20Animal%20Companion%20(Druid)), [Monstrosity Shape](Monstrosity%20Shape), [Natural Swimmer](Natural%20Swimmer), [Necromantic Deflection](Necromantic%20Deflection), [Order Explorer](Order%20Explorer), [Order Magic](Order%20Magic), [Overwhelming Energy](Overwhelming%20Energy), [Perfect Form Control](Perfect%20Form%20Control), [Pesh Skin](Pesh%20Skin), [Plant Shape](Plant%20Shape), [Poison Resistance](Poison%20Resistance), [Primal Aegis](Primal%20Aegis), [Primal Focus](Primal%20Focus), [Primal Summons](../Spells_Rituals/Focus%20Spells/Level%206/Primal%20Summons.md), [Primal Wellspring](Primal%20Wellspring), [Pristine Weapon](Pristine%20Weapon), [Purifying Spell](Purifying%20Spell), [Reach Spell](Reach%20Spell), [Reactive Transformation](Reactive%20Transformation), [Sheltering Cave](Sheltering%20Cave), [Shore Step](Shore%20Step), [Side by Side (Druid)](Side%20by%20Side%20(Druid)), [Soaring Shape](Soaring%20Shape), [Sow Spell](Sow%20Spell), [Specialized Companion (Druid)](Specialized%20Companion%20(Druid)), [Steady Spellcasting](Steady%20Spellcasting), [Steadying Stone](Steadying%20Stone), [Storm Born](Storm%20Born), [Storm Retribution](Storm%20Retribution), [Thousand Faces](Thousand%20Faces), [Timeless Nature](Timeless%20Nature), [True Shapeshifter](True%20Shapeshifter), [Verdant Metamorphosis](Verdant%20Metamorphosis), [Verdant Presence](Verdant%20Presence), [Verdant Weapon](Verdant%20Weapon), [Wandering Oasis](Wandering%20Oasis), [Widen Spell](Widen%20Spell), [Wild Shape](../Spells_Rituals/Focus%20Spells/Level%201/Wild%20Shape.md), [Wind Caller](Wind%20Caller), [Woodland Stride](Woodland%20Stride)
-
-### Focus Spells
-[Apex Companion](../Spells_Rituals/Focus%20Spells/Level%2010/Apex%20Companion.md), [Combustion](../Spells_Rituals/Focus%20Spells/Level%203/Combustion.md), [Crushing Ground](../Spells_Rituals/Focus%20Spells/Level%201/Crushing%20Ground.md), [Goodberry](../Spells_Rituals/Focus%20Spells/Level%201/Goodberry.md), [Heal Animal](../Spells_Rituals/Focus%20Spells/Level%201/Heal%20Animal.md), [Impaling Briars](../Spells_Rituals/Focus%20Spells/Level%208/Impaling%20Briars.md), [Powerful Inhalation](../Spells_Rituals/Focus%20Spells/Level%203/Powerful%20Inhalation.md), [Primal Summons](../Spells_Rituals/Focus%20Spells/Level%206/Primal%20Summons.md), [Pulverizing Cascade](../Spells_Rituals/Focus%20Spells/Level%203/Pulverizing%20Cascade.md), [Rising Surf](../Spells_Rituals/Focus%20Spells/Level%201/Rising%20Surf.md), [Stone Lance](../Spells_Rituals/Focus%20Spells/Level%203/Stone%20Lance.md), [Storm Lord](../Spells_Rituals/Focus%20Spells/Level%209/Storm%20Lord.md), [Stormwind Flight](../Spells_Rituals/Focus%20Spells/Level%204/Stormwind%20Flight.md), [Tempest Surge](../Spells_Rituals/Focus%20Spells/Level%201/Tempest%20Surge.md), [Updraft](../Spells_Rituals/Focus%20Spells/Level%201/Updraft.md), [Wild Morph](../Spells_Rituals/Focus%20Spells/Level%201/Wild%20Morph.md), [Wild Shape](../Spells_Rituals/Focus%20Spells/Level%201/Wild%20Shape.md), [Wildfire](../Spells_Rituals/Focus%20Spells/Level%201/Wildfire.md)
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-
-# Earth
-#pf2e/trait
-*Source* Core Rulebook pg. 631
-
-Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.
-
----
-
-### Equipment
-[Big Rock Bullet](Big%20Rock%20Bullet), [Crystal Shards](Crystal%20Shards), [Drum of Upheaval](Drum%20of%20Upheaval), [Earthglide Cloak](Earthglide%20Cloak), [Jar of Shifting Sands](Jar%20of%20Shifting%20Sands), [Mud Bomb](Mud%20Bomb), [Ring of Stoneshifting](Ring%20of%20Stoneshifting), [Shoony Shovel](Shoony%20Shovel), [Stoneraiser Javelin](Stoneraiser%20Javelin), [Trinity Geode](Trinity%20Geode), [Wayfinder](Wayfinder)
-
-### Feats
-[Harden Flesh](Harden%20Flesh), [Rockslide Spell](Rockslide%20Spell), [Sheltering Cave](Sheltering%20Cave), [Terraforming Spell](Terraforming%20Spell)
-
-### Focus Spells
-[Crushing Ground](../Spells_Rituals/Focus%20Spells/Level%201/Crushing%20Ground.md), [Hurtling Stone](../Spells_Rituals/Focus%20Spells/Level%201/Hurtling%20Stone.md), [Localized Quake](../Spells_Rituals/Focus%20Spells/Level%204/Localized%20Quake.md), [Stone Lance](../Spells_Rituals/Focus%20Spells/Level%203/Stone%20Lance.md)
-
-### Monsters
-[Adult Copper Dragon](Adult%20Copper%20Dragon), [Adult Crystal Dragon](Adult%20Crystal%20Dragon), [Adult Sovereign Dragon](Adult%20Sovereign%20Dragon), [Ancient Copper Dragon](Ancient%20Copper%20Dragon), [Ancient Crystal Dragon](Ancient%20Crystal%20Dragon), [Ancient Sovereign Dragon](Ancient%20Sovereign%20Dragon), [Animated Statue](Animated%20Statue), [Ararda](Ararda), [Bauble Beast](Bauble%20Beast), [Carnivorous Crystal](Carnivorous%20Crystal), [Cavern Troll](Cavern%20Troll), [Cobblebone Swarm](Cobblebone%20Swarm), [Cobbleswarm](Cobbleswarm), [Consonite Choir](Consonite%20Choir), [Dalos](Dalos), [Desert Drake](Desert%20Drake), [Duende](Duende), [Dust Mephit](Dust%20Mephit), [Earth Mephit](Earth%20Mephit), [Earth Wisp](Earth%20Wisp), [Earthen Destrier](Earthen%20Destrier), [Elemental Avalanche](Elemental%20Avalanche), [Gargoyle](Gargoyle), [Giant Animated Statue](Giant%20Animated%20Statue), [Granite Glyptodont](Granite%20Glyptodont), [Grikkitog](Grikkitog), [Guecubu](Guecubu), [Hill Giant](Hill%20Giant), [Irlgaunt](Irlgaunt), [Jungle Drake](Jungle%20Drake), [Lampad](Lampad), [Lampad Queen](Lampad%20Queen), [Lerritan](Lerritan), [Living Boulder](Living%20Boulder), [Living Landslide](Living%20Landslide), [Mudwretch](Mudwretch), [Mutant Desert Drake](Mutant%20Desert%20Drake), [Ooze Mephit](Ooze%20Mephit), [Prairie Drake](Prairie%20Drake), [Sand Sentry](Sand%20Sentry), [Shaitan](Shaitan), [Sod Hound](Sod%20Hound), [Stone Giant](Stone%20Giant), [Stone Mauler](Stone%20Mauler), [Sturzstromer](Sturzstromer), [Stygira](Stygira), [Temteki](Temteki), [Xorn](Xorn), [Young Copper Dragon](Young%20Copper%20Dragon), [Young Crystal Dragon](Young%20Crystal%20Dragon), [Young Sovereign Dragon](Young%20Sovereign%20Dragon), [Zaramuun](Zaramuun), [Zetogeki](Zetogeki)
-
-### Planes
-[Plane of Earth](Plane%20of%20Earth)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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diff --git a/content/Mechanics/Traits/Eidolon.md b/content/Mechanics/Traits/Eidolon.md
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-# 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.)
-
-
----
-
-### Actions
-Beast's Charge, Breath Weapon, Draconic Frenzy, Drain Life, Dutiful Retaliation, Field of Roots, Furious Strike, Primal Roar, Seething Frenzy, Tendril Strike, Visions of Sin, Whirlwind Maul, Wyrm's Breath
-
-### Eidolons
-[Angel Eidolon](../Bestiary/Companions/Eidolons/Angel%20Eidolon.md), [Anger Phantom Eidolon](../Bestiary/Companions/Eidolons/Anger%20Phantom%20Eidolon.md), [Beast Eidolon](../Bestiary/Companions/Eidolons/Beast%20Eidolon.md), [Construct Eidolon](../Bestiary/Companions/Eidolons/Construct%20Eidolon.md), [Demon Eidolon](../Bestiary/Companions/Eidolons/Demon%20Eidolon.md), [Devotion Phantom Eidolon](../Bestiary/Companions/Eidolons/Devotion%20Phantom%20Eidolon.md), [Dragon Eidolon](../Bestiary/Companions/Eidolons/Dragon%20Eidolon.md), [Fey Eidolon](../Bestiary/Companions/Eidolons/Fey%20Eidolon.md), [Plant Eidolon](../Bestiary/Companions/Eidolons/Plant%20Eidolon.md), [Psychopomp Eidolon](../Bestiary/Companions/Eidolons/Psychopomp%20Eidolon.md), [Undead Eidolon](../Bestiary/Companions/Eidolons/Undead%20Eidolon.md)
-
-### Equipment
-[Collar of the Eternal Bond](Collar%20of%20the%20Eternal%20Bond), [Stampede Medallion](Stampede%20Medallion)
-
-### Feats
-[Blood Frenzy](Blood%20Frenzy), [Constricting Hold](Constricting%20Hold), [Defend Summoner](Defend%20Summoner), [Eidolon's Opportunity](Eidolon's%20Opportunity), [Glider Form](Glider%20Form), [Merciless Rend](Merciless%20Rend), [Shrink Down](Shrink%20Down), [Trample](Trample)
-
-### Focus Spells
-[1 TTRPG/PF2e Wiki/Feats/General/Eidolon's Wrath](1%20TTRPG/PF2e%20Wiki/Feats/General/Eidolon's%20Wrath)
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-
-# Electricity
-#pf2e/trait
-*Source* Core Rulebook pg. 631
-
-Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
-
----
-
-### Equipment
-[Aquarium Lamp](Aquarium%20Lamp), [Blade of the Black Sovereign](Blade%20of%20the%20Black%20Sovereign), [Bottled Lightning](Bottled%20Lightning), [Death Coil](Death%20Coil), [Electrocable](Electrocable), [Four-Ways Dogslicer](Four-Ways%20Dogslicer), [Javelin of Lightning](Javelin%20of%20Lightning), [Potion of Grounding](Potion%20of%20Grounding), [Shock](../Items/Runes/Weapon%20Property%20Runes/Shock.md), [Sky Serpent Bolt](Sky%20Serpent%20Bolt), [Spirit Snare](Spirit%20Snare), [Static Snare](Static%20Snare), [Storm Arrow](Storm%20Arrow), [Storm Chair](Storm%20Chair), [Storm Flash](Storm%20Flash), [Storm Hammer](Storm%20Hammer), [Wand of Crackling Lightning](Wand%20of%20Crackling%20Lightning), [Wet Shock Snare](Wet%20Shock%20Snare)
-
-### Feats
-[Cross the Final Horizon](Cross%20the%20Final%20Horizon), [Electric Counter](Electric%20Counter), [Heaven's Thunder](Heaven's%20Thunder), [Megavolt](Megavolt)
-
-### Focus Spells
-[Bottle the Storm](../Spells_Rituals/Focus%20Spells/Level%204/Bottle%20the%20Storm.md), [Charged Javelin](../Spells_Rituals/Focus%20Spells/Level%201/Charged%20Javelin.md), [Electrified Crystal Ward](../Spells_Rituals/Focus%20Spells/Level%203/Electrified%20Crystal%20Ward.md), [For Love, For Lightning](../Spells_Rituals/Focus%20Spells/Level%206/For%20Love,%20For%20Lightning.md), [Storm Lord](../Spells_Rituals/Focus%20Spells/Level%209/Storm%20Lord.md), [Tempest Surge](../Spells_Rituals/Focus%20Spells/Level%201/Tempest%20Surge.md), [Wronged Monk's Wrath](../Spells_Rituals/Focus%20Spells/Level%205/Wronged%20Monk's%20Wrath.md)
-
-### Hazards
-[Electric Latch Rune](../Hazards/Electric%20Latch%20Rune.md), [Insistent Privacy Fence](Insistent%20Privacy%20Fence), [Storm Discharge](Storm%20Discharge)
-
-### Monsters
-[Adult Blue Dragon](Adult%20Blue%20Dragon), [Adult Sky Dragon](Adult%20Sky%20Dragon), [Ancient Blue Dragon](Ancient%20Blue%20Dragon), [Ancient Sky Dragon](Ancient%20Sky%20Dragon), [Behir](Behir), [Mpeshi](Mpeshi), [Sard](Sard), [Shock Zombie](Shock%20Zombie), [Storm Hag](Storm%20Hag), [Thunderbird](Thunderbird), [Tzitzimitl](Tzitzimitl), [Young Blue Dragon](Young%20Blue%20Dragon), [Young Sky Dragon](Young%20Sky%20Dragon)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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-# 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.
-
----
-
-### Monsters
-[Adult Brine Dragon](Adult%20Brine%20Dragon), [Adult Cloud Dragon](Adult%20Cloud%20Dragon), [Adult Crystal Dragon](Adult%20Crystal%20Dragon), [Adult Magma Dragon](Adult%20Magma%20Dragon), [Air Mephit](Air%20Mephit), [Air Wisp](Air%20Wisp), [Ancient Brine Dragon](Ancient%20Brine%20Dragon), [Ancient Cloud Dragon](Ancient%20Cloud%20Dragon), [Ancient Crystal Dragon](Ancient%20Crystal%20Dragon), [Ancient Magma Dragon](Ancient%20Magma%20Dragon), [Ararda](Ararda), [Azer](Azer), [Belker](Belker), [Blizzardborn](Blizzardborn), [Brine Shark](Brine%20Shark), [Cinder Rat](Cinder%20Rat), [Consonite Choir](Consonite%20Choir), [Djinni](Djinni), [Dust Mephit](Dust%20Mephit), [Earth Mephit](Earth%20Mephit), [Earth Wisp](Earth%20Wisp), [Earthen Destrier](Earthen%20Destrier), [Efreeti](Efreeti), [Elemental Avalanche](Elemental%20Avalanche), [Elemental Hurricane](Elemental%20Hurricane), [Elemental Inferno](Elemental%20Inferno), [Elemental Tsunami](Elemental%20Tsunami), [Elemental Vessel, Water](Elemental%20Vessel,%20Water), [Ember Fox](Ember%20Fox), [Filth Fire](Filth%20Fire), [Fire Mephit](Fire%20Mephit), [Fire Wisp](Fire%20Wisp), [Firewyrm](Firewyrm), [Granite Glyptodont](Granite%20Glyptodont), [Ice Mephit](Ice%20Mephit), [Icewyrm](Icewyrm), [Icicle Snake](Icicle%20Snake), [Invisible Stalker](Invisible%20Stalker), [Janni](Janni), [Ledalusca](Ledalusca), [Lerritan](Lerritan), [Living Boulder](Living%20Boulder), [Living Landslide](Living%20Landslide), [Living Thunderclap](Living%20Thunderclap), [Living Waterfall](Living%20Waterfall), [Living Whirlwind](Living%20Whirlwind), [Living Wildfire](Living%20Wildfire), [Magma Scorpion](Magma%20Scorpion), [Marid](Marid), [Melody On The Wind](Melody%20On%20The%20Wind), [Mist Stalker](Mist%20Stalker), [Mudwretch](Mudwretch), [Muurfeli](Muurfeli), [Ooze Mephit](Ooze%20Mephit), [Quatoid](Quatoid), [Salamander](Salamander), [Sand Sentry](Sand%20Sentry), [Shaitan](Shaitan), [Sod Hound](Sod%20Hound), [Spark Bat](Spark%20Bat), [Steam Mephit](Steam%20Mephit), [Stone Mauler](Stone%20Mauler), [Storm Lord](Bestiary/Storm%20Lord), [Striding Fire](Striding%20Fire), [Temteki](Temteki), [Tidal Master](Tidal%20Master), [Uthul](Uthul), [Water Mephit](Water%20Mephit), [Water Wisp](Water%20Wisp), [Xorn](Xorn), [Young Brine Dragon](Young%20Brine%20Dragon), [Young Cloud Dragon](Young%20Cloud%20Dragon), [Young Crystal Dragon](Young%20Crystal%20Dragon), [Young Magma Dragon](Young%20Magma%20Dragon), [Zaramuun](Zaramuun), [Zephyr Hawk](Zephyr%20Hawk)
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diff --git a/content/Mechanics/Traits/Emotion.md b/content/Mechanics/Traits/Emotion.md
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-# 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.
-
----
-
-### Actions
-[Badger Rage](Badger%20Rage), [Coerce](../Rules/Actions/Coerce.md), [Demoralize](../Rules/Actions/Demoralize.md), [Grim Swagger](Grim%20Swagger), [Iron Command](Iron%20Command), [Mesmerizing Performance](Mesmerizing%20Performance), [Rage](Rage), [Rally](Rally), [Restore the Mind](Restore%20the%20Mind), [Ring Bell](Ring%20Bell), [Screaming Skull](Screaming%20Skull), [Seething Frenzy](Seething%20Frenzy), [Visions of Sin](Visions%20of%20Sin)
-
-### Curses
-[Reviled of Nature](Reviled%20of%20Nature), [Sellsword's Folly](Sellsword's%20Folly)
-
-### Equipment
-[Dread](Dread), [Dread Ampoule](Dread%20Ampoule), [Dread Blindfold](Dread%20Blindfold), [Fearsome](Fearsome), [Hex Blaster](Hex%20Blaster), [Lover's Gloves](Lover's%20Gloves), [Terrifying Ammunition](Terrifying%20Ammunition)
-
-### Feats
-[Bon Mot](Bon%20Mot), [Catchy Tune](Catchy%20Tune), [Caterwaul](Caterwaul), [Cavalier's Banner](Cavalier's%20Banner), [Command Attention](Command%20Attention), [Cringe](Cringe), [Dark Persona's Presence](Dark%20Persona's%20Presence), [Disturbing Knowledge](Disturbing%20Knowledge), [Dragon Roar](Dragon%20Roar), [Emotional Surge](Emotional%20Surge), [Empathetic Plea](Empathetic%20Plea), [Enchanting Arrow](Enchanting%20Arrow), [Enlightened Presence](Enlightened%20Presence), [Flourishing Finish](Flourishing%20Finish), [Frightful Aura](Frightful%20Aura), [Frightful Condemnation](Frightful%20Condemnation), [Frightful Moan](Frightful%20Moan), [Gorilla Pound](Gorilla%20Pound), [Grovel](Grovel), [Heroic Presence](Heroic%20Presence), [Inspiring Resilience](Inspiring%20Resilience), [Intimidating Strike](Intimidating%20Strike), [Mental Balm](Mental%20Balm), [Mesmerizing Gaze](Mesmerizing%20Gaze), [Mummy's Despair](Mummy's%20Despair), [No Cause for Alarm](No%20Cause%20for%20Alarm), [One for All](One%20for%20All), [Push Back the Dead!](Push%20Back%20the%20Dead!), [Read Psychometric Resonance](Read%20Psychometric%20Resonance), [Reveal True Name](Reveal%20True%20Name), [Scare to Death](Scare%20to%20Death), [Snap Out of It! (Marshal)](Snap%20Out%20of%20It!%20(Marshal)), [Startling Appearance (Vigilante)](Startling%20Appearance%20(Vigilante)), [Steel Yourself!](Steel%20Yourself!), [Strix Vengeance](Strix%20Vengeance), [Voice Cold as Death](Voice%20Cold%20as%20Death), [Warped Reflection](Warped%20Reflection), [Watch Your Back](Watch%20Your%20Back), [Wave the Flag](Wave%20the%20Flag), [You're Next](You're%20Next)
-
-### Focus Spells
-[Allegro](../Spells_Rituals/Focus%20Spells/Cantrips/Allegro.md), [Ancestral Touch](../Spells_Rituals/Focus%20Spells/Level%201/Ancestral%20Touch.md), [Blind Ambition](../Spells_Rituals/Focus%20Spells/Level%201/Blind%20Ambition.md), [Blinding Beauty](../Spells_Rituals/Focus%20Spells/Level%203/Blinding%20Beauty.md), [Call to Arms](../Spells_Rituals/Focus%20Spells/Level%201/Call%20to%20Arms.md), [Captivating Adoration](../Spells_Rituals/Focus%20Spells/Level%204/Captivating%20Adoration.md), [Charming Touch](../Spells_Rituals/Focus%20Spells/Level%201/Charming%20Touch.md), [Competitive Edge](../Spells_Rituals/Focus%20Spells/Level%204/Competitive%20Edge.md), [Contagious Idea](../Spells_Rituals/Focus%20Spells/Cantrips/Contagious%20Idea.md), [Delusional Pride](../Spells_Rituals/Focus%20Spells/Level%204/Delusional%20Pride.md), [Dirge of Doom](../Spells_Rituals/Focus%20Spells/Cantrips/Dirge%20of%20Doom.md), [Dread Aura](../Spells_Rituals/Focus%20Spells/Level%204/Dread%20Aura.md), [Dread Secret](../Spells_Rituals/Focus%20Spells/Level%206/Dread%20Secret.md), [Evil Eye](../Spells_Rituals/Focus%20Spells/Cantrips/Evil%20Eye.md), [Fatal Aria](../Spells_Rituals/Focus%20Spells/Level%2010/Fatal%20Aria.md), [Font of Serenity](../Spells_Rituals/Focus%20Spells/Level%204/Font%20of%20Serenity.md), [Frenzied Revelry](../Spells_Rituals/Focus%20Spells/Level%201/Frenzied%20Revelry.md), [Heart's Desire](../Spells_Rituals/Focus%20Spells/Level%203/Heart's%20Desire.md), [Hollow Heart](../Spells_Rituals/Focus%20Spells/Level%201/Hollow%20Heart.md), [Horrific Visage](../Spells_Rituals/Focus%20Spells/Level%203/Horrific%20Visage.md), [Inspire Competence](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Competence.md), [Inspire Courage](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Courage.md), [Inspire Defense](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Defense.md), [Lament](../Spells_Rituals/Focus%20Spells/Level%201/Lament.md), [Manifold Lives](../Spells_Rituals/Focus%20Spells/Level%206/Manifold%20Lives.md), [Overflowing Sorrow](../Spells_Rituals/Focus%20Spells/Level%204/Overflowing%20Sorrow.md), [Roar of the Wyrm](../Spells_Rituals/Focus%20Spells/Level%204/Roar%20of%20the%20Wyrm.md), [Sepulchral Mask](../Spells_Rituals/Focus%20Spells/Level%201/Sepulchral%20Mask.md), [Shaken Confidence](../Spells_Rituals/Focus%20Spells/Level%204/Shaken%20Confidence.md), [Shared Nightmare](../Spells_Rituals/Focus%20Spells/Level%204/Shared%20Nightmare.md), [Song of Strength](../Spells_Rituals/Focus%20Spells/Cantrips/Song%20of%20Strength.md), [Soothing Ballad](../Spells_Rituals/Focus%20Spells/Level%207/Soothing%20Ballad.md), [Soothing Words](../Spells_Rituals/Focus%20Spells/Level%201/Soothing%20Words.md), [Stoke the Heart](../Spells_Rituals/Focus%20Spells/Cantrips/Stoke%20the%20Heart.md), [Triple Time](../Spells_Rituals/Focus%20Spells/Cantrips/Triple%20Time.md), [Waking Nightmare](../Spells_Rituals/Focus%20Spells/Level%201/Waking%20Nightmare.md), [You're Mine](../Spells_Rituals/Focus%20Spells/Level%205/You're%20Mine.md), [Zeal for Battle](../Spells_Rituals/Focus%20Spells/Level%204/Zeal%20for%20Battle.md)
-
-### Rituals
-[Community Repair](../Spells_Rituals/Rituals/Level%204/Community%20Repair.md), [Dread Ambience](../Spells_Rituals/Rituals/Level%205/Dread%20Ambience.md)
-
-### Skills
-[Coerce](../Rules/Actions/Coerce.md), [Demoralize](../Rules/Actions/Demoralize.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
\ No newline at end of file
diff --git a/content/Mechanics/Traits/Emotion.md:com.amazon.drive.sync b/content/Mechanics/Traits/Emotion.md:com.amazon.drive.sync
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diff --git a/content/Mechanics/Traits/Enchantment.md b/content/Mechanics/Traits/Enchantment.md
deleted file mode 100644
index 5c3e68be1..000000000
--- a/content/Mechanics/Traits/Enchantment.md
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@@ -1,35 +0,0 @@
-
-# Enchantment
-#pf2e/trait
-*Source* Core Rulebook pg. 631
-
-Effects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects.
-
----
-
-### Actions
-[Iron Command](Iron%20Command), [Restore the Mind](Restore%20the%20Mind), [Ring Bell](Ring%20Bell)
-
-### Curses
-[Coward's Roots](Coward's%20Roots), [Enforced Hospitality](Enforced%20Hospitality), [Rage of the Excommunicant](Rage%20of%20the%20Excommunicant), [Reviled of Nature](Reviled%20of%20Nature), [Sellsword's Folly](Sellsword's%20Folly), [Sinful Tongue](Sinful%20Tongue), [Theft of Thought](Theft%20of%20Thought)
-
-### Equipment
-[Admonishing Band](Admonishing%20Band), [Alluring Scarf](Alluring%20Scarf), [Aluum Charm](Aluum%20Charm), [Amaranthine Pavise](Amaranthine%20Pavise), [Aroden's Hearthstone](Aroden's%20Hearthstone), [Belt of the Five Kings](Belt%20of%20the%20Five%20Kings), [Book of Lost Days](Book%20of%20Lost%20Days), [Boots of Dancing](Boots%20of%20Dancing), [Breastplate of Command](Breastplate%20of%20Command), [Broken Tusk Pendant](Broken%20Tusk%20Pendant), [Bullhook](Bullhook), [Candle of Truth](Candle%20of%20Truth), [Chatterer of Follies](Chatterer%20of%20Follies), [Choker of Elocution](Choker%20of%20Elocution), [Circlet of Persuasion](Circlet%20of%20Persuasion), [Cloak of Feline Rest](Cloak%20of%20Feline%20Rest), [Cloak of Repute](Cloak%20of%20Repute), [Coin of Comfort](Coin%20of%20Comfort), [Cursed Dreamstone](Cursed%20Dreamstone), [Dazing Coil](Dazing%20Coil), [Demon Mask](Demon%20Mask), [Devil's Luck](Devil's%20Luck), [Devil's Trident](Devil's%20Trident), [Diplomat's Badge](Diplomat's%20Badge), [Dragon Rune Bracelet](Dragon%20Rune%20Bracelet), [Dragonscale Amulet](Dragonscale%20Amulet), [Dread](Dread), [Dread Blindfold](Dread%20Blindfold), [Dreaming Round](Dreaming%20Round), [Dreamstone](Dreamstone), [Drover's Band](Drover's%20Band), [Fear Gem](Fear%20Gem), [Fearsome](Fearsome), [Feast of Hungry Ghosts](Feast%20of%20Hungry%20Ghosts), [Fulcrum Lenses](Fulcrum%20Lenses), [Glaive of the Artist](Glaive%20of%20the%20Artist), [Golden Legion Epaulet](Golden%20Legion%20Epaulet), [Gorget of the Primal Roar](Gorget%20of%20the%20Primal%20Roar), [Grievous](Grievous), [Grim Trophy](Grim%20Trophy), [Grinning Pugwampi](Grinning%20Pugwampi), [Hex Blaster](Hex%20Blaster), [Holy Steam Ball](Holy%20Steam%20Ball), [Hopeful](Hopeful), [Horn of the Aoyin](Horn%20of%20the%20Aoyin), [Hunter's Arrowhead](Hunter's%20Arrowhead), [Hunter's Dawn](Hunter's%20Dawn), [Inspiring Spotlight](Inspiring%20Spotlight), [Ivory Baton](Ivory%20Baton), [Jade Bauble](Jade%20Bauble), [Knight Captain's Lance](Knight%20Captain's%20Lance), [Lantern of Empty Light](Lantern%20of%20Empty%20Light), [Lover's Gloves](Lover's%20Gloves), [Maestro's Chair](Maestro's%20Chair), [Maestro's Instrument](Maestro's%20Instrument), [Mask of Allure](Mask%20of%20Allure), [Matchmaker Fulu](Matchmaker%20Fulu), [Merchant's Guile](Merchant's%20Guile), [Mesmerizing Opal](Mesmerizing%20Opal), [Messenger's Ring](Messenger's%20Ring), [Mirror of Sorshen](Mirror%20of%20Sorshen), [Old Tillimaquin](Old%20Tillimaquin), [Orb of Dragonkind](Orb%20of%20Dragonkind), [Pacifying](Pacifying), [Pact-Bound Pistol](Pact-Bound%20Pistol), [Presentable](Presentable), [Restful Sleep Fulu](Restful%20Sleep%20Fulu), [Restful Tent](Restful%20Tent), [Retribution Axe](Retribution%20Axe), [Right of Retribution](Right%20of%20Retribution), [Ring of Lies](Ring%20of%20Lies), [Ring of Sneering Charity](Ring%20of%20Sneering%20Charity), [Ring of Truth](Ring%20of%20Truth), [Rose of Loves Lost](Rose%20of%20Loves%20Lost), [Rowan Rifle](Rowan%20Rifle), [Secret-Keeper's Mask](Secret-Keeper's%20Mask), [Shining Shield](Shining%20Shield), [Shrieking Skull](Shrieking%20Skull), [Singing Bowl of the Versatile Stance](Singing%20Bowl%20of%20the%20Versatile%20Stance), [Singing Shortbow](Singing%20Shortbow), [Singing Sword](Singing%20Sword), [Sleep Arrow](Sleep%20Arrow), [Spellbook of Redundant Enchantment](Spellbook%20of%20Redundant%20Enchantment), [Spiritsight Ring](Spiritsight%20Ring), [Staff of Enchantment](Staff%20of%20Enchantment), [Staff of the Dreamlands](Staff%20of%20the%20Dreamlands), [Stole of Civility](Stole%20of%20Civility), [Sunken Pistol](Sunken%20Pistol), [Taleteller's Ring](Taleteller's%20Ring), [Terrifying Ammunition](Terrifying%20Ammunition), [Truth Potion](Truth%20Potion), [Whip of Compliance](Whip%20of%20Compliance), [Whisper of the First Lie](Whisper%20of%20the%20First%20Lie)
-
-### Feats
-[Calaca's Showstopper](Calaca's%20Showstopper), [Command Attention](Command%20Attention), [Dark Persona's Presence](Dark%20Persona's%20Presence), [Divine Disharmony](Divine%20Disharmony), [Dream Logic](Dream%20Logic), [Enchanting Arrow](Enchanting%20Arrow), [Frightful Moan](Frightful%20Moan), [Infiltrate Dream](Infiltrate%20Dream), [Mental Static](Mental%20Static), [Mesmerizing Gaze](Mesmerizing%20Gaze), [Mind Shards](Mind%20Shards), [Mummy's Despair](Mummy's%20Despair), [Oneiric Influence](Oneiric%20Influence), [Second Chance Spell](Second%20Chance%20Spell), [Whispering Steps](Whispering%20Steps)
-
-### Focus Spells
-[Aberrant Whispers](../Spells_Rituals/Focus%20Spells/Level%203/Aberrant%20Whispers.md), [Allegro](../Spells_Rituals/Focus%20Spells/Cantrips/Allegro.md), [Ancestral Touch](../Spells_Rituals/Focus%20Spells/Level%201/Ancestral%20Touch.md), [Blind Ambition](../Spells_Rituals/Focus%20Spells/Level%201/Blind%20Ambition.md), [Blinding Beauty](../Spells_Rituals/Focus%20Spells/Level%203/Blinding%20Beauty.md), [Brain Drain](../Spells_Rituals/Focus%20Spells/Level%201/Brain%20Drain.md), [Cackle](../Spells_Rituals/Focus%20Spells/Level%201/Cackle.md), [Call to Arms](../Spells_Rituals/Focus%20Spells/Level%201/Call%20to%20Arms.md), [Captivating Adoration](../Spells_Rituals/Focus%20Spells/Level%204/Captivating%20Adoration.md), [Charming Touch](../Spells_Rituals/Focus%20Spells/Level%201/Charming%20Touch.md), [Charming Words](../Spells_Rituals/Focus%20Spells/Level%201/Charming%20Words.md), [Commanding Lash](../Spells_Rituals/Focus%20Spells/Level%204/Commanding%20Lash.md), [Competitive Edge](../Spells_Rituals/Focus%20Spells/Level%204/Competitive%20Edge.md), [Contagious Idea](../Spells_Rituals/Focus%20Spells/Cantrips/Contagious%20Idea.md), [Counter Performance](../Spells_Rituals/Focus%20Spells/Level%201/Counter%20Performance.md), [Delusional Pride](../Spells_Rituals/Focus%20Spells/Level%204/Delusional%20Pride.md), [Diabolic Edict](../Spells_Rituals/Focus%20Spells/Level%201/Diabolic%20Edict.md), [Dirge of Doom](../Spells_Rituals/Focus%20Spells/Cantrips/Dirge%20of%20Doom.md), [Dread Aura](../Spells_Rituals/Focus%20Spells/Level%204/Dread%20Aura.md), [Dreamer's Call](../Spells_Rituals/Focus%20Spells/Level%204/Dreamer's%20Call.md), [Evil Eye](../Spells_Rituals/Focus%20Spells/Cantrips/Evil%20Eye.md), [Faerie Dust](../Spells_Rituals/Focus%20Spells/Level%201/Faerie%20Dust.md), [Fatal Aria](../Spells_Rituals/Focus%20Spells/Level%2010/Fatal%20Aria.md), [Fey Disappearance](../Spells_Rituals/Focus%20Spells/Level%203/Fey%20Disappearance.md), [Forbidden Thought](../Spells_Rituals/Focus%20Spells/Cantrips/Forbidden%20Thought.md), [Frenzied Revelry](../Spells_Rituals/Focus%20Spells/Level%201/Frenzied%20Revelry.md), [Hollow Heart](../Spells_Rituals/Focus%20Spells/Level%201/Hollow%20Heart.md), [Inspire Competence](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Competence.md), [Inspire Courage](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Courage.md), [Inspire Defense](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Defense.md), [Inspire Heroics](../Spells_Rituals/Focus%20Spells/Level%204/Inspire%20Heroics.md), [Lament](../Spells_Rituals/Focus%20Spells/Level%201/Lament.md), [Lingering Composition](../Spells_Rituals/Focus%20Spells/Level%201/Lingering%20Composition.md), [Litany of Self-Interest](../Spells_Rituals/Focus%20Spells/Level%205/Litany%20of%20Self-Interest.md), [Magic's Vessel](../Spells_Rituals/Focus%20Spells/Level%201/Magic's%20Vessel.md), [Needle of Vengeance](../Spells_Rituals/Focus%20Spells/Level%201/Needle%20of%20Vengeance.md), [Nymph's Token](../Spells_Rituals/Focus%20Spells/Level%201/Nymph's%20Token.md), [Ordained Purpose](../Spells_Rituals/Focus%20Spells/Level%204/Ordained%20Purpose.md), [Overflowing Sorrow](../Spells_Rituals/Focus%20Spells/Level%204/Overflowing%20Sorrow.md), [Pact Broker](../Spells_Rituals/Focus%20Spells/Cantrips/Pact%20Broker.md), [Pied Piping](../Spells_Rituals/Focus%20Spells/Level%2010/Pied%20Piping.md), [Roar of the Wyrm](../Spells_Rituals/Focus%20Spells/Level%204/Roar%20of%20the%20Wyrm.md), [Savor the Sting](../Spells_Rituals/Focus%20Spells/Level%201/Savor%20the%20Sting.md), [Shaken Confidence](../Spells_Rituals/Focus%20Spells/Level%204/Shaken%20Confidence.md), [Shared Nightmare](../Spells_Rituals/Focus%20Spells/Level%204/Shared%20Nightmare.md), [Song of Marching](../Spells_Rituals/Focus%20Spells/Cantrips/Song%20of%20Marching.md), [Song of Strength](../Spells_Rituals/Focus%20Spells/Cantrips/Song%20of%20Strength.md), [Soothing Ballad](../Spells_Rituals/Focus%20Spells/Level%207/Soothing%20Ballad.md), [Soothing Words](../Spells_Rituals/Focus%20Spells/Level%201/Soothing%20Words.md), [Stoke the Heart](../Spells_Rituals/Focus%20Spells/Cantrips/Stoke%20the%20Heart.md), [Sweet Dream](../Spells_Rituals/Focus%20Spells/Level%201/Sweet%20Dream.md), [Touch of Obedience](../Spells_Rituals/Focus%20Spells/Level%201/Touch%20of%20Obedience.md), [Touch of the Moon](../Spells_Rituals/Focus%20Spells/Level%204/Touch%20of%20the%20Moon.md), [Triple Time](../Spells_Rituals/Focus%20Spells/Cantrips/Triple%20Time.md), [Veil of Confidence](../Spells_Rituals/Focus%20Spells/Level%201/Veil%20of%20Confidence.md), [Veil of Dreams](../Spells_Rituals/Focus%20Spells/Level%201/Veil%20of%20Dreams.md), [Waking Dream](../Spells_Rituals/Focus%20Spells/Level%204/Waking%20Dream.md), [Waking Nightmare](../Spells_Rituals/Focus%20Spells/Level%201/Waking%20Nightmare.md), [Wilding Word](../Spells_Rituals/Focus%20Spells/Cantrips/Wilding%20Word.md), [Wind Whispers](../Spells_Rituals/Focus%20Spells/Level%204/Wind%20Whispers.md), [Word of Freedom](../Spells_Rituals/Focus%20Spells/Level%204/Word%20of%20Freedom.md), [You're Mine](../Spells_Rituals/Focus%20Spells/Level%205/You're%20Mine.md), [Zeal for Battle](../Spells_Rituals/Focus%20Spells/Level%204/Zeal%20for%20Battle.md)
-
-### Hazards
-[Reflected Desires](Reflected%20Desires)
-
-### Item Curses
-[Grandstanding](Grandstanding)
-
-### Rituals
-[Bacchanalia](../Spells_Rituals/Rituals/Level%206/Bacchanalia.md), [Dread Ambience](../Spells_Rituals/Rituals/Level%205/Dread%20Ambience.md), [Geas](../Spells_Rituals/Rituals/Level%203/Geas.md), [Ideal Mimicry](../Spells_Rituals/Rituals/Level%206/Ideal%20Mimicry.md), [Inveigle](../Spells_Rituals/Rituals/Level%202/Inveigle.md), [Oblivious Expulsion](../Spells_Rituals/Rituals/Level%205/Oblivious%20Expulsion.md)
-
-### Spells
-[Agitate](../Spells_Rituals/Arcane_Tradition/Level%201/Agitate.md), [Agonizing Despair](../Spells_Rituals/Arcane_Tradition/Level%203/Agonizing%20Despair.md), [Anathematic Reprisal](../Spells_Rituals/Arcane_Tradition/Level%204/Anathematic%20Reprisal.md), [Animal Messenger](../Spells_Rituals/Arcane_Tradition/Level%202/Animal%20Messenger.md), [Aromatic Lure](../Spells_Rituals/Arcane_Tradition/Level%204/Aromatic%20Lure.md), [Bane](../Spells_Rituals/Arcane_Tradition/Level%201/Bane.md), [Befuddle](../Spells_Rituals/Arcane_Tradition/Level%201/Befuddle.md), [Bless](../Spells_Rituals/Arcane_Tradition/Level%201/Bless.md), [Blinding Fury](../Spells_Rituals/Arcane_Tradition/Level%206/Blinding%20Fury.md), [Blistering Invective](../Spells_Rituals/Arcane_Tradition/Level%202/Blistering%20Invective.md), [Burning Blossoms](../Spells_Rituals/Arcane_Tradition/Level%208/Burning%20Blossoms.md), [Calm Emotions](../Spells_Rituals/Arcane_Tradition/Level%202/Calm%20Emotions.md), [Canticle of Everlasting Grief](../Spells_Rituals/Arcane_Tradition/Level%208/Canticle%20of%20Everlasting%20Grief.md), [Charitable Urge](../Spells_Rituals/Arcane_Tradition/Level%202/Charitable%20Urge.md), [Charm](../Spells_Rituals/Arcane_Tradition/Level%201/Charm.md), [Clownish Curse](../Spells_Rituals/Arcane_Tradition/Level%204/Clownish%20Curse.md), [Command](../Spells_Rituals/Arcane_Tradition/Level%201/Command.md), [Compel True Name](../Spells_Rituals/Arcane_Tradition/Level%204/Compel%20True%20Name.md), [Confusion](../Spells_Rituals/Arcane_Tradition/Level%204/Confusion.md), [Crisis of Faith](../Spells_Rituals/Arcane_Tradition/Level%203/Crisis%20of%20Faith.md), [Crusade](../Spells_Rituals/Arcane_Tradition/Level%209/Crusade.md), [Crushing Despair](../Spells_Rituals/Arcane_Tradition/Level%205/Crushing%20Despair.md), [Daydreamer's Curse](../Spells_Rituals/Arcane_Tradition/Level%204/Daydreamer's%20Curse.md), [Daze](../Spells_Rituals/Arcane_Tradition/Cantrips/Daze.md), [Déjà Vu](../Spells_Rituals/Arcane_Tradition/Level%201/Déjà%20Vu.md), [Divine Inspiration](../Spells_Rituals/Arcane_Tradition/Level%208/Divine%20Inspiration.md), [Divinity Leech](../Spells_Rituals/Arcane_Tradition/Level%209/Divinity%20Leech.md), [Dominate](../Spells_Rituals/Arcane_Tradition/Level%206/Dominate.md), [Draw Ire](../Spells_Rituals/Arcane_Tradition/Level%201/Draw%20Ire.md), [Dream Message](../Spells_Rituals/Arcane_Tradition/Level%203/Dream%20Message.md), [Dreaming Potential](../Spells_Rituals/Arcane_Tradition/Level%205/Dreaming%20Potential.md), [Dull Ambition](../Spells_Rituals/Arcane_Tradition/Level%204/Dull%20Ambition.md), [Endure](../Spells_Rituals/Arcane_Tradition/Level%201/Endure.md), [Enthrall](../Spells_Rituals/Arcane_Tradition/Level%203/Enthrall.md), [Entrancing Eyes](../Spells_Rituals/Arcane_Tradition/Level%207/Entrancing%20Eyes.md), [Fabricated Truth](../Spells_Rituals/Arcane_Tradition/Level%2010/Fabricated%20Truth.md), [Favorable Review](../Spells_Rituals/Arcane_Tradition/Level%204/Favorable%20Review.md), [Fear](../Spells_Rituals/Arcane_Tradition/Level%201/Fear.md), [Feeblemind](../Spells_Rituals/Arcane_Tradition/Level%206/Feeblemind.md), [Focusing Hum](../Spells_Rituals/Arcane_Tradition/Level%203/Focusing%20Hum.md), [Forced Mercy](../Spells_Rituals/Arcane_Tradition/Level%201/Forced%20Mercy.md), [Girzanje's March](../Spells_Rituals/Arcane_Tradition/Level%204/Girzanje's%20March.md), [Glibness](../Spells_Rituals/Arcane_Tradition/Level%204/Glibness.md), [Glimmer of Charm](../Spells_Rituals/Arcane_Tradition/Level%205/Glimmer%20of%20Charm.md), [Heroism](../Spells_Rituals/Arcane_Tradition/Level%203/Heroism.md), [Hideous Laughter](../Spells_Rituals/Arcane_Tradition/Level%202/Hideous%20Laughter.md), [Horrifying Blood Loss](../Spells_Rituals/Arcane_Tradition/Level%202/Horrifying%20Blood%20Loss.md), [Impart Empathy](../Spells_Rituals/Arcane_Tradition/Level%202/Impart%20Empathy.md), [Implement of Destruction](../Spells_Rituals/Arcane_Tradition/Level%204/Implement%20of%20Destruction.md), [Inexhaustible Cynicism](../Spells_Rituals/Arcane_Tradition/Level%207/Inexhaustible%20Cynicism.md), [Infectious Enthusiasm](../Spells_Rituals/Arcane_Tradition/Cantrips/Infectious%20Enthusiasm.md), [Infectious Melody](../Spells_Rituals/Arcane_Tradition/Level%204/Infectious%20Melody.md), [Invoke True Name](../Spells_Rituals/Arcane_Tradition/Cantrips/Invoke%20True%20Name.md), [Liberating Command](../Spells_Rituals/Arcane_Tradition/Level%201/Liberating%20Command.md), [Mind Games](../Spells_Rituals/Arcane_Tradition/Level%202/Mind%20Games.md), [Mind of Menace](../Spells_Rituals/Arcane_Tradition/Level%203/Mind%20of%20Menace.md), [Nature's Enmity](../Spells_Rituals/Arcane_Tradition/Level%209/Nature's%20Enmity.md), [Outcast's Curse](../Spells_Rituals/Arcane_Tradition/Level%204/Outcast's%20Curse.md), [Overwhelming Presence](../Spells_Rituals/Arcane_Tradition/Level%209/Overwhelming%20Presence.md), [Paralyze](../Spells_Rituals/Arcane_Tradition/Level%203/Paralyze.md), [Power Word Blind](../Spells_Rituals/Arcane_Tradition/Level%207/Power%20Word%20Blind.md), [Power Word Kill](../Spells_Rituals/Arcane_Tradition/Level%209/Power%20Word%20Kill.md), [Power Word Stun](../Spells_Rituals/Arcane_Tradition/Level%208/Power%20Word%20Stun.md), [Remove Fear](../Spells_Rituals/Arcane_Tradition/Level%202/Remove%20Fear.md), [Roaring Applause](../Spells_Rituals/Arcane_Tradition/Level%203/Roaring%20Applause.md), [Sage's Curse](../Spells_Rituals/Arcane_Tradition/Level%204/Sage's%20Curse.md), [Schadenfreude](../Spells_Rituals/Arcane_Tradition/Level%201/Schadenfreude.md), [Shift Blame](../Spells_Rituals/Arcane_Tradition/Level%203/Shift%20Blame.md), [1 TTRPG/PF2e Wiki/Traits/Sleep](1%20TTRPG/PF2e%20Wiki/Traits/Sleep), [Soothe](../Spells_Rituals/Arcane_Tradition/Level%201/Soothe.md), [Subconscious Suggestion](../Spells_Rituals/Arcane_Tradition/Level%205/Subconscious%20Suggestion.md), [Sudden Recollection](../Spells_Rituals/Arcane_Tradition/Level%203/Sudden%20Recollection.md), [Suggestion](../Spells_Rituals/Arcane_Tradition/Level%204/Suggestion.md), [Synaptic Pulse](../Spells_Rituals/Arcane_Tradition/Level%205/Synaptic%20Pulse.md), [Synchronize Steps](../Spells_Rituals/Arcane_Tradition/Level%201/Synchronize%20Steps.md), [Tame](../Spells_Rituals/Arcane_Tradition/Cantrips/Tame.md), [Telepathic Demand](../Spells_Rituals/Arcane_Tradition/Level%209/Telepathic%20Demand.md), [Thundering Dominance](../Spells_Rituals/Arcane_Tradition/Level%202/Thundering%20Dominance.md), [Touch of Idiocy](../Spells_Rituals/Arcane_Tradition/Level%202/Touch%20of%20Idiocy.md), [Uncontrollable Dance](../Spells_Rituals/Arcane_Tradition/Level%208/Uncontrollable%20Dance.md), [Unfathomable Song](../Spells_Rituals/Arcane_Tradition/Level%209/Unfathomable%20Song.md), [Vicious Jealousy](../Spells_Rituals/Arcane_Tradition/Level%202/Vicious%20Jealousy.md), [Warp Mind](../Spells_Rituals/Arcane_Tradition/Level%207/Warp%20Mind.md), [Warrior's Regret](../Spells_Rituals/Arcane_Tradition/Level%202/Warrior's%20Regret.md), [Zealous Conviction](../Spells_Rituals/Arcane_Tradition/Level%206/Zealous%20Conviction.md), [Zone of Truth](../Spells_Rituals/Arcane_Tradition/Level%203/Zone%20of%20Truth.md)
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-# 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.
-
----
-
-### Eidolons
-[Anger Phantom Eidolon](../Bestiary/Companions/Eidolons/Anger%20Phantom%20Eidolon.md), [Devotion Phantom Eidolon](../Bestiary/Companions/Eidolons/Devotion%20Phantom%20Eidolon.md)
-
-### Monsters
-[Ether Spider](Ether%20Spider), [Phantom Beast](Phantom%20Beast), [Phantom Knight](Phantom%20Knight), [Xill](Xill)
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-# 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.
-
----
-
-### Equipment
-[Brimstone Fumes](Brimstone%20Fumes), [Demon Armor](Demon%20Armor), [Final Blade](../Items/Artifacts/Final%20Blade.md), [Gift of the Poisoned Heart](Gift%20of%20the%20Poisoned%20Heart), [Golden Goose](Golden%20Goose), [Life's Last Breath](Life's%20Last%20Breath), [Pact-Bound Pistol](Pact-Bound%20Pistol), [Reaper's Grasp](Reaper's%20Grasp), [Rose of Loves Lost](Rose%20of%20Loves%20Lost), [Skinsaw Mask](Skinsaw%20Mask), [Unholy](../Items/Runes/Weapon%20Property%20Runes/Unholy.md), [Unholy Water](Unholy%20Water), [Vampiric Scythe](Vampiric%20Scythe)
-
-### Focus Spells
-[Embrace the Pit](../Spells_Rituals/Focus%20Spells/Level%203/Embrace%20the%20Pit.md), [Hellfire Plume](../Spells_Rituals/Focus%20Spells/Level%205/Hellfire%20Plume.md), [Litany of Depravity](../Spells_Rituals/Focus%20Spells/Level%207/Litany%20of%20Depravity.md), [Litany of Self-Interest](../Spells_Rituals/Focus%20Spells/Level%205/Litany%20of%20Self-Interest.md), [Shambling Horror](../Spells_Rituals/Focus%20Spells/Level%206/Shambling%20Horror.md)
-
-### Monsters
-[Rune Giant](Rune%20Giant)
-
-### Rituals
-[Create Undead](../Spells_Rituals/Rituals/Level%202/Create%20Undead.md), [Form of the Sandpoint Devil](../Spells_Rituals/Rituals/Level%206/Form%20of%20the%20Sandpoint%20Devil.md), [Ravenous Reanimation](../Spells_Rituals/Rituals/Level%207/Ravenous%20Reanimation.md)
-
-### Spells
-[Abyssal Plague](../Spells_Rituals/Arcane_Tradition/Level%205/Abyssal%20Plague.md), [Bind Soul](../Spells_Rituals/Arcane_Tradition/Level%209/Bind%20Soul.md), [Chilling Darkness](../Spells_Rituals/Arcane_Tradition/Level%203/Chilling%20Darkness.md), [Daemon Form](../Spells_Rituals/Arcane_Tradition/Level%206/Daemon%20Form.md), [Demon Form](../Spells_Rituals/Arcane_Tradition/Level%206/Demon%20Form.md), [Devil Form](../Spells_Rituals/Arcane_Tradition/Level%206/Devil%20Form.md), [Ghoulish Cravings](../Spells_Rituals/Arcane_Tradition/Level%202/Ghoulish%20Cravings.md), [Imp Sting](../Spells_Rituals/Arcane_Tradition/Level%202/Imp%20Sting.md), [Ravening Maw](../Spells_Rituals/Arcane_Tradition/Level%205/Ravening%20Maw.md), [Voracious Gestalt](../Spells_Rituals/Arcane_Tradition/Level%209/Voracious%20Gestalt.md)
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-# 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.
-
----
-
-### Actions
-
-[Breath Weapon](Breath%20Weapon), [Energy Emanation](Energy%20Emanation), [Energy Shot](Energy%20Shot), [Fling Magic](Fling%20Magic), [Implement's Interruption](Implement's%20Interruption), [Telekinetic Assault](Telekinetic%20Assault)
-
-### Curses
-[Sword of Anathema](Sword%20of%20Anathema)
-
-### Equipment
-[Aligned Oil](Aligned%20Oil), [Anarchic](Anarchic), [Ancestral Echoing](Ancestral%20Echoing), [Animate Dreamer](Animate%20Dreamer), [Anointed Waterskin](Anointed%20Waterskin), [Arctic Vigor](Arctic%20Vigor), [Awakened Metal Shot](Awakened%20Metal%20Shot), [Axiomatic](Axiomatic), [Balisse Feather](Balisse%20Feather), [Beacon Shot](Beacon%20Shot), [Blackaxe](Blackaxe), [Blade of Four Energies](Blade%20of%20Four%20Energies), [Blade of the Black Sovereign](Blade%20of%20the%20Black%20Sovereign), [Blast Foot](Blast%20Foot), [Blast Lance](Blast%20Lance), [Blazons of Shared Power](Blazons%20of%20Shared%20Power), [Blessed Ampoule](Blessed%20Ampoule), [Bloodbane](Bloodbane), [Boastful Hunter](Boastful%20Hunter), [Book of Lingering Blaze](Book%20of%20Lingering%20Blaze), [Breath Blaster](Breath%20Blaster), [Brilliant](Brilliant), [Brilliant Rapier](Brilliant%20Rapier), [Bronze Bull Pendant](Bronze%20Bull%20Pendant), [Buzzsaw Axe](Buzzsaw%20Axe), [Candlecap](Candlecap), [Cantrip Deck](Cantrip%20Deck), [Caterwaul Sling](Caterwaul%20Sling), [Chime of Opening](Chime%20of%20Opening), [Cinderclaw Gauntlet](Cinderclaw%20Gauntlet), [Cloak of Immolation](Cloak%20of%20Immolation), [Conducting](Conducting), [Conflagration Club](Conflagration%20Club), [Corrosive Ammunition](Corrosive%20Ammunition), [Crimson Brand](Crimson%20Brand), [Crown of the Fire Eater](Crown%20of%20the%20Fire%20Eater), [Dancing](Dancing), [Dawnlight](Dawnlight), [Deafening Music Box](Deafening%20Music%20Box), [Deepdread Claw](Deepdread%20Claw), [Demolishing](Demolishing), [Deteriorating Dust](Deteriorating%20Dust), [Disintegration Bolt](Disintegration%20Bolt), [Dispersing Bullet](Dispersing%20Bullet), [Doubling Rings](Doubling%20Rings), [Dragonbone Arrowhead](Dragonbone%20Arrowhead), [Dragonplate](Dragonplate), [Dragon's Breath Potion](Dragon's%20Breath%20Potion), [Drake Rifle](Drake%20Rifle), [Duelist's Beacon](Duelist's%20Beacon), [Dwarven Thrower](Dwarven%20Thrower), [Eclipse](Eclipse), [Effervescent Decoction](Effervescent%20Decoction), [Ember Dust](Ember%20Dust), [Everburning Torch](Everburning%20Torch), [Exploding Shield](Exploding%20Shield), [Explosive Ammunition](Explosive%20Ammunition), [Flame Tongue](Flame%20Tongue), [Flaming Star](Flaming%20Star), [Fleshgem](Fleshgem), [Follypops](Follypops), [Force Shield](Force%20Shield), [Four-Ways Dogslicer](Four-Ways%20Dogslicer), [Freezing Ammunition](Freezing%20Ammunition), [Frost Brand](Frost%20Brand), [Fulminating Spear](Fulminating%20Spear), [Gloom Blade](Gloom%20Blade), [Glorious Plate](Glorious%20Plate), [Godsbreath Bow](Godsbreath%20Bow), [Golden Blade of Mzali](Golden%20Blade%20of%20Mzali), [Golden Chrysalis](Golden%20Chrysalis), [Green Wyrmling Breath Potion](Green%20Wyrmling%20Breath%20Potion), [Guiding Star](../Spells_Rituals/Arcane_Tradition/Level%202/Guiding%20Star.md), [Hand of the Mage](Hand%20of%20the%20Mage), [Hauling](Hauling), [Hellfire Boots](Hellfire%20Boots), [Holy](Holy), [Holy Avenger](Holy%20Avenger), [Horn of Blasting](Horn%20of%20Blasting), [Horn of the Sun Aurochs](Horn%20of%20the%20Sun%20Aurochs), [Horned Hand Rests](Horned%20Hand%20Rests), [Hunter's Bow](Hunter's%20Bow), [Hyldarf's Fang](Hyldarf's%20Fang), [Immolation Clan Pistol](Immolation%20Clan%20Pistol), [Impactful](Impactful), [Invisible Chain Shirt](Invisible%20Chain%20Shirt), [Iris of the Sky](Iris%20of%20the%20Sky), [Iron Cube](Iron%20Cube), [Iron Cudgel](Iron%20Cudgel), [Iron Equalizer](Iron%20Equalizer), [Javelin of Lightning](Javelin%20of%20Lightning), [Jax](Jax), [Kortos Diamond](Kortos%20Diamond), [Lawbringer's Lasso](Lawbringer's%20Lasso), [Light Writer](Light%20Writer), [Liquid Gold](Liquid%20Gold), [Magic Weapon](../Spells_Rituals/Arcane_Tradition/Level%201/Magic%20Weapon.md), [Mammoth Bow](Mammoth%20Bow), [Mattock of the Titans](Mattock%20of%20the%20Titans), [Meteor Shot](Meteor%20Shot), [Metronomic Hammer](Metronomic%20Hammer), [Minotaur Chair](Minotaur%20Chair), [Murderer's Knot](Murderer's%20Knot), [Necklace of Fireballs](Necklace%20of%20Fireballs), [Nethysian Bulwark](Nethysian%20Bulwark), [North Wind's Night Verse](North%20Wind's%20Night%20Verse), [Noxious Jerkin](Noxious%20Jerkin), [Oil of Revelation](Oil%20of%20Revelation), [Orchestral Brooch](Orchestral%20Brooch), [Owlbear Claw](Owlbear%20Claw), [Perfect Droplet](Perfect%20Droplet), [Philosopher's Extractor](Philosopher's%20Extractor), [Phoenix Flask](Phoenix%20Flask), [Piereta](Piereta), [Pistol of Wonder](Pistol%20of%20Wonder), [Potency Crystal](Potency%20Crystal), [Potion of Retaliation](Potion%20of%20Retaliation), [Primordial Flame](Primordial%20Flame), [Radiant Lance](Radiant%20Lance), [Ready](../Rules/Actions/Ready.md), [Rebounding Breastplate](Rebounding%20Breastplate), [Resonating Ammunition](Resonating%20Ammunition), [Returning](../Items/Runes/Weapon%20Property%20Runes/Returning.md), [Ridill](Ridill), [Ring of Minor Arcana](Ring%20of%20Minor%20Arcana), [Ring of the Ram](Ring%20of%20the%20Ram), [Rod of Wonder](Rod%20of%20Wonder), [Sandstorm Top](Sandstorm%20Top), [Screech Shooter](Screech%20Shooter), [Serrating](Serrating), [Shadow Signet](Shadow%20Signet), [Shield of the Unified Legion](Shield%20of%20the%20Unified%20Legion), [Shining Ammunition](Shining%20Ammunition), [Shock](../Items/Runes/Weapon%20Property%20Runes/Shock.md), [Shockguard Coil](Shockguard%20Coil), [Shot of the First Vault](Shot%20of%20the%20First%20Vault), [Singularity Ammunition](Singularity%20Ammunition), [Sky Hammer](Sky%20Hammer), [Sky Serpent Bolt](Sky%20Serpent%20Bolt), [Sky-Piercing Bow](Sky-Piercing%20Bow), [Smoking Sword](Smoking%20Sword), [Sneaky Key](Sneaky%20Key), [Sonic Tuning Mace](Sonic%20Tuning%20Mace), [South Wind's Scorch Song](South%20Wind's%20Scorch%20Song), [Sparkblade](Sparkblade), [Spear of the Destroyer's Flame](Spear%20of%20the%20Destroyer's%20Flame), [Spider Gun](Spider%20Gun), [Spike Launcher](Spike%20Launcher), [Spined Shield](Spined%20Shield), [Spore Sap](Spore%20Sap), [Staff of Evocation](Staff%20of%20Evocation), [Staff of Fire](Staff%20of%20Fire), [Staff of Illumination](Staff%20of%20Illumination), [Staff of Nature's Vengeance](Staff%20of%20Nature's%20Vengeance), [Staff of Power](Staff%20of%20Power), [Staff of Sieges](Staff%20of%20Sieges), [Staff of the Magi](Staff%20of%20the%20Magi), [Stampede Medallion](Stampede%20Medallion), [Storm Arrow](Storm%20Arrow), [Storm Flash](Storm%20Flash), [Storm Hammer](Storm%20Hammer), [Striking](../Items/Runes/Fundamental%20Weapon%20Runes/Striking.md), [Talisman of the Sphere](Talisman%20of%20the%20Sphere), [Tentacle Cannon](Tentacle%20Cannon), [Thundering](../Items/Runes/Weapon%20Property%20Runes/Thundering.md), [Titan's Grasp](Titan's%20Grasp), [Trinity Geode](Trinity%20Geode), [Unholy](../Items/Runes/Weapon%20Property%20Runes/Unholy.md), [Vine of Roses](Vine%20of%20Roses), [Viper's Fang](Viper's%20Fang), [Vorpal](Vorpal), [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 Smoldering Fireballs](Wand%20of%20Smoldering%20Fireballs), [Wand of Spiritual Warfare](Wand%20of%20Spiritual%20Warfare), [Wand of the Snowfields](Wand%20of%20the%20Snowfields), [Wand of Thundering Echoes](Wand%20of%20Thundering%20Echoes), [Warcaller's Chime](Warcaller's%20Chime), [Wayfinder](Wayfinder), [Weapon Potency](Weapon%20Potency), [Wind-Catcher](Wind-Catcher), [Wolf Fang](Wolf%20Fang)
-
-### Feats
-[Align Armament](Align%20Armament), [Blasting Beams](Blasting%20Beams), [Blazing Aura](Blazing%20Aura), [Bone Spikes](Bone%20Spikes), [Clever Shadow](Clever%20Shadow), [Controlled Bullet](Controlled%20Bullet), [Cross the Final Horizon](Cross%20the%20Final%20Horizon), [Dazzling Block](Dazzling%20Block), [Desiccating Inhalation](Desiccating%20Inhalation), [Discordant Voice](Discordant%20Voice), [Distant Wandering](Distant%20Wandering), [Dragon's Rage Breath](Dragon's%20Rage%20Breath), [Electric Counter](Electric%20Counter), [Elemental Assault](Elemental%20Assault), [Extinguish Light](Extinguish%20Light), [Fiery Retort](Fiery%20Retort), [Final Form](Final%20Form), [Frostbite Runes](Frostbite%20Runes), [Fulminating Shot](Fulminating%20Shot), [Ghostly Grasp](Ghostly%20Grasp), [Heaven's Thunder](Heaven's%20Thunder), [Holy Light](Holy%20Light), [Implement's Assault](Implement's%20Assault), [Invoke the Elements](Invoke%20the%20Elements), [Kobold Breath](Kobold%20Breath), [Meteoric Spellstrike](Meteoric%20Spellstrike), [Pact of Draconic Fury](Pact%20of%20Draconic%20Fury), [Propulsive Leap](Propulsive%20Leap), [Psi Burst](Psi%20Burst), [Psi Catastrophe](Psi%20Catastrophe), [Radiate Glory](Radiate%20Glory), [Reflective Ripple Stance](Reflective%20Ripple%20Stance), [Sing to the Steel](Sing%20to%20the%20Steel), [Spiral Sworn](Spiral%20Sworn), [Spirit's Anguish](Spirit's%20Anguish), [Stoked Flame Stance](Stoked%20Flame%20Stance), [Storming Breath](Storming%20Breath), [Target of Psychic Ire](Target%20of%20Psychic%20Ire), [Tectonic Stomp](Tectonic%20Stomp), [Violent Unleash](Violent%20Unleash), [Wild Winds Gust](Wild%20Winds%20Gust)
-
-### Focus Spells
-[Abyssal Wrath](../Spells_Rituals/Focus%20Spells/Level%205/Abyssal%20Wrath.md), [Angelic Wings](../Spells_Rituals/Focus%20Spells/Level%203/Angelic%20Wings.md), [Asterism](../Spells_Rituals/Focus%20Spells/Level%204/Asterism.md), [Astral Rain](../Spells_Rituals/Focus%20Spells/Cantrips/Astral%20Rain.md), [Boost Eidolon](../Spells_Rituals/Focus%20Spells/Cantrips/Boost%20Eidolon.md), [Bottle the Storm](../Spells_Rituals/Focus%20Spells/Level%204/Bottle%20the%20Storm.md), [Buzzing Bites](../Spells_Rituals/Focus%20Spells/Cantrips/Buzzing%20Bites.md), [Charged Javelin](../Spells_Rituals/Focus%20Spells/Level%201/Charged%20Javelin.md), [Clinging Shadows Stance](../Spells_Rituals/Focus%20Spells/Level%204/Clinging%20Shadows%20Stance.md), [Cloak of Shadow](../Spells_Rituals/Focus%20Spells/Level%201/Cloak%20of%20Shadow.md), [Combustion](../Spells_Rituals/Focus%20Spells/Level%203/Combustion.md), [Consuming Darkness](../Spells_Rituals/Focus%20Spells/Level%205/Consuming%20Darkness.md), [Cry of Destruction](../Spells_Rituals/Focus%20Spells/Level%201/Cry%20of%20Destruction.md), [Dance of Darkness](../Spells_Rituals/Focus%20Spells/Level%205/Dance%20of%20Darkness.md), [Dancing Blade](../Spells_Rituals/Focus%20Spells/Cantrips/Dancing%20Blade.md), [Darklight](../Spells_Rituals/Focus%20Spells/Level%207/Darklight.md), [Dazzling Flash](../Spells_Rituals/Focus%20Spells/Level%201/Dazzling%20Flash.md), [Debilitating Dichotomy](../Spells_Rituals/Focus%20Spells/Level%204/Debilitating%20Dichotomy.md), [Destructive Aura](../Spells_Rituals/Focus%20Spells/Level%204/Destructive%20Aura.md), [Diamond Dust](../Spells_Rituals/Focus%20Spells/Level%204/Diamond%20Dust.md), [Dim the Light](../Spells_Rituals/Focus%20Spells/Level%201/Dim%20the%20Light.md), [Downpour](../Spells_Rituals/Focus%20Spells/Level%204/Downpour.md), [Draconic Barrage](../Spells_Rituals/Focus%20Spells/Level%201/Draconic%20Barrage.md), [Dragon Breath](../Spells_Rituals/Focus%20Spells/Level%203/Dragon%20Breath.md), [1 TTRPG/PF2e Wiki/Feats/General/Eidolon's Wrath](1%20TTRPG/PF2e%20Wiki/Feats/General/Eidolon's%20Wrath), [Electrified Crystal Ward](../Spells_Rituals/Focus%20Spells/Level%203/Electrified%20Crystal%20Ward.md), [Elemental Betrayal](../Spells_Rituals/Focus%20Spells/Level%201/Elemental%20Betrayal.md), [Elemental Blast](../Spells_Rituals/Focus%20Spells/Level%205/Elemental%20Blast.md), [Elemental Motion](../Spells_Rituals/Focus%20Spells/Level%203/Elemental%20Motion.md), [Elemental Tempest](../Spells_Rituals/Focus%20Spells/Level%204/Elemental%20Tempest.md), [Elemental Toss](../Spells_Rituals/Focus%20Spells/Level%201/Elemental%20Toss.md), [Entropic Wheel](../Spells_Rituals/Focus%20Spells/Cantrips/Entropic%20Wheel.md), [Fire Ray](../Spells_Rituals/Focus%20Spells/Level%201/Fire%20Ray.md), [Flaming Fusillade](../Spells_Rituals/Focus%20Spells/Level%206/Flaming%20Fusillade.md), [For Love, For Lightning](../Spells_Rituals/Focus%20Spells/Level%206/For%20Love,%20For%20Lightning.md), [Force Bolt](../Spells_Rituals/Focus%20Spells/Level%201/Force%20Bolt.md), [Force Fang](../Spells_Rituals/Focus%20Spells/Level%201/Force%20Fang.md), [Glacial Heart](../Spells_Rituals/Focus%20Spells/Level%205/Glacial%20Heart.md), [Gravity Weapon](../Spells_Rituals/Focus%20Spells/Level%201/Gravity%20Weapon.md), [Hand of the Apprentice](../Spells_Rituals/Focus%20Spells/Level%201/Hand%20of%20the%20Apprentice.md), [Hellfire Plume](../Spells_Rituals/Focus%20Spells/Level%205/Hellfire%20Plume.md), [Hurtling Stone](../Spells_Rituals/Focus%20Spells/Level%201/Hurtling%20Stone.md), [Imaginary Weapon](../Spells_Rituals/Focus%20Spells/Cantrips/Imaginary%20Weapon.md), [Incendiary Aura](../Spells_Rituals/Focus%20Spells/Level%201/Incendiary%20Aura.md), [Interstellar Void](../Spells_Rituals/Focus%20Spells/Level%203/Interstellar%20Void.md), [Invoke the Crimson Oath](../Spells_Rituals/Focus%20Spells/Level%202/Invoke%20the%20Crimson%20Oath.md), [Ki Blast](../Spells_Rituals/Focus%20Spells/Level%203/Ki%20Blast.md), [Litany against Sloth](../Spells_Rituals/Focus%20Spells/Level%205/Litany%20against%20Sloth.md), [Litany Against Wrath](../Spells_Rituals/Focus%20Spells/Level%203/Litany%20Against%20Wrath.md), [Litany of Depravity](../Spells_Rituals/Focus%20Spells/Level%207/Litany%20of%20Depravity.md), [Litany of Righteousness](../Spells_Rituals/Focus%20Spells/Level%207/Litany%20of%20Righteousness.md), [Malicious Shadow](../Spells_Rituals/Focus%20Spells/Level%203/Malicious%20Shadow.md), [Moonbeam](../Spells_Rituals/Focus%20Spells/Level%201/Moonbeam.md), [Mystic Beacon](../Spells_Rituals/Focus%20Spells/Level%204/Mystic%20Beacon.md), [Parch](../Spells_Rituals/Focus%20Spells/Level%201/Parch.md), [Powerful Inhalation](../Spells_Rituals/Focus%20Spells/Level%203/Powerful%20Inhalation.md), [Pulverizing Cascade](../Spells_Rituals/Focus%20Spells/Level%203/Pulverizing%20Cascade.md), [Purifying Veil](../Spells_Rituals/Focus%20Spells/Level%204/Purifying%20Veil.md), [Redistribute Potential](../Spells_Rituals/Focus%20Spells/Cantrips/Redistribute%20Potential.md), [Runic Impression](../Spells_Rituals/Focus%20Spells/Level%204/Runic%20Impression.md), [Shadow's Web](../Spells_Rituals/Focus%20Spells/Level%207/Shadow's%20Web.md), [Shatter Mind](../Spells_Rituals/Focus%20Spells/Cantrips/Shatter%20Mind.md), [Shroud of Flame](../Spells_Rituals/Focus%20Spells/Level%203/Shroud%20of%20Flame.md), [Shroud of Night](../Spells_Rituals/Focus%20Spells/Cantrips/Shroud%20of%20Night.md), [Spinning Staff](../Spells_Rituals/Focus%20Spells/Level%201/Spinning%20Staff.md), [Spray of Stars](../Spells_Rituals/Focus%20Spells/Level%201/Spray%20of%20Stars.md), [Steal the Sky](../Spells_Rituals/Focus%20Spells/Level%205/Steal%20the%20Sky.md), [Stone Lance](../Spells_Rituals/Focus%20Spells/Level%203/Stone%20Lance.md), [Storm Lord](../Spells_Rituals/Focus%20Spells/Level%209/Storm%20Lord.md), [Sun Blade](../Spells_Rituals/Focus%20Spells/Level%202/Sun%20Blade.md), [Sun's Fury](../Spells_Rituals/Focus%20Spells/Level%203/Sun's%20Fury.md), [Telekinetic Rend](../Spells_Rituals/Focus%20Spells/Cantrips/Telekinetic%20Rend.md), [Tempest Surge](../Spells_Rituals/Focus%20Spells/Level%201/Tempest%20Surge.md), [Tempest Touch](../Spells_Rituals/Focus%20Spells/Level%201/Tempest%20Touch.md), [Thunderburst](../Spells_Rituals/Focus%20Spells/Level%203/Thunderburst.md), [Thunderous Strike](../Spells_Rituals/Focus%20Spells/Level%201/Thunderous%20Strike.md), [Tidal Surge](../Spells_Rituals/Focus%20Spells/Level%201/Tidal%20Surge.md), [Transcribe Moment](../Spells_Rituals/Focus%20Spells/Level%204/Transcribe%20Moment.md), [Traveler's Transit](../Spells_Rituals/Focus%20Spells/Level%204/Traveler's%20Transit.md), [Unbreaking Wave Advance](../Spells_Rituals/Focus%20Spells/Level%203/Unbreaking%20Wave%20Advance.md), [Unfolding Wind Rush](../Spells_Rituals/Focus%20Spells/Level%203/Unfolding%20Wind%20Rush.md), [Updraft](../Spells_Rituals/Focus%20Spells/Level%201/Updraft.md), [Victory Cry](../Spells_Rituals/Focus%20Spells/Level%201/Victory%20Cry.md), [Weapon Surge](../Spells_Rituals/Focus%20Spells/Level%201/Weapon%20Surge.md), [Whirling Flames](../Spells_Rituals/Focus%20Spells/Level%203/Whirling%20Flames.md), [Wild Winds Stance](../Spells_Rituals/Focus%20Spells/Level%204/Wild%20Winds%20Stance.md), [Winter Bolt](../Spells_Rituals/Focus%20Spells/Level%201/Winter%20Bolt.md), [Wronged Monk's Wrath](../Spells_Rituals/Focus%20Spells/Level%205/Wronged%20Monk's%20Wrath.md)
-
-### Hazards
-[Acid Strongbox Trap](Acid%20Strongbox%20Trap), [Electric Latch Rune](../Hazards/Electric%20Latch%20Rune.md), [Fireball Rune](Fireball%20Rune), [Mogaru's Breath](Mogaru's%20Breath), [Shattering Rune](Shattering%20Rune), [Storm Discharge](Storm%20Discharge)
-
-### Item Curses
-[Arsonous](Arsonous), [Backbiting](Backbiting), [Overdramatic](Overdramatic), [Ravenous](Ravenous)
-
-### Monsters
-[Roiling Incant](Roiling%20Incant)
-
-### Rituals
-[Consecrate](../Spells_Rituals/Rituals/Level%202/Consecrate.md), [Control Weather](../Spells_Rituals/Rituals/Level%208/Control%20Weather.md), [Empower Ley Line](../Spells_Rituals/Rituals/Level%207/Empower%20Ley%20Line.md), [Imprisonment](../Spells_Rituals/Rituals/Level%208/Imprisonment.md)
-
-### Spells
-[Acid Arrow](../Spells_Rituals/Arcane_Tradition/Level%202/Acid%20Arrow.md), [Acid Splash](../Spells_Rituals/Arcane_Tradition/Cantrips/Acid%20Splash.md), [Acid Storm](../Spells_Rituals/Arcane_Tradition/Level%205/Acid%20Storm.md), [Acidic Burst](../Spells_Rituals/Arcane_Tradition/Level%201/Acidic%20Burst.md), [Airburst](../Spells_Rituals/Arcane_Tradition/Level%201/Airburst.md), [Animated Assault](../Spells_Rituals/Arcane_Tradition/Level%202/Animated%20Assault.md), [Biting Words](../Spells_Rituals/Arcane_Tradition/Level%201/Biting%20Words.md), [Blade Barrier](../Spells_Rituals/Arcane_Tradition/Level%206/Blade%20Barrier.md), [Blazing Dive](../Spells_Rituals/Arcane_Tradition/Level%203/Blazing%20Dive.md), [Blazing Fissure](../Spells_Rituals/Arcane_Tradition/Level%205/Blazing%20Fissure.md), [Blightburn Blast](../Spells_Rituals/Arcane_Tradition/Level%207/Blightburn%20Blast.md), [Boil Blood](../Spells_Rituals/Arcane_Tradition/Level%208/Boil%20Blood.md), [Bracing Tendrils](../Spells_Rituals/Arcane_Tradition/Level%203/Bracing%20Tendrils.md), [Breath of Drought](../Spells_Rituals/Arcane_Tradition/Level%202/Breath%20of%20Drought.md), [Buffeting Winds](../Spells_Rituals/Arcane_Tradition/Level%201/Buffeting%20Winds.md), [Burning Hands](../Spells_Rituals/Arcane_Tradition/Level%201/Burning%20Hands.md), [Cataclysm](../Spells_Rituals/Arcane_Tradition/Level%2010/Cataclysm.md), [Chain Lightning](../Spells_Rituals/Arcane_Tradition/Level%206/Chain%20Lightning.md), [Chilling Darkness](../Spells_Rituals/Arcane_Tradition/Level%203/Chilling%20Darkness.md), [Chilling Spray](../Spells_Rituals/Arcane_Tradition/Level%201/Chilling%20Spray.md), [Chromatic Ray](../Spells_Rituals/Arcane_Tradition/Level%204/Chromatic%20Ray.md), [Concordant Choir](../Spells_Rituals/Arcane_Tradition/Level%201/Concordant%20Choir.md), [Cone of Cold](../Spells_Rituals/Arcane_Tradition/Level%205/Cone%20of%20Cold.md), [Continual Flame](../Spells_Rituals/Arcane_Tradition/Level%202/Continual%20Flame.md), [Control Sand](../Spells_Rituals/Arcane_Tradition/Level%207/Control%20Sand.md), [Control Water](../Spells_Rituals/Arcane_Tradition/Level%205/Control%20Water.md), [Crashing Wave](../Spells_Rituals/Arcane_Tradition/Level%203/Crashing%20Wave.md), [Dancing Lights](../Spells_Rituals/Arcane_Tradition/Cantrips/Dancing%20Lights.md), [Dancing Shield](../Spells_Rituals/Arcane_Tradition/Level%202/Dancing%20Shield.md), [1 TTRPG/PF2e Wiki/Traits/Darkness](1%20TTRPG/PF2e%20Wiki/Traits/Darkness), [Deity's Strike](../Spells_Rituals/Arcane_Tradition/Level%207/Deity's%20Strike.md), [Deluge](../Spells_Rituals/Arcane_Tradition/Level%208/Deluge.md), [Disintegrate](../Spells_Rituals/Arcane_Tradition/Level%206/Disintegrate.md), [Divine Decree](../Spells_Rituals/Arcane_Tradition/Level%207/Divine%20Decree.md), [Divine Lance](../Spells_Rituals/Arcane_Tradition/Cantrips/Divine%20Lance.md), [Divine Wrath](../Spells_Rituals/Arcane_Tradition/Level%204/Divine%20Wrath.md), [Draw the Lightning](../Spells_Rituals/Arcane_Tradition/Level%204/Draw%20the%20Lightning.md), [Earthquake](../Spells_Rituals/Arcane_Tradition/Level%208/Earthquake.md), [Echoing Weapon](../Spells_Rituals/Arcane_Tradition/Level%201/Echoing%20Weapon.md), [Electric Arc](../Spells_Rituals/Arcane_Tradition/Cantrips/Electric%20Arc.md), [Elemental Annihilation Wave](../Spells_Rituals/Arcane_Tradition/Level%203/Elemental%20Annihilation%20Wave.md), [Elemental Zone](../Spells_Rituals/Arcane_Tradition/Level%202/Elemental%20Zone.md), [Etheric Shards](../Spells_Rituals/Arcane_Tradition/Level%205/Etheric%20Shards.md), [Faerie Fire](../Spells_Rituals/Arcane_Tradition/Level%202/Faerie%20Fire.md), [Falling Sky](../Spells_Rituals/Arcane_Tradition/Level%208/Falling%20Sky.md), [Final Sacrifice](../Spells_Rituals/Arcane_Tradition/Level%202/Final%20Sacrifice.md), [Fire Seeds](../Spells_Rituals/Arcane_Tradition/Level%206/Fire%20Seeds.md), [Fire Shield](../Spells_Rituals/Arcane_Tradition/Level%204/Fire%20Shield.md), [Fireball](../Spells_Rituals/Arcane_Tradition/Level%203/Fireball.md), [Flame Strike](../Spells_Rituals/Arcane_Tradition/Level%205/Flame%20Strike.md), [Flame Vortex](../Spells_Rituals/Arcane_Tradition/Level%206/Flame%20Vortex.md), [Flame Wisp](../Spells_Rituals/Arcane_Tradition/Level%202/Flame%20Wisp.md), [Flaming Sphere](../Spells_Rituals/Arcane_Tradition/Level%202/Flaming%20Sphere.md), [Flowing Strike](../Spells_Rituals/Arcane_Tradition/Level%205/Flowing%20Strike.md), [Force Cage](../Spells_Rituals/Arcane_Tradition/Level%207/Force%20Cage.md), [Forceful Hand](../Spells_Rituals/Arcane_Tradition/Level%205/Forceful%20Hand.md), [Friendfetch](../Spells_Rituals/Arcane_Tradition/Level%201/Friendfetch.md), [Frigid Flurry](../Spells_Rituals/Arcane_Tradition/Level%207/Frigid%20Flurry.md), [Gale Blast](../Spells_Rituals/Arcane_Tradition/Cantrips/Gale%20Blast.md), [Gasping Marsh](../Spells_Rituals/Arcane_Tradition/Level%203/Gasping%20Marsh.md), [Geyser](../Spells_Rituals/Arcane_Tradition/Level%205/Geyser.md), [Glitterdust](../Spells_Rituals/Arcane_Tradition/Level%202/Glitterdust.md), [Gravitational Pull](../Spells_Rituals/Arcane_Tradition/Level%201/Gravitational%20Pull.md), [Gravity Well](../Spells_Rituals/Arcane_Tradition/Level%203/Gravity%20Well.md), [Gritty Wheeze](../Spells_Rituals/Arcane_Tradition/Level%201/Gritty%20Wheeze.md), [Gust of Wind](../Spells_Rituals/Arcane_Tradition/Level%201/Gust%20of%20Wind.md), [Haunting Hymn](../Spells_Rituals/Arcane_Tradition/Cantrips/Haunting%20Hymn.md), [Heat Metal](../Spells_Rituals/Arcane_Tradition/Level%202/Heat%20Metal.md), [Holy Cascade](../Spells_Rituals/Arcane_Tradition/Level%204/Holy%20Cascade.md), [Horizon Thunder Sphere](../Spells_Rituals/Arcane_Tradition/Level%201/Horizon%20Thunder%20Sphere.md), [Hydraulic Push](../Spells_Rituals/Arcane_Tradition/Level%201/Hydraulic%20Push.md), [Hydraulic Torrent](../Spells_Rituals/Arcane_Tradition/Level%204/Hydraulic%20Torrent.md), [Ice Storm](../Spells_Rituals/Arcane_Tradition/Level%204/Ice%20Storm.md), [Ignite Fireworks](../Spells_Rituals/Arcane_Tradition/Level%202/Ignite%20Fireworks.md), [Implosion](../Spells_Rituals/Arcane_Tradition/Level%209/Implosion.md), [Kinetic Ram](../Spells_Rituals/Arcane_Tradition/Level%201/Kinetic%20Ram.md), [Levitate](../Spells_Rituals/Arcane_Tradition/Level%203/Levitate.md), [1 TTRPG/PF2e Wiki/Traits/Light](1%20TTRPG/PF2e%20Wiki/Traits/Light), [Lightning Bolt](../Spells_Rituals/Arcane_Tradition/Level%203/Lightning%20Bolt.md), [Lightning Storm](../Spells_Rituals/Arcane_Tradition/Level%205/Lightning%20Storm.md), [Mage Hand](../Spells_Rituals/Arcane_Tradition/Cantrips/Mage%20Hand.md), [Magic Missile](../Spells_Rituals/Arcane_Tradition/Level%201/Magic%20Missile.md), [Magnetic Acceleration](../Spells_Rituals/Arcane_Tradition/Level%203/Magnetic%20Acceleration.md), [Magnetic Attraction](../Spells_Rituals/Arcane_Tradition/Level%202/Magnetic%20Attraction.md), [Meteor Swarm](../Spells_Rituals/Arcane_Tradition/Level%209/Meteor%20Swarm.md), [Moonburst](../Spells_Rituals/Arcane_Tradition/Level%207/Moonburst.md), [Moonlight Ray](../Spells_Rituals/Arcane_Tradition/Level%203/Moonlight%20Ray.md), [Noxious Vapors](../Spells_Rituals/Arcane_Tradition/Level%201/Noxious%20Vapors.md), [Painful Vibrations](../Spells_Rituals/Arcane_Tradition/Level%204/Painful%20Vibrations.md), [Penumbral Shroud](../Spells_Rituals/Arcane_Tradition/Level%201/Penumbral%20Shroud.md), [Personal Rain Cloud](../Spells_Rituals/Arcane_Tradition/Level%201/Personal%20Rain%20Cloud.md), [Phase Bolt](../Spells_Rituals/Arcane_Tradition/Cantrips/Phase%20Bolt.md), [Pillar of Water](../Spells_Rituals/Arcane_Tradition/Level%203/Pillar%20of%20Water.md), [Polar Ray](../Spells_Rituals/Arcane_Tradition/Level%208/Polar%20Ray.md), [Poltergeist's Fury](../Spells_Rituals/Arcane_Tradition/Level%206/Poltergeist's%20Fury.md), [Prestidigitation](../Spells_Rituals/Arcane_Tradition/Cantrips/Prestidigitation.md), [Prismatic Spray](../Spells_Rituals/Arcane_Tradition/Level%207/Prismatic%20Spray.md), [Produce Flame](../Spells_Rituals/Arcane_Tradition/Cantrips/Produce%20Flame.md), [Puff of Poison](../Spells_Rituals/Arcane_Tradition/Cantrips/Puff%20of%20Poison.md), [Pummeling Rubble](../Spells_Rituals/Arcane_Tradition/Level%201/Pummeling%20Rubble.md), [Punishing Winds](../Spells_Rituals/Arcane_Tradition/Level%208/Punishing%20Winds.md), [Purifying Icicle](../Spells_Rituals/Arcane_Tradition/Level%201/Purifying%20Icicle.md), [Radiant Beam](../Spells_Rituals/Arcane_Tradition/Level%204/Radiant%20Beam.md), [Radiant Field](../Spells_Rituals/Arcane_Tradition/Level%202/Radiant%20Field.md), [Ray of Frost](../Spells_Rituals/Arcane_Tradition/Cantrips/Ray%20of%20Frost.md), [Repelling Pulse](../Spells_Rituals/Arcane_Tradition/Level%205/Repelling%20Pulse.md), [Reverse Gravity](../Spells_Rituals/Arcane_Tradition/Level%207/Reverse%20Gravity.md), [Rime Slick](../Spells_Rituals/Arcane_Tradition/Level%202/Rime%20Slick.md), [Scatter Scree](../Spells_Rituals/Arcane_Tradition/Cantrips/Scatter%20Scree.md), [Scorching Ray](../Spells_Rituals/Arcane_Tradition/Level%202/Scorching%20Ray.md), [Scouring Pulse](../Spells_Rituals/Arcane_Tradition/Level%205/Scouring%20Pulse.md), [Scouring Sand](../Spells_Rituals/Arcane_Tradition/Level%201/Scouring%20Sand.md), [Sea Surge](../Spells_Rituals/Arcane_Tradition/Level%202/Sea%20Surge.md), [Searing Light](../Spells_Rituals/Arcane_Tradition/Level%203/Searing%20Light.md), [Shadow Blast](../Spells_Rituals/Arcane_Tradition/Level%205/Shadow%20Blast.md), [Shatter](../Spells_Rituals/Arcane_Tradition/Level%202/Shatter.md), [Shocking Grasp](../Spells_Rituals/Arcane_Tradition/Level%201/Shocking%20Grasp.md), [Shockwave](../Spells_Rituals/Arcane_Tradition/Level%201/Shockwave.md), [Snowball](../Spells_Rituals/Arcane_Tradition/Level%201/Snowball.md), [Sound Burst](../Spells_Rituals/Arcane_Tradition/Level%202/Sound%20Burst.md), [Spiritual Weapon](../Spells_Rituals/Arcane_Tradition/Level%202/Spiritual%20Weapon.md), [Spout](../Spells_Rituals/Arcane_Tradition/Cantrips/Spout.md), [Stone Tell](../Spells_Rituals/Arcane_Tradition/Level%206/Stone%20Tell.md), [Storm of Vengeance](../Spells_Rituals/Arcane_Tradition/Level%209/Storm%20of%20Vengeance.md), [Stormburst](../Spells_Rituals/Arcane_Tradition/Level%205/Stormburst.md), [Sudden Bolt](../Spells_Rituals/Arcane_Tradition/Level%202/Sudden%20Bolt.md), [Sunburst](../Spells_Rituals/Arcane_Tradition/Level%207/Sunburst.md), [Swallow Light](../Spells_Rituals/Arcane_Tradition/Level%202/Swallow%20Light.md), [Telekinetic Bombardment](../Spells_Rituals/Arcane_Tradition/Level%207/Telekinetic%20Bombardment.md), [Telekinetic Haul](../Spells_Rituals/Arcane_Tradition/Level%205/Telekinetic%20Haul.md), [Telekinetic Maneuver](../Spells_Rituals/Arcane_Tradition/Level%202/Telekinetic%20Maneuver.md), [Telekinetic Projectile](../Spells_Rituals/Arcane_Tradition/Cantrips/Telekinetic%20Projectile.md), [Unseasonable Squall](../Spells_Rituals/Arcane_Tradition/Level%203/Unseasonable%20Squall.md), [Volcanic Eruption](../Spells_Rituals/Arcane_Tradition/Level%207/Volcanic%20Eruption.md), [Vomit Swarm](../Spells_Rituals/Arcane_Tradition/Level%202/Vomit%20Swarm.md), [Wall of Fire](../Spells_Rituals/Arcane_Tradition/Level%204/Wall%20of%20Fire.md), [Wall of Force](../Spells_Rituals/Arcane_Tradition/Level%206/Wall%20of%20Force.md), [Wall of Ice](../Spells_Rituals/Arcane_Tradition/Level%205/Wall%20of%20Ice.md), [Wall of Radiance](../Spells_Rituals/Arcane_Tradition/Level%203/Wall%20of%20Radiance.md), [Wall of Shadow](../Spells_Rituals/Arcane_Tradition/Level%203/Wall%20of%20Shadow.md), [Wall of Virtue](../Spells_Rituals/Arcane_Tradition/Level%203/Wall%20of%20Virtue.md), [Wall of Wind](../Spells_Rituals/Arcane_Tradition/Level%203/Wall%20of%20Wind.md), [Weapon of Judgment](../Spells_Rituals/Arcane_Tradition/Level%209/Weapon%20of%20Judgment.md), [Weapon Storm](../Spells_Rituals/Arcane_Tradition/Level%204/Weapon%20Storm.md), [Whirlwind](../Spells_Rituals/Arcane_Tradition/Level%208/Whirlwind.md), [Zero Gravity](../Spells_Rituals/Arcane_Tradition/Level%206/Zero%20Gravity.md)
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-# 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.
-
----
-
-### Feats
-[Advanced Weaponry](Advanced%20Weaponry), [Airborne Form](Airborne%20Form), [Alacritous Action](Alacritous%20Action), [Amphibious Form](Amphibious%20Form), [Blood Frenzy](Blood%20Frenzy), [Bloodletting Claws](Bloodletting%20Claws), [Burrowing Form](Burrowing%20Form), [Constricting Hold](Constricting%20Hold), [Defend Summoner](Defend%20Summoner), [Dual Energy Heart](Dual%20Energy%20Heart), [Eidolon's Opportunity](Eidolon's%20Opportunity), [1 TTRPG/PF2e Wiki/Feats/General/Eidolon's Wrath](1%20TTRPG/PF2e%20Wiki/Feats/General/Eidolon's%20Wrath), [Energy Heart](Energy%20Heart), [Energy Resistance](Energy%20Resistance), [Ever-Vigilant Senses](../Feats/General/Ever-Vigilant%20Senses.md), [Expanded Senses](Expanded%20Senses), [Glider Form](Glider%20Form), [Grasping Limbs](Grasping%20Limbs), [Hulking Size](Hulking%20Size), [Magical Adept](../Feats/General/Magical%20Adept.md), [Magical Master](Magical%20Master), [Magical Understudy](../Feats/General/Magical%20Understudy.md), [Merciless Rend](Merciless%20Rend), [Miniaturize](Miniaturize), [Phase Out](Phase%20Out), [Pushing Attack](Pushing%20Attack), [Ranged Combatant](Ranged%20Combatant), [Resilient Shell](Resilient%20Shell), [Shrink Down](Shrink%20Down), [Spell-Repelling Form](Spell-Repelling%20Form), [Steed Form](Steed%20Form), [Towering Size](Towering%20Size), [Trample](Trample), [Vibration Sense](Vibration%20Sense), [Weighty Impact](Weighty%20Impact)
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diff --git a/content/Mechanics/Traits/Exploration.md b/content/Mechanics/Traits/Exploration.md
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-# 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.
-
----
-
-### Actions
-[Affix a Talisman](../Activities/Affix%20a%20Talisman.md), [Avoid Notice](../Activities/Avoid%20Notice.md), [Borrow an Arcane Spell](Borrow%20an%20Arcane%20Spell), [Call Companion](Call%20Companion), [Cleanse Soul Path](Cleanse%20Soul%20Path), [Coerce](../Rules/Actions/Coerce.md), [Cover Tracks](../Activities/Cover%20Tracks.md), [Decipher Writing](../Activities/Decipher%20Writing.md), [Defend](Defend), [Detect Magic](../Spells_Rituals/Arcane_Tradition/Cantrips/Detect%20Magic.md), [Follow the Expert](../Activities/Follow%20the%20Expert.md), [Gather Information](../Rules/Actions/Gather%20Information.md), [Hustle](Hustle), [Identify Alchemy](Identify%20Alchemy), [Identify Magic](../Rules/Actions/Identify%20Magic.md), [Impersonate](../Rules/Actions/Impersonate.md), [Investigate](../Activities/Investigate.md), [Learn a Spell](../Rules/Actions/Learn%20a%20Spell.md), [Make an Impression](../Rules/Actions/Make%20an%20Impression.md), [Pursue a Lead](Pursue%20a%20Lead), [Rally](Rally), [Refocus](../Activities/Refocus.md), [Repair](../Activities/Repair.md), [Repeat a Spell](../Activities/Repeat%20a%20Spell.md), [Scout](../Activities/Scout.md), [Search](../Activities/Search.md), [Sense Direction](Sense%20Direction), [Squeeze](Squeeze), [Take a Breather](Take%20a%20Breather), [Track](../Activities/Track.md), [Treat Wounds](../Rules/Actions/Treat%20Wounds.md)
-
-### Activities
-[Affix a Talisman](../Activities/Affix%20a%20Talisman.md), [Avoid Notice](../Activities/Avoid%20Notice.md), [Defend](Defend), [Detect Magic](../Spells_Rituals/Arcane_Tradition/Cantrips/Detect%20Magic.md), [Follow the Expert](../Activities/Follow%20the%20Expert.md), [Hustle](Hustle), [Investigate](../Activities/Investigate.md), [Repeat a Spell](../Activities/Repeat%20a%20Spell.md), [Scout](../Activities/Scout.md), [Search](../Activities/Search.md)
-
-### Feats
-[Annotate Composition](Annotate%20Composition), [Anticipate Ambush](Anticipate%20Ambush), [Aura Sight](Aura%20Sight), [Automatic Writing](Automatic%20Writing), [Cat Nap](Cat%20Nap), [Earworm](Earworm), [Eerie Traces](Eerie%20Traces), [Emblazon Armament](Emblazon%20Armament), [Express Driver](Express%20Driver), [Express Rider](Express%20Rider), [Flame Jump](Flame%20Jump), [Improvised Crafting](Improvised%20Crafting), [Lead Investigator](Lead%20Investigator), [Morphic Manipulation](Morphic%20Manipulation), [Posse](Posse), [Read Disaster](Read%20Disaster), [Read Psychometric Resonance](Read%20Psychometric%20Resonance), [Sheltering Cave](Sheltering%20Cave), [Tame Animal](Tame%20Animal), [Verdant Weapon](Verdant%20Weapon)
-
-### Skills
-[Borrow an Arcane Spell](Borrow%20an%20Arcane%20Spell), [Coerce](../Rules/Actions/Coerce.md), [Cover Tracks](../Activities/Cover%20Tracks.md), [Gather Information](../Rules/Actions/Gather%20Information.md), [Identify Alchemy](Identify%20Alchemy), [Impersonate](../Rules/Actions/Impersonate.md), [Make an Impression](../Rules/Actions/Make%20an%20Impression.md), [Repair](../Activities/Repair.md), [Sense Direction](Sense%20Direction), [Squeeze](Squeeze), [Track](../Activities/Track.md), [Treat Wounds](../Rules/Actions/Treat%20Wounds.md)
-
-### Skills (General)
-[Decipher Writing](../Activities/Decipher%20Writing.md), [Identify Magic](../Rules/Actions/Identify%20Magic.md), [Learn a Spell](../Rules/Actions/Learn%20a%20Spell.md)
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diff --git a/content/Mechanics/Traits/Extradimensional.md b/content/Mechanics/Traits/Extradimensional.md
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-# 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.
-
----
-
-### Equipment
-[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)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
\ No newline at end of file
diff --git a/content/Mechanics/Traits/Fey.md b/content/Mechanics/Traits/Fey.md
deleted file mode 100644
index 82854c44b..000000000
--- a/content/Mechanics/Traits/Fey.md
+++ /dev/null
@@ -1,19 +0,0 @@
-# Fey
-#pf2e/trait
-*Source* Core Rulebook pg. 631 3.0
-
-Creatures of the First World are called the fey.
-
----
-
-### Ancestries
-[Sprite](Sprite)
-
-### Eidolons
-[Fey Eidolon](../Bestiary/Companions/Eidolons/Fey%20Eidolon.md)
-
-### Equipment
-[Fairy Bullet](Fairy%20Bullet)
-
-### Monsters
-[Alapolo](Alapolo), [Ankou](Ankou), [Avarek](Avarek), [Baobhan Sith](Baobhan%20Sith), [Biloko Veteran](Biloko%20Veteran), [Biloko Warrior](Biloko%20Warrior), [Blodeuwedd](Blodeuwedd), [Bogey](Bogey), [Bogeyman](Bogeyman), [Brownie](Brownie), [Brughadatch](Brughadatch), [Bugaboo](Bugaboo), [Bugul Noz](Bugul%20Noz), [Cat Sith](Cat%20Sith), [Crossroads Guardian](Crossroads%20Guardian), [Cu Sith](Cu%20Sith), [Culdewen](Culdewen), [Dalos](Dalos), [Doblagub](Doblagub), [Domovoi](Domovoi), [Draxie](Draxie), [Dryad](Dryad), [Dryad Queen](Dryad%20Queen), [Duende](Duende), [Dvorovoi](Dvorovoi), [Elananx](Elananx), [Eloko](Eloko), [Fuath](Fuath), [Gahlepod](Gahlepod), [Gathlain Wanderer](Gathlain%20Wanderer), [Gimmerling](Gimmerling), [Gnagrif](Gnagrif), [Grig](Grig), [Grimple](Grimple), [Grimstalker](Grimstalker), [Grodair](Grodair), [Gumiho](Gumiho), [Haniver](Haniver), [Harmona](Harmona), [Hesperid](Hesperid), [Hesperid Queen](Hesperid%20Queen), [Huldra](Huldra), [Jinkin](Jinkin), [Kelpie](Kelpie), [Kishi](Kishi), [Korred](Korred), [Lampad](Lampad), [Lampad Queen](Lampad%20Queen), [Leprechaun](Leprechaun), [Loblobi](Loblobi), [Lurker In Light](Lurker%20In%20Light), [Mari Lwyd](Mari%20Lwyd), [Marrmora](Marrmora), [Melixie](Melixie), [Millindemalion](Millindemalion), [Minchgorm](Minchgorm), [Mitflit](Mitflit), [Mosquito Witch](Mosquito%20Witch), [Naiad](Naiad), [Naiad Queen](Naiad%20Queen), [Nereid](Nereid), [Nixie](Nixie), [Norn](Norn), [Nuckelavee](Nuckelavee), [Nuglub](Nuglub), [Nyktera](Nyktera), [Ovinnik](Ovinnik), [Pixie](Pixie), [Pugwampi](Pugwampi), [Pukwudgie](Pukwudgie), [Queen Sluagh](Queen%20Sluagh), [Quickling](Quickling), [Redcap](Redcap), [Riekanoy](Riekanoy), [Rusalka](Rusalka), [Satyr](Satyr), [Scrit](Scrit), [Shatterling](Shatterling), [Sluagh Reaper](Sluagh%20Reaper), [Spirit Turtle](Spirit%20Turtle), [Spring-Heeled Jack](Spring-Heeled%20Jack), [Sprite](Sprite), [Ssumzili](Ssumzili), [Stygira](Stygira), [Summer Hora](Summer%20Hora), [Summer Hora Queen](Summer%20Hora%20Queen), [Svartalfar Killer](Svartalfar%20Killer), [Ta'apundo](Ta'apundo), [Taljjae](Taljjae), [Tooth Fairy](Tooth%20Fairy), [Tooth Fairy Swarm](Tooth%20Fairy%20Swarm), [Twigjack](Twigjack), [Unicorn](Unicorn), [Vexgit](Vexgit), [Vilderavn](Vilderavn), [Yaganty](Yaganty), [Zrukbat](Zrukbat)
\ No newline at end of file
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-{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947801","Uuid":"388a23119a5f423c833783d4a4ac58fb","LastWritten":"2023-02-02T20:35:52.6506909+01:00"}
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diff --git a/content/Mechanics/Traits/Fiend.md b/content/Mechanics/Traits/Fiend.md
deleted file mode 100644
index 85c23fe01..000000000
--- a/content/Mechanics/Traits/Fiend.md
+++ /dev/null
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-# 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.
-
----
-
-### Eidolons
-[Demon Eidolon](../Bestiary/Companions/Eidolons/Demon%20Eidolon.md)
-
-### Monsters
-[Abrikandilu](Abrikandilu), [Adhukait](Adhukait), [Aghash](Aghash), [Agradaemon](Agradaemon), [Ahvothian](Ahvothian), [Ammut](Ammut), [Astradaemon](Astradaemon), [Augnagar](Augnagar), [Augur](Augur), [Azmakian Effigy](Azmakian%20Effigy), [Babau](Babau), [Balor](Balor), [Barbazu](Barbazu), [Barghest](Barghest), [Bebilith](Bebilith), [Brimorak](Brimorak), [Cacodaemon](Cacodaemon), [Ceustodaemon](Ceustodaemon), [Chakanaj](Chakanaj), [Chernobue](Chernobue), [Cornugon](Cornugon), [Crucidaemon](Crucidaemon), [Cythnigot](Cythnigot), [Dandasuka](Dandasuka), [Deimavigga](Deimavigga), [Derghodaemon](Derghodaemon), [Doru](Doru), [Dreadsong Dancer](Dreadsong%20Dancer), [Dretch](Dretch), [Eremite](Eremite), [Erinys](Erinys), [Esipil](Esipil), [Evangelist](Evangelist), [Fire Yai](Fire%20Yai), [Gelugon](Gelugon), [Glabrezu](Glabrezu), [Greater Barghest](Greater%20Barghest), [Greater Nightmare](Greater%20Nightmare), [Gylou](Gylou), [Hamatula](Hamatula), [Hell Hound](Hell%20Hound), [Hellbound Attorney](Hellbound%20Attorney), [Hellcat](Hellcat), [Hellwasp Swarm](Hellwasp%20Swarm), [Hezrou](Hezrou), [Ice Yai](Ice%20Yai), [Imp](Imp), [Interlocutor](Interlocutor), [Invidiak](Invidiak), [Japalisura](Japalisura), [Kalavakus](Kalavakus), [Karina](Karina), [Kimenhul](Kimenhul), [Lemure](Lemure), [Leukodaemon](Leukodaemon), [Levaloch](Levaloch), [Lorthact](Lorthact), [Maharaja](Maharaja), [Marilith](Marilith), [Meladaemon](Meladaemon), [Moon Hag](Moon%20Hag), [Munagola](Munagola), [Nabasu](Nabasu), [Nalfeshnee](Nalfeshnee), [Nenchuuj](Nenchuuj), [Nessian Warhound](Nessian%20Warhound), [Night Hag](Night%20Hag), [Nightmare](References/Bestiary/Monsters), [Nikaramsa](Nikaramsa), [Nucol](Nucol), [Nyogoth](Nyogoth), [Olethrodaemon](Olethrodaemon), [Omox](Omox), [Onidoshi](Onidoshi), [Ostiarius](Ostiarius), [Ostovite](Ostovite), [Osyluth](Osyluth), [Pairaka](Pairaka), [Pakalchi](Pakalchi), [Penqual](Penqual), [Phistophilus](Phistophilus), [Piscodaemon](Piscodaemon), [Pit Fiend](Pit%20Fiend), [Precentor](Precentor), [Purrodaemon](Purrodaemon), [Quasit](Quasit), [Qurashith](Qurashith), [Raja Rakshasa](Raja%20Rakshasa), [Raktavarna](Raktavarna), [Rhevanna](Rhevanna), [Roru](Roru), [Sacristan](Sacristan), [Sandpoint Devil](Sandpoint%20Devil), [Sarglagon](Sarglagon), [Sepid](Sepid), [Shadow Yai](Shadow%20Yai), [Shaukeen](Shaukeen), [Shemhazian](Shemhazian), [Shoggti](Shoggti), [Sordesdaemon](Sordesdaemon), [Soul Eater](Soul%20Eater), [Soul Skelm](Soul%20Skelm), [Spectral Devil](Spectral%20Devil), [Succubus](Succubus), [Taiga Yai](Taiga%20Yai), [Thanadaemon](Thanadaemon), [The Stabbing Beast](The%20Stabbing%20Beast), [Thulgant](Thulgant), [Treerazer](Treerazer), [Tumblak](Tumblak), [Vavakia](Vavakia), [Vermlek](Vermlek), [Vrock](Vrock), [Vrolikai](Vrolikai), [Water Yai](Water%20Yai), [Wihsaak](Wihsaak), [Xilvirek](Xilvirek), [Ximtal](Ximtal), [Yeth Hound](Yeth%20Hound), [Zebub](Zebub)
\ No newline at end of file
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diff --git a/content/Mechanics/Traits/Fire.md b/content/Mechanics/Traits/Fire.md
deleted file mode 100644
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-# 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.
-
----
-
-### Actions
-[Explode](Explode)
-
-### Equipment
-[Alchemical Fuse](Alchemical%20Fuse), [Alchemist's Fire](Alchemist's%20Fire), [Blast Lance](Blast%20Lance), [Bottled Sunlight](Bottled%20Sunlight), [Burning Badger Guts Snare](Burning%20Badger%20Guts%20Snare), [Dwarven Daisy](Dwarven%20Daisy), [Electrocable](Electrocable), [Ember Dust](Ember%20Dust), [Explosive Ammunition](Explosive%20Ammunition), [Fire Box](Fire%20Box), [Fire-Jump Ring](Fire-Jump%20Ring), [Flame Drake Snare](Flame%20Drake%20Snare), [Flame Tongue](Flame%20Tongue), [Flaming](../Items/Runes/Weapon%20Property%20Runes/Flaming.md), [Flaming Star](Flaming%20Star), [Four-Ways Dogslicer](Four-Ways%20Dogslicer), [Fulminating Spear](Fulminating%20Spear), [Golden Blade of Mzali](Golden%20Blade%20of%20Mzali), [Hellfire Boots](Hellfire%20Boots), [Hyldarf's Fang](Hyldarf's%20Fang), [Immolation Clan Pistol](Immolation%20Clan%20Pistol), [Meteor Shot](Meteor%20Shot), [Noisemaker Snare](Noisemaker%20Snare), [Overloaded Brain Grenade](Overloaded%20Brain%20Grenade), [Pact-Bound Pistol](Pact-Bound%20Pistol), [Phoenix Flask](Phoenix%20Flask), [Primordial Flame](Primordial%20Flame), [Pyronite](Pyronite), [Radiant Lance](Radiant%20Lance), [Redpitch Bomb](Redpitch%20Bomb), [Searing Suture](Searing%20Suture), [Self-Immolating Note](Self-Immolating%20Note), [Skull Bomb](Skull%20Bomb), [Smoking Sword](Smoking%20Sword), [South Wind's Scorch Song](South%20Wind's%20Scorch%20Song), [Star Grenade](Star%20Grenade), [Tallow Bomb](Tallow%20Bomb), [Tindertwig](Tindertwig), [Wand of Smoldering Fireballs](Wand%20of%20Smoldering%20Fireballs), [Wayfinder](Wayfinder)
-
-### Feats
-[Blazing Aura](Blazing%20Aura), [Blazing Talon Surge](Blazing%20Talon%20Surge), [Burning Spell](Burning%20Spell), [Charred Remains](Charred%20Remains), [Dormant Eruption](Dormant%20Eruption), [Explosive Death Drop](Explosive%20Death%20Drop), [Explosive Leap](Explosive%20Leap), [Fiery Retort](Fiery%20Retort), [Flame Jump](Flame%20Jump), [Radiant Burst](Radiant%20Burst), [Rain of Embers Stance](Rain%20of%20Embers%20Stance), [Scorching Disarm](Scorching%20Disarm), [Searing Restoration](Searing%20Restoration), [Spark Fist](Spark%20Fist), [Stoked Flame Stance](Stoked%20Flame%20Stance)
-
-### Focus Spells
-[Cleansing Flames](../Spells_Rituals/Focus%20Spells/Level%205/Cleansing%20Flames.md), [Combustion](../Spells_Rituals/Focus%20Spells/Level%203/Combustion.md), [Entropic Wheel](../Spells_Rituals/Focus%20Spells/Cantrips/Entropic%20Wheel.md), [Fire Ray](../Spells_Rituals/Focus%20Spells/Level%201/Fire%20Ray.md), [Flaming Fusillade](../Spells_Rituals/Focus%20Spells/Level%206/Flaming%20Fusillade.md), [Hellfire Plume](../Spells_Rituals/Focus%20Spells/Level%205/Hellfire%20Plume.md), [Incendiary Aura](../Spells_Rituals/Focus%20Spells/Level%201/Incendiary%20Aura.md), [Moonbeam](../Spells_Rituals/Focus%20Spells/Level%201/Moonbeam.md), [Redistribute Potential](../Spells_Rituals/Focus%20Spells/Cantrips/Redistribute%20Potential.md), [Rejuvenating Flames](../Spells_Rituals/Focus%20Spells/Level%201/Rejuvenating%20Flames.md), [Shroud of Flame](../Spells_Rituals/Focus%20Spells/Level%203/Shroud%20of%20Flame.md), [Spray of Stars](../Spells_Rituals/Focus%20Spells/Level%201/Spray%20of%20Stars.md), [Sun Blade](../Spells_Rituals/Focus%20Spells/Level%202/Sun%20Blade.md), [Sun's Fury](../Spells_Rituals/Focus%20Spells/Level%203/Sun's%20Fury.md), [Whirling Flames](../Spells_Rituals/Focus%20Spells/Level%203/Whirling%20Flames.md), [Wildfire](../Spells_Rituals/Focus%20Spells/Level%201/Wildfire.md)
-
-### Hazards
-[Dahak's Skull](Dahak's%20Skull), [Fireball Rune](Fireball%20Rune), [Floating Flamethrower](Floating%20Flamethrower), [Forest Fire](Forest%20Fire), [Mogaru's Breath](Mogaru's%20Breath), [Oil Explosion](Oil%20Explosion), [Town Hall Fire](Town%20Hall%20Fire), [Vision of Dahak](Vision%20of%20Dahak)
-
-### Item Curses
-[Arsonous](Arsonous)
-
-### Monk Unarmed Attacks
-[Fire Talon](Fire%20Talon)
-
-### Monsters
-[Adult Brass Dragon](Adult%20Brass%20Dragon), [Adult Gold Dragon](Adult%20Gold%20Dragon), [Adult Magma Dragon](Adult%20Magma%20Dragon), [Adult Red Dragon](Adult%20Red%20Dragon), [Adult Underworld Dragon](Adult%20Underworld%20Dragon), [Agradaemon](Agradaemon), [Ancient Brass Dragon](Ancient%20Brass%20Dragon), [Ancient Gold Dragon](Ancient%20Gold%20Dragon), [Ancient Magma Dragon](Ancient%20Magma%20Dragon), [Ancient Red Dragon](Ancient%20Red%20Dragon), [Ancient Underworld Dragon](Ancient%20Underworld%20Dragon), [Azer](Azer), [Bul-Gae](Bul-Gae), [Cinder Rat](Cinder%20Rat), [Combusted](Combusted), [Crag Linnorm](Crag%20Linnorm), [Crimson Worm](Crimson%20Worm), [Cuetzmonquali](Cuetzmonquali), [Dalos](Dalos), [Dragonscarred Dead](Dragonscarred%20Dead), [Eberark](Eberark), [Efreeti](Efreeti), [Elananx](Elananx), [Elemental Inferno](Elemental%20Inferno), [Ember Fox](Ember%20Fox), [Filth Fire](Filth%20Fire), [Fire Giant](Fire%20Giant), [Fire Mephit](Fire%20Mephit), [Fire Wisp](Fire%20Wisp), [Fire Yai](Fire%20Yai), [Firewyrm](Firewyrm), [Flame Drake](Flame%20Drake), [Forge-Spurned](Forge-Spurned), [Hell Hound](Hell%20Hound), [Jyoti](Jyoti), [Kirin](Kirin), [Lerritan](Lerritan), [Living Wildfire](Living%20Wildfire), [Magma Scorpion](Magma%20Scorpion), [Marrmora](Marrmora), [Nessian Warhound](Nessian%20Warhound), [Peluda](Peluda), [Peri](Peri), [Phoenix](Phoenix), [Ravener](Ravener), [Salamander](Salamander), [Sanzuwu](Sanzuwu), [Shadern Immolator](Shadern%20Immolator), [Steam Mephit](Steam%20Mephit), [Striding Fire](Striding%20Fire), [Sulfur Zombie](Sulfur%20Zombie), [Thrasfyr](Thrasfyr), [Tor Linnorm](Tor%20Linnorm), [Xotani](Xotani), [Xotanispawn](Xotanispawn), [Young Brass Dragon](Young%20Brass%20Dragon), [Young Gold Dragon](Young%20Gold%20Dragon), [Young Magma Dragon](Young%20Magma%20Dragon), [Young Red Dragon](Young%20Red%20Dragon), [Young Underworld Dragon](Young%20Underworld%20Dragon)
-
-### Planes
-[Plane of Fire](Plane%20of%20Fire)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
\ No newline at end of file
diff --git a/content/Mechanics/Traits/Fire.md:com.amazon.drive.sync b/content/Mechanics/Traits/Fire.md:com.amazon.drive.sync
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diff --git a/content/Mechanics/Traits/Flourish.md b/content/Mechanics/Traits/Flourish.md
deleted file mode 100644
index 03bd9c179..000000000
--- a/content/Mechanics/Traits/Flourish.md
+++ /dev/null
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-# 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.
-
----
-
-### Actions
-[Bullying Press](Bullying%20Press), [Cat Pounce](Cat%20Pounce), [Darting Attack](Darting%20Attack), [Flurry of Blows](Flurry%20of%20Blows), [Ghost Shot](Ghost%20Shot)
-
-### Feats
-[Avalanche Strike](Avalanche%20Strike), [Barreling Charge](Barreling%20Charge), [Bashing Charge](Bashing%20Charge), [Blazing Streak](Blazing%20Streak), [Blazing Talon Surge](Blazing%20Talon%20Surge), [Bullet Dancer Reload](Bullet%20Dancer%20Reload), [Bullet Split](Bullet%20Split), [Cadence Call](Cadence%20Call), [Called Shot](Called%20Shot), [Cauterize](Cauterize), [Cavalier's Charge](Cavalier's%20Charge), [Dazzling Bullet](Dazzling%20Bullet), [Debilitating Shot](Debilitating%20Shot), [Disarming Assault](Disarming%20Assault), [Doctor's Visitation](Doctor's%20Visitation), [Double Shot](Double%20Shot), [Drifter's Juke](Drifter's%20Juke), [Drive-By Attack](Drive-By%20Attack), [Dual-Handed Assault](Dual-Handed%20Assault), [Fleeting Shadow](Fleeting%20Shadow), [Follow-Up Strike](Follow-Up%20Strike), [Gorilla Pound](Gorilla%20Pound), [Grievous Blow](Grievous%20Blow), [Hammer Quake](Hammer%20Quake), [Hunted Shot](Hunted%20Shot), [Impossible Flurry](Impossible%20Flurry), [Impossible Volley](Impossible%20Volley), [Knockdown](Knockdown), [Mammoth Charge](Mammoth%20Charge), [Mobile Magical Combat](Mobile%20Magical%20Combat), [Path of Iron](Path%20of%20Iron), [Peafowl Strut](Peafowl%20Strut), [Penetrating Projectile](Penetrating%20Projectile), [Perfect Shot](Perfect%20Shot), [Pistolero's Challenge](Pistolero's%20Challenge), [Positioning Assault](Positioning%20Assault), [Power Attack](Power%20Attack), [Predator's Pounce](Predator's%20Pounce), [Preparation](Preparation), [Quick Reversal](Quick%20Reversal), [Rebounding Toss](Rebounding%20Toss), [Risky Reload](Risky%20Reload), [Scout's Charge](Scout's%20Charge), [Scout's Pounce](Scout's%20Pounce), [Seize](Seize), [Sever Space](Sever%20Space), [Shield of Reckoning](Shield%20of%20Reckoning), [Silent Step](Silent%20Step), [Siphon Life](Siphon%20Life), [Skirmish Strike](Skirmish%20Strike), [Slayer's Strike](Slayer's%20Strike), [Slice and Swipe](Slice%20and%20Swipe), [Slip the Grasp](Slip%20the%20Grasp), [Spring from the Shadows](Spring%20from%20the%20Shadows), [Stab and Blast](Stab%20and%20Blast), [Staff Sweep](Staff%20Sweep), [Subtle Shank](Subtle%20Shank), [Sudden Charge](Sudden%20Charge), [Swipe](Swipe), [Take the Wheel](Take%20the%20Wheel), [Time Dilation Cascade](Time%20Dilation%20Cascade), [To Battle!](To%20Battle!), [Trampling Charge](Trampling%20Charge), [Triangle Shot](Triangle%20Shot), [Tumbling Strike](Tumbling%20Strike), [Twin Takedown](Twin%20Takedown), [Two-Weapon Flurry](Two-Weapon%20Flurry), [Two-Weapon Fusillade](Two-Weapon%20Fusillade), [Unbalancing Sweep](Unbalancing%20Sweep), [United Assault](United%20Assault), [Wave the Flag](Wave%20the%20Flag), [Whirlwind Stance](Whirlwind%20Stance), [Whirlwind Strike](Whirlwind%20Strike)
\ No newline at end of file
diff --git a/content/Mechanics/Traits/Flourish.md:com.amazon.drive.sync b/content/Mechanics/Traits/Flourish.md:com.amazon.drive.sync
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index 2a3a26876..000000000
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-{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947806","Uuid":"2198cb75b9f741669287f3e97bf45a24","LastWritten":"2023-02-02T20:35:52.8496901+01:00"}
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diff --git a/content/Mechanics/Traits/Force.md b/content/Mechanics/Traits/Force.md
deleted file mode 100644
index 05d7f636e..000000000
--- a/content/Mechanics/Traits/Force.md
+++ /dev/null
@@ -1,23 +0,0 @@
-# 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.
-
----
-
-### Equipment
-[Force Shield](Force%20Shield), [Impactful](Impactful), [Pressure Bomb](Pressure%20Bomb), [Rebounding Breastplate](Rebounding%20Breastplate), [Ring of the Ram](Ring%20of%20the%20Ram), [Savior Spike](Savior%20Spike), [Silver Tripod](Silver%20Tripod), [Wand of Manifold Missiles](Wand%20of%20Manifold%20Missiles), [Wand of Spiritual Warfare](Wand%20of%20Spiritual%20Warfare)
-
-### Feats
-[Cross the Final Horizon](Cross%20the%20Final%20Horizon)
-
-### Focus Spells
-[Astral Rain](../Spells_Rituals/Focus%20Spells/Cantrips/Astral%20Rain.md), [Force Bolt](../Spells_Rituals/Focus%20Spells/Level%201/Force%20Bolt.md), [Force Fang](../Spells_Rituals/Focus%20Spells/Level%201/Force%20Fang.md), [Imaginary Weapon](../Spells_Rituals/Focus%20Spells/Cantrips/Imaginary%20Weapon.md), [Ki Blast](../Spells_Rituals/Focus%20Spells/Level%203/Ki%20Blast.md), [Wronged Monk's Wrath](../Spells_Rituals/Focus%20Spells/Level%205/Wronged%20Monk's%20Wrath.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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-# 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.
-
----
-
-### Actions
-[Call to Axis](Call%20to%20Axis), [Devise a Stratagem](Devise%20a%20Stratagem)
-
-### Equipment
-[Acrobat's Staff](Acrobat's%20Staff), [Beckoning Cat Amulet](Beckoning%20Cat%20Amulet), [Devil's Luck](Devil's%20Luck), [Eye of Apprehension](Eye%20of%20Apprehension), [Hunter's Hagbook](Hunter's%20Hagbook), [Indomitable Keepsake](Indomitable%20Keepsake), [Luck Blade](Luck%20Blade), [Lucky Kitchen Witch](Lucky%20Kitchen%20Witch), [Lucky Rabbit's Foot](Lucky%20Rabbit's%20Foot), [Mask of Mercy](Mask%20of%20Mercy), [Matchmaker Fulu](Matchmaker%20Fulu), [Persona Mask](Persona%20Mask)
-
-### Feats
-[Acquired Tolerance](Acquired%20Tolerance), [Ally's Shelter](Ally's%20Shelter), [Archaeologist's Luck](Archaeologist's%20Luck), [Assurance](Assurance), [Avenge Ally](Avenge%20Ally), [Blessed Medicine](Blessed%20Medicine), [Cat's Luck](Cat's%20Luck), [Chance Death](Chance%20Death), [Courteous Comeback](Courteous%20Comeback), [Crafter's Instinct](Crafter's%20Instinct), [Derring-Do](Derring-Do), [Diviner Sense](Diviner%20Sense), [Felicitous Riposte](Felicitous%20Riposte), [Focus Ally](Focus%20Ally), [Foreseen Failure](Foreseen%20Failure), [Grit and Tenacity](Grit%20and%20Tenacity), [Guided by the Stars](Guided%20by%20the%20Stars), [Halfling Luck](Halfling%20Luck), [Impose Order (Aphorite)](Impose%20Order%20(Aphorite)), [Impose Order (Psychic)](Impose%20Order%20(Psychic)), [Impossible Technique](Impossible%20Technique), [Incredible Luck](Incredible%20Luck), [Inspired Stratagem](Inspired%20Stratagem), [Just One More Thing](Just%20One%20More%20Thing), [Know Oneself](Know%20Oneself), [Loremaster's Etude](../Spells_Rituals/Focus%20Spells/Level%201/Loremaster's%20Etude.md), [Mask of Rejection](Mask%20of%20Rejection), [Mistaken Identity](Mistaken%20Identity), [Paired Link](Paired%20Link), [Perfect Clarity](Perfect%20Clarity), [Perfect Finisher](Perfect%20Finisher), [Premonition of Clarity](Premonition%20of%20Clarity), [Reckless Abandon (Goblin)](Reckless%20Abandon%20(Goblin)), [Redirecting Shot](Redirecting%20Shot), [Spiritual Guides](Spiritual%20Guides), [Turn Away Misfortune](Turn%20Away%20Misfortune), [Turn Back the Clock](Turn%20Back%20the%20Clock), [Vision of Foresight](Vision%20of%20Foresight), [Wellspring Control](Wellspring%20Control)
-
-### Focus Spells
-[Access Lore](../Spells_Rituals/Focus%20Spells/Level%203/Access%20Lore.md), [Ancestral Defense](../Spells_Rituals/Focus%20Spells/Level%203/Ancestral%20Defense.md), [Bit of Luck](../Spells_Rituals/Focus%20Spells/Level%201/Bit%20of%20Luck.md), [Counter Performance](../Spells_Rituals/Focus%20Spells/Level%201/Counter%20Performance.md), [Diviner's Sight](../Spells_Rituals/Focus%20Spells/Level%201/Diviner's%20Sight.md), [Hunter's Luck](../Spells_Rituals/Focus%20Spells/Level%202/Hunter's%20Luck.md), [Know the Enemy](../Spells_Rituals/Focus%20Spells/Level%204/Know%20the%20Enemy.md), [Loremaster's Etude](../Spells_Rituals/Focus%20Spells/Level%201/Loremaster's%20Etude.md), [Lucky Break](../Spells_Rituals/Focus%20Spells/Level%204/Lucky%20Break.md), [Perfect Strike](../Spells_Rituals/Focus%20Spells/Level%202/Perfect%20Strike.md), [Perfected Form](../Spells_Rituals/Focus%20Spells/Level%204/Perfected%20Form.md), [Scholarly Recollection](../Spells_Rituals/Focus%20Spells/Level%201/Scholarly%20Recollection.md), [String of Fate](../Spells_Rituals/Focus%20Spells/Level%201/String%20of%20Fate.md), [Tempt Fate](../Spells_Rituals/Focus%20Spells/Level%204/Tempt%20Fate.md), [Unity](../Spells_Rituals/Focus%20Spells/Level%204/Unity.md), [Zeal for Battle](../Spells_Rituals/Focus%20Spells/Level%204/Zeal%20for%20Battle.md)
-
-### Rituals
-[The World's a Stage](../Spells_Rituals/Rituals/Level%205/The%20World's%20a%20Stage.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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diff --git a/content/Mechanics/Traits/Free-Hand.md b/content/Mechanics/Traits/Free-Hand.md
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-# 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.
-
-When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
-
----
-
-### Weapons
-[Bladed Gauntlet](Bladed%20Gauntlet), [Gauntlet](Gauntlet), [Knuckle Duster](Knuckle%20Duster), [Reinforced Frame](Reinforced%20Frame), [Spiked Gauntlet](Spiked%20Gauntlet), [Wheel Blades](Wheel%20Blades), [Wheel Spikes](Wheel%20Spikes)
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diff --git a/content/Mechanics/Traits/Fungus.md b/content/Mechanics/Traits/Fungus.md
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-# Fungus
-#pf2e/trait
-*Source* Core Rulebook pg. 632 3.0
-
-Fungal creatures have the fungus trait. They are distinct from normal fungi.
-
----
-
-### Equipment
-[Spore Sap](Spore%20Sap)
-
-### Hazards
-[Ash Web](Ash%20Web), [Brown Mold](Brown%20Mold), [Gloomglow Mushrooms](Gloomglow%20Mushrooms), [Shrieker](Shrieker), [Yellow Mold](Yellow%20Mold)
-
-### Monsters
-[Basidirond](Basidirond), [Dragon's Blood Puffball](Dragon's%20Blood%20Puffball), [Drakauthix](Drakauthix), [Fungus Leshy](Fungus%20Leshy), [Melfesh Monster](Melfesh%20Monster), [Mi-Go](Mi-Go), [Mu Spore](Mu%20Spore), [Myceloid](Myceloid), [Reaper Skull Puffball](Reaper%20Skull%20Puffball), [Slime Mold](Slime%20Mold), [Tendriculos](Tendriculos), [Terotricus](Terotricus), [Violet Fungus](Violet%20Fungus), [Wizard Sponge](Wizard%20Sponge)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
\ No newline at end of file
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diff --git a/content/Mechanics/Traits/Good.md b/content/Mechanics/Traits/Good.md
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-# 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.
-
----
-
-### Equipment
-[Anointed Waterskin](Anointed%20Waterskin), [Armor of the Holy Warrior](Armor%20of%20the%20Holy%20Warrior), [Busine of Divine Reinforcement](Busine%20of%20Divine%20Reinforcement), [Celestial Armor](Celestial%20Armor), [Celestial Peachwood Sword](Celestial%20Peachwood%20Sword), [Fu Water](Fu%20Water), [Glorious Plate](Glorious%20Plate), [Guiding Star](../Spells_Rituals/Arcane_Tradition/Level%202/Guiding%20Star.md), [Holy](Holy), [Holy Avenger](Holy%20Avenger), [Holy Steam Ball](Holy%20Steam%20Ball), [Holy Water](../Items/Consumables/Holy%20Water.md), [Lady's Chalice](Lady's%20Chalice), [Radiant Lance](Radiant%20Lance), [Redeemer's Pistol](Redeemer's%20Pistol), [Vine of Roses](Vine%20of%20Roses)
-
-### Focus Spells
-[Angelic Halo](../Spells_Rituals/Focus%20Spells/Level%201/Angelic%20Halo.md), [Hallowed Ground](../Spells_Rituals/Focus%20Spells/Level%201/Hallowed%20Ground.md), [Litany against Sloth](../Spells_Rituals/Focus%20Spells/Level%205/Litany%20against%20Sloth.md), [Litany Against Wrath](../Spells_Rituals/Focus%20Spells/Level%203/Litany%20Against%20Wrath.md), [Litany of Righteousness](../Spells_Rituals/Focus%20Spells/Level%207/Litany%20of%20Righteousness.md), [Purifying Veil](../Spells_Rituals/Focus%20Spells/Level%204/Purifying%20Veil.md), [Sun's Fury](../Spells_Rituals/Focus%20Spells/Level%203/Sun's%20Fury.md)
-
-### Spells
-[Angel Form](../Spells_Rituals/Arcane_Tradition/Level%207/Angel%20Form.md), [Consecrate Flesh](../Spells_Rituals/Arcane_Tradition/Level%203/Consecrate%20Flesh.md), [Holy Cascade](../Spells_Rituals/Arcane_Tradition/Level%204/Holy%20Cascade.md), [Moonlight Ray](../Spells_Rituals/Arcane_Tradition/Level%203/Moonlight%20Ray.md), [Radiant Beam](../Spells_Rituals/Arcane_Tradition/Level%204/Radiant%20Beam.md), [Searing Light](../Spells_Rituals/Arcane_Tradition/Level%203/Searing%20Light.md)
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diff --git a/content/Mechanics/Traits/Haunt.md b/content/Mechanics/Traits/Haunt.md
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-# 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.
-
----
-
-### Hazards
-[Anguished Sarenite](Anguished%20Sarenite), [Barzillai's Hounds](Barzillai's%20Hounds), [Blood Tears](Blood%20Tears), [Blood-Soaked Soil](Blood-Soaked%20Soil), [Bloodthirsty Toy](Bloodthirsty%20Toy), [Bloodthirsty Urge](Bloodthirsty%20Urge), [Bounding Hounds](Bounding%20Hounds), [Broken Rebus Attack](Broken%20Rebus%20Attack), [Cannibalistic Echoes](Cannibalistic%20Echoes), [Cold Spot](Cold%20Spot), [Confounding Betrayal](Confounding%20Betrayal), [Damurdiel's Vengeance](Damurdiel's%20Vengeance), [Dance of Death](Dance%20of%20Death), [Demilich Skull](Demilich%20Skull), [Desperate Hunger](Desperate%20Hunger), [Disembodied Voices](Disembodied%20Voices), [Echoes of Betrayal](Echoes%20of%20Betrayal), [Ectoplasmic Grasp](Ectoplasmic%20Grasp), [Endless Elven Aging](Endless%20Elven%20Aging), [Entomed Spirit](Entomed%20Spirit), [Entropy Choir](Entropy%20Choir), [Eternal Flame](Eternal%20Flame), [Final Flight](Final%20Flight), [Final Words](Final%20Words), [Flensing Blades](Flensing%20Blades), [Flood of Spirits](Flood%20of%20Spirits), [Footsteps of Legends](Footsteps%20of%20Legends), [Frenetic Musician](Frenetic%20Musician), [Ghost Stampede](Ghost%20Stampede), [Ghostly Choir](Ghostly%20Choir), [Glimpse Grave](Glimpse%20Grave), [Grasp of the Damned](Grasp%20of%20the%20Damned), [Grasping Dead](Grasping%20Dead), [Hall of Fiery Doom](Hall%20of%20Fiery%20Doom), [Hall of Mirrors](Hall%20of%20Mirrors), [Ileosa's Fifth Manifestation](Ileosa's%20Fifth%20Manifestation), [Ileosa's Sixth Manifestation](Ileosa's%20Sixth%20Manifestation), [Jealous Abjurer](Jealous%20Abjurer), [Kepgeda's Keening Cauldron](Kepgeda's%20Keening%20Cauldron), [Locking Door](Locking%20Door), [Lonely Machine Spirit](Lonely%20Machine%20Spirit), [Malevolent Mannequins](Malevolent%20Mannequins), [Phantom Bells](Phantom%20Bells), [Phantom Footsteps](Phantom%20Footsteps), [Phantom Jailer](Phantom%20Jailer), [Plummeting Doom](Plummeting%20Doom), [Pouncing Tiger Haunt](Pouncing%20Tiger%20Haunt), [Sadistic Conductor](Sadistic%20Conductor), [Sand Whirlwind](Sand%20Whirlwind), [Shattered Window](Shattered%20Window), [Shrouded Assailant](Shrouded%20Assailant), [Siphoning Spirit](Siphoning%20Spirit), [Spectral Archers](Spectral%20Archers), [Spectral Reflection](Spectral%20Reflection), [Spirit Cyclone](Spirit%20Cyclone), [Spirit Window](Spirit%20Window), [Toppling Furniture](Toppling%20Furniture), [Tylegmut's Last Meal](Tylegmut's%20Last%20Meal), [Violent Shove](Violent%20Shove), [Weight of Guilt](Weight%20of%20Guilt), [Wrathful Dinosaur](Wrathful%20Dinosaur), [Wronged Monk's Wrath](../Spells_Rituals/Focus%20Spells/Level%205/Wronged%20Monk's%20Wrath.md)
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diff --git a/content/Mechanics/Traits/Healing.md b/content/Mechanics/Traits/Healing.md
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-# 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.
-
----
-
-### Actions
-[Feast on the Fallen](Feast%20on%20the%20Fallen), [Restore the Mind](Restore%20the%20Mind), [Treat Wounds](../Rules/Actions/Treat%20Wounds.md)
-
-### Equipment
-[Antidote](Antidote), [Antiplague](Antiplague), [Body Recovery Kit](Body%20Recovery%20Kit), [Celestial Peach](Celestial%20Peach), [Crown of the Companion](Crown%20of%20the%20Companion), [Deathless](Deathless), [Elixir of Life](Elixir%20of%20Life), [Elixir of Rejuvenation](Elixir%20of%20Rejuvenation), [Focus Cathartic](Focus%20Cathartic), [Healing Potion](Healing%20Potion), [Holy Prayer Beads](Holy%20Prayer%20Beads), [Infernal Health](Infernal%20Health), [Knapsack of Halflingkind](Knapsack%20of%20Halflingkind), [Panacea](Panacea), [Panacea Fruit](Panacea%20Fruit), [Phoenix Fighting Fan](Phoenix%20Fighting%20Fan), [Phoenix Necklace](Phoenix%20Necklace), [Saints' Balm](Saints'%20Balm), [Salve of Antiparalysis](Salve%20of%20Antiparalysis), [Sinew-Shock Serum](Sinew-Shock%20Serum), [Skinstitch Salve](Skinstitch%20Salve), [Wand of Overflowing Life](Wand%20of%20Overflowing%20Life), [Wine of the Blood](Wine%20of%20the%20Blood)
-
-### Feats
-[Advanced First Aid](Advanced%20First%20Aid), [Battle Medicine](Battle%20Medicine), [Cantorian Rejuvenation](Cantorian%20Rejuvenation), [Cantorian Restoration](Cantorian%20Restoration), [Chromotherapy](Chromotherapy), [Communal Healing](Communal%20Healing), [Crimson Shroud](Crimson%20Shroud), [Crystal Healing](Crystal%20Healing), [Fey Life](Fey%20Life), [Glory and Valor!](Glory%20and%20Valor!), [High-Speed Regeneration](High-Speed%20Regeneration), [Inoculation](Inoculation), [Purge Sins](Purge%20Sins), [Resuscitate](Resuscitate), [Ruby Resurrection](Ruby%20Resurrection), [Sap Life](Sap%20Life), [Searing Restoration](Searing%20Restoration), [Spirit's Absolution](Spirit's%20Absolution), [Sustaining Steel](Sustaining%20Steel), [Tap Vitality](Tap%20Vitality), [Treat Condition](Treat%20Condition)
-
-### Focus Spells
-[Cleansing Flames](../Spells_Rituals/Focus%20Spells/Level%205/Cleansing%20Flames.md), [Delay Affliction](../Spells_Rituals/Focus%20Spells/Level%203/Delay%20Affliction.md), [Goodberry](../Spells_Rituals/Focus%20Spells/Level%201/Goodberry.md), [Heal Animal](../Spells_Rituals/Focus%20Spells/Level%201/Heal%20Animal.md), [Heal Companion](../Spells_Rituals/Focus%20Spells/Level%201/Heal%20Companion.md), [Hero's Defiance](../Spells_Rituals/Focus%20Spells/Level%2010/Hero's%20Defiance.md), [Hymn of Healing](../Spells_Rituals/Focus%20Spells/Level%201/Hymn%20of%20Healing.md), [Lay on Hands](../Spells_Rituals/Focus%20Spells/Level%201/Lay%20on%20Hands.md), [Life Boost](../Spells_Rituals/Focus%20Spells/Level%201/Life%20Boost.md), [Life Link](../Spells_Rituals/Focus%20Spells/Level%201/Life%20Link.md), [Life Siphon](../Spells_Rituals/Focus%20Spells/Level%204/Life%20Siphon.md), [Life-Giving Form](../Spells_Rituals/Focus%20Spells/Level%206/Life-Giving%20Form.md), [Lifelink Surge](../Spells_Rituals/Focus%20Spells/Level%202/Lifelink%20Surge.md), [Rebuke Death](../Spells_Rituals/Focus%20Spells/Level%204/Rebuke%20Death.md), [Rejuvenating Flames](../Spells_Rituals/Focus%20Spells/Level%201/Rejuvenating%20Flames.md), [Shall not Falter, Shall not Rout](../Spells_Rituals/Focus%20Spells/Level%205/Shall%20not%20Falter,%20Shall%20not%20Rout.md), [Shepherd of Souls](../Spells_Rituals/Focus%20Spells/Level%205/Shepherd%20of%20Souls.md), [Soothing Ballad](../Spells_Rituals/Focus%20Spells/Level%207/Soothing%20Ballad.md), [Soothing Mist](../Spells_Rituals/Focus%20Spells/Level%202/Soothing%20Mist.md), [Tireless Worker](../Spells_Rituals/Focus%20Spells/Level%204/Tireless%20Worker.md), [Wholeness of Body](../Spells_Rituals/Focus%20Spells/Level%202/Wholeness%20of%20Body.md)
-
-### Rituals
-[Resurrect](../Spells_Rituals/Rituals/Level%205/Resurrect.md)
-
-### Skills
-[Treat Wounds](../Rules/Actions/Treat%20Wounds.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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diff --git a/content/Mechanics/Traits/Hex.md b/content/Mechanics/Traits/Hex.md
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-# 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.
-
----
-
-### Focus Spells
-[Blood Ward](../Spells_Rituals/Focus%20Spells/Level%201/Blood%20Ward.md), [Buzzing Bites](../Spells_Rituals/Focus%20Spells/Cantrips/Buzzing%20Bites.md), [Cackle](../Spells_Rituals/Focus%20Spells/Level%201/Cackle.md), [Clinging Ice](../Spells_Rituals/Focus%20Spells/Cantrips/Clinging%20Ice.md), [Curse of Death](../Spells_Rituals/Focus%20Spells/Level%205/Curse%20of%20Death.md), [Deceiver's Cloak](../Spells_Rituals/Focus%20Spells/Level%203/Deceiver's%20Cloak.md), [Discern Secrets](../Spells_Rituals/Focus%20Spells/Cantrips/Discern%20Secrets.md), [Elemental Betrayal](../Spells_Rituals/Focus%20Spells/Level%201/Elemental%20Betrayal.md), [Evil Eye](../Spells_Rituals/Focus%20Spells/Cantrips/Evil%20Eye.md), [Glacial Heart](../Spells_Rituals/Focus%20Spells/Level%205/Glacial%20Heart.md), [Life Boost](../Spells_Rituals/Focus%20Spells/Level%201/Life%20Boost.md), [Malicious Shadow](../Spells_Rituals/Focus%20Spells/Level%203/Malicious%20Shadow.md), [Needle of Vengeance](../Spells_Rituals/Focus%20Spells/Level%201/Needle%20of%20Vengeance.md), [Nudge Fate](../Spells_Rituals/Focus%20Spells/Cantrips/Nudge%20Fate.md), [Over the Coals](../Spells_Rituals/Focus%20Spells/Level%205/Over%20the%20Coals.md), [Pact Broker](../Spells_Rituals/Focus%20Spells/Cantrips/Pact%20Broker.md), [Personal Blizzard](../Spells_Rituals/Focus%20Spells/Level%203/Personal%20Blizzard.md), [Phase Familiar](../Spells_Rituals/Focus%20Spells/Level%201/Phase%20Familiar.md), [Restorative Moment](../Spells_Rituals/Focus%20Spells/Level%205/Restorative%20Moment.md), [Return the Favor](../Spells_Rituals/Focus%20Spells/Level%203/Return%20the%20Favor.md), [Shroud of Night](../Spells_Rituals/Focus%20Spells/Cantrips/Shroud%20of%20Night.md), [Spirit Object](../Spells_Rituals/Focus%20Spells/Cantrips/Spirit%20Object.md), [Stoke the Heart](../Spells_Rituals/Focus%20Spells/Cantrips/Stoke%20the%20Heart.md), [Stumbling Curse](../Spells_Rituals/Focus%20Spells/Level%201/Stumbling%20Curse.md), [Veil of Dreams](../Spells_Rituals/Focus%20Spells/Level%201/Veil%20of%20Dreams.md), [Wilding Word](../Spells_Rituals/Focus%20Spells/Cantrips/Wilding%20Word.md)
\ No newline at end of file
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diff --git a/content/Mechanics/Traits/Humanoid.md b/content/Mechanics/Traits/Humanoid.md
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-# 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.
-
----
-
-### Ancestries
-[Anadi](Anadi), [Android](Android), [Azarketi](Azarketi), [Catfolk](Catfolk), [Dwarf](../../../../../80-13th-Age-SRD/Races/Dwarf.md), [Elf](Elf), [Fetchling](Fetchling), [Fleshwarp](Fleshwarp), [Gnoll](Gnoll), [Gnome](../../../../../80-13th-Age-SRD/Races/Gnome.md), [Goblin](Goblin), [Goloma](Goloma), [Grippli](Grippli), [Half-Elf](../../../../../80-13th-Age-SRD/Races/Half-Elf.md), [Halfling](../../../../../80-13th-Age-SRD/Races/Halfling.md), [Half-Orc](../../../../../80-13th-Age-SRD/Races/Half-Orc.md), [Hobgoblin](Hobgoblin), [Human](../../../../../80-13th-Age-SRD/Races/Human.md), [Kitsune](Kitsune), [Kobold](Kobold), [Lizardfolk](Lizardfolk), [Orc](Orc), [Poppet](Poppet), [Ratfolk](Ratfolk), [Shisk](Shisk), [Shoony](Shoony), [Strix](Strix), [Tengu](Tengu)
-
-### Monsters
-[Aapoph Serpentfolk](Aapoph%20Serpentfolk), [Aasimar Redeemer](Aasimar%20Redeemer), [Adlet](Adlet), [Aigamuxa](Aigamuxa), [Ainamuuren](Ainamuuren), [Anadi Elder](Anadi%20Elder), [Anadi Fateweaver](Anadi%20Fateweaver), [Anadi Hunter](Anadi%20Hunter), [Anadi Lurker](Anadi%20Lurker), [Anadi Sage](Anadi%20Sage), [Anadi Seeker](Anadi%20Seeker), [Ancient Rivener](Ancient%20Rivener), [Android Infiltrator](Android%20Infiltrator), [Angheuvore Flesh-Gnawer](Angheuvore%20Flesh-Gnawer), [Annis Hag](Annis%20Hag), [Anugobu Apprentice](Anugobu%20Apprentice), [Anugobu Wondercrafter](Anugobu%20Wondercrafter), [Aphorite Sharpshooter](Aphorite%20Sharpshooter), [Asanbosam](Asanbosam), [Athach](Athach), [Azarketi Explorer](Azarketi%20Explorer), [Azer](Azer), [Berberoka](Berberoka), [Blood Hag](Blood%20Hag), [Boggard Scout](Boggard%20Scout), [Boggard Swampseer](Boggard%20Swampseer), [Boggard Warrior](Boggard%20Warrior), [Bone Prophet](Bone%20Prophet), [Bugbear Thug](Bugbear%20Thug), [Bugbear Tormentor](Bugbear%20Tormentor), [Buso](Buso), [Caligni Caller](Caligni%20Caller), [Caligni Creeper](Caligni%20Creeper), [Caligni Dancer](Caligni%20Dancer), [Caligni Slayer](Caligni%20Slayer), [Caligni Stalker](Caligni%20Stalker), [Caligni Vanguard](Caligni%20Vanguard), [Calikang](Calikang), [Catfolk Pouncer](Catfolk%20Pouncer), [Cave Giant](Cave%20Giant), [Cecaelia Trapper](Cecaelia%20Trapper), [Changeling Exile](Changeling%20Exile), [Charau-ka Acolyte of Angazhan](Charau-ka%20Acolyte%20of%20Angazhan), [Charau-ka Butcher](Charau-ka%20Butcher), [Charau-ka Warrior](Charau-ka%20Warrior), [City Guard Squadron](City%20Guard%20Squadron), [Cloud Giant](Cloud%20Giant), [Coil Spy](Coil%20Spy), [Cyclops](../../../../../60-Wyrmscriber/Gamemaster/World/Species/Cyclops.md), [Danava Titan](Danava%20Titan), [Deep Gnome Rockwarden](Deep%20Gnome%20Rockwarden), [Deep Gnome Scout](Deep%20Gnome%20Scout), [Deep Gnome Warrior](Deep%20Gnome%20Warrior), [Dero Magister](Dero%20Magister), [Dero Stalker](Dero%20Stalker), [Dero Strangler](Dero%20Strangler), [Desert Giant](Desert%20Giant), [Dhampir Wizard](Dhampir%20Wizard), [Doppelganger](Doppelganger), [Drow Fighter](Drow%20Fighter), [Drow Hunter](Drow%20Hunter), [Drow Priestess](Drow%20Priestess), [Drow Rogue](Drow%20Rogue), [Drow Shootist](Drow%20Shootist), [Drow Warden](Drow%20Warden), [Duergar Bombardier](Duergar%20Bombardier), [Duergar Sharpshooter](Duergar%20Sharpshooter), [Duergar Taskmaster](Duergar%20Taskmaster), [Duskwalker Ghost Hunter](Duskwalker%20Ghost%20Hunter), [Elysian Titan](Elysian%20Titan), [Etioling Blightmage](Etioling%20Blightmage), [Ettin](Ettin), [Eunemvro](Eunemvro), [Faceless Butcher](Faceless%20Butcher), [Fetchling Scout](Fetchling%20Scout), [Fire Giant](Fire%20Giant), [Fire Yai](Fire%20Yai), [Frost Giant](Frost%20Giant), [Ganzi Martial Artist](Ganzi%20Martial%20Artist), [Ghoran Manipulator](Ghoran%20Manipulator), [Gnoll Cultist](Gnoll%20Cultist), [Gnoll Hunter](Gnoll%20Hunter), [Gnoll Sergeant](Gnoll%20Sergeant), [Goblin Commando](Goblin%20Commando), [Goblin Pyro](Goblin%20Pyro), [Goblin War Chanter](Goblin%20War%20Chanter), [Goblin Warrior](Goblin%20Warrior), [Grave Hag](Grave%20Hag), [Great Cyclops](Great%20Cyclops), [Green Hag](Green%20Hag), [Grendel](Grendel), [Grioth Cultist](Grioth%20Cultist), [Grioth Scout](Grioth%20Scout), [Grippli Archer](Grippli%20Archer), [Grippli Greenspeaker](Grippli%20Greenspeaker), [Grippli Jinxer](Grippli%20Jinxer), [Grippli Scout](Grippli%20Scout), [Grippli Skirmisher](Grippli%20Skirmisher), [Gurgist Mauler](Gurgist%20Mauler), [Harpy](Harpy), [Hellbound Attorney](Hellbound%20Attorney), [Hellknight Cavalry Brigade](Hellknight%20Cavalry%20Brigade), [Hill Giant](Hill%20Giant), [Hobgoblin Archer](Hobgoblin%20Archer), [Hobgoblin General](Hobgoblin%20General), [Hobgoblin Soldier](Hobgoblin%20Soldier), [Ice Yai](Ice%20Yai), [Ifrit Pyrochemist](Ifrit%20Pyrochemist), [Ikeshti Brood-Minder](Ikeshti%20Brood-Minder), [Jitterbone Contortionist](Jitterbone%20Contortionist), [Jorogumo](Jorogumo), [Jyoti](Jyoti), [Kaava Stalker](Kaava%20Stalker), [Kallas Devil](Kallas%20Devil), [Kitsune Trickster](Kitsune%20Trickster), [Kobold Dragon Mage](Kobold%20Dragon%20Mage), [Kobold Scout](Kobold%20Scout), [Kobold Tunnelrunner](Kobold%20Tunnelrunner), [Kobold Warrior](Kobold%20Warrior), [Kovintus Geomancer](Kovintus%20Geomancer), [Krampus](Krampus), [Krampus Celebrant](Krampus%20Celebrant), [Lifeleecher Brawler](Lifeleecher%20Brawler), [Lizardfolk Defender](Lizardfolk%20Defender), [Lizardfolk Scout](Lizardfolk%20Scout), [Lizardfolk Stargazer](Lizardfolk%20Stargazer), [Locathah Hunter](Locathah%20Hunter), [Maftet Guardian](Maftet%20Guardian), [Manticore Paaridar](Manticore%20Paaridar), [Marsh Giant](Marsh%20Giant), [Medusa](Medusa), [Merfolk Warrior](Merfolk%20Warrior), [Merfolk Wavecaller](Merfolk%20Wavecaller), [Minotaur](Minotaur), [Moon Hag](Moon%20Hag), [Morlock](Morlock), [Morlock Cultist](Morlock%20Cultist), [Morlock Engineer](Morlock%20Engineer), [Morlock Scavenger](Morlock%20Scavenger), [Munavri Spellblade](Munavri%20Spellblade), [Nagaji Soldier](Nagaji%20Soldier), [Night Hag](Night%20Hag), [Nosferatu Thrall](Nosferatu%20Thrall), [Ogre Boss](Ogre%20Boss), [Ogre Glutton](Ogre%20Glutton), [Ogre Hurler](Ogre%20Hurler), [Ogre Warrior](Ogre%20Warrior), [Onidoshi](Onidoshi), [Orc Brute](Orc%20Brute), [Orc Warchief](Orc%20Warchief), [Orc Warrior](Orc%20Warrior), [Oread Guard](Oread%20Guard), [Palace Skelm](Palace%20Skelm), [Plague Giant](Plague%20Giant), [Popobawa](Popobawa), [Pygmy Kaava](Pygmy%20Kaava), [Rancorous Priesthood](Rancorous%20Priesthood), [Ratfolk Grenadier](Ratfolk%20Grenadier), [Ravenile](Ravenile), [Relictner Eroder](Relictner%20Eroder), [Rokurokubi](Rokurokubi), [Rune Giant](Rune%20Giant), [Rust Hag](Rust%20Hag), [Sabosan](Sabosan), [Samsaran Anchorite](Samsaran%20Anchorite), [Sasquatch](Sasquatch), [Saurian Warmonger](Saurian%20Warmonger), [Saurian Worldwatcher](Saurian%20Worldwatcher), [Sea Devil Baron](Sea%20Devil%20Baron), [Sea Devil Brute](Sea%20Devil%20Brute), [Sea Devil Scout](Sea%20Devil%20Scout), [Sea Hag](Sea%20Hag), [Serpentfolk Granitescale](Serpentfolk%20Granitescale), [Serpentfolk Venom Caller](Serpentfolk%20Venom%20Caller), [Shabti Redeemer](Shabti%20Redeemer), [Shadern Immolator](Shadern%20Immolator), [Shadow Giant](Shadow%20Giant), [Shadow Yai](Shadow%20Yai), [Shobhad Enforcer](Shobhad%20Enforcer), [Shobhad Sniper](Shobhad%20Sniper), [Shoony Hierarch](Shoony%20Hierarch), [Shoony Militia Member](Shoony%20Militia%20Member), [Shoony Tiller](Shoony%20Tiller), [Shrine Skelm](Shrine%20Skelm), [Skulk](Skulk), [Skum](Skum), [Slana](Slana), [Smog Giant](Smog%20Giant), [Soul Skelm](Soul%20Skelm), [Spriggan Bully](Spriggan%20Bully), [Spriggan Warlord](Spriggan%20Warlord), [Stheno Harpist](Stheno%20Harpist), [Stone Giant](Stone%20Giant), [Storm Giant](Storm%20Giant), [Storm Hag](Storm%20Hag), [Street Skelm](Street%20Skelm), [Strix Kinmate](Strix%20Kinmate), [Suli Dune Dancer](Suli%20Dune%20Dancer), [Sumbreiva](Sumbreiva), [Sylph Sneak](Sylph%20Sneak), [Taiga Giant](Taiga%20Giant), [Taiga Yai](Taiga%20Yai), [Tengu Sneak](Tengu%20Sneak), [Tenome](Tenome), [Terwa Chosen](Terwa%20Chosen), [Terwa Prodigy](Terwa%20Prodigy), [Terwa Star Reader](Terwa%20Star%20Reader), [Thanatotic Titan](Thanatotic%20Titan), [Tiefling Adept](Tiefling%20Adept), [Tomb Giant](Tomb%20Giant), [Triton](Triton), [Umasi](Umasi), [Undine Hydromancer](Undine%20Hydromancer), [Urdefhan Blood Mage](Urdefhan%20Blood%20Mage), [Urdefhan Death Scout](Urdefhan%20Death%20Scout), [Urdefhan Dominator](Urdefhan%20Dominator), [Urdefhan High Tormentor](Urdefhan%20High%20Tormentor), [Urdefhan Hunter](Urdefhan%20Hunter), [Urdefhan Lasher](Urdefhan%20Lasher), [Urdefhan Tormentor](Urdefhan%20Tormentor), [Urdefhan Warrior](Urdefhan%20Warrior), [Vanara Disciple](Vanara%20Disciple), [Vishkanya Infiltrator](Vishkanya%20Infiltrator), [Water Yai](Water%20Yai), [Wayang Whisperblade](Wayang%20Whisperblade), [Wereant Disciple](Wereant%20Disciple), [Wereant Poisoner](Wereant%20Poisoner), [Werebat](Werebat), [Werebear](Werebear), [Wereboar](Wereboar), [Werecrocodile](Werecrocodile), [Wererat](Wererat), [Weretiger](Weretiger), [Werewolf](Werewolf), [Winter Hag](Winter%20Hag), [Witchwyrd](Witchwyrd), [Wood Giant](Wood%20Giant), [Xulgath Bilebearer](Xulgath%20Bilebearer), [Xulgath Deepmouth](Xulgath%20Deepmouth), [Xulgath Gutrager](Xulgath%20Gutrager), [Xulgath Leader](Xulgath%20Leader), [Xulgath Skulker](Xulgath%20Skulker), [Xulgath Spinesnapper](Xulgath%20Spinesnapper), [Xulgath Stoneliege](Xulgath%20Stoneliege), [Xulgath Thoughtmaw](Xulgath%20Thoughtmaw), [Xulgath Warrior](Xulgath%20Warrior), [Yeti](Yeti), [Zyss Serpentfolk](Zyss%20Serpentfolk)
-
-### NPCs
-[Acolyte of Nethys](Acolyte%20of%20Nethys), [Acrobat](../Backgrounds/Acrobat.md), [Adept](Adept), [Advisor](Advisor), [antipaladin](Mechanics/Bestiary/gm-guide/antipaladin.md), [Apothecary](Apothecary), [Apprentice](Apprentice), [Archer Sentry](Archer%20Sentry), [Assassin](../../../../../60-Wyrmscriber/Gamemaster/Mechanics/Classes/Assassin/Assassin.md), [Astronomer](Astronomer), [Azarketi Crab Catcher](Azarketi%20Crab%20Catcher), [Azarketi Sailor](Azarketi%20Sailor), [Azarketi Tide Tamer](Azarketi%20Tide%20Tamer), [Bandit](../../../../../60-Wyrmscriber/Gamemaster/Mechanics/Bestiary/Humanoids/Bandit.md), [Barkeep](../Backgrounds/Barkeep.md), [Barrister](../Backgrounds/Barrister.md), [Beast Tamer](Beast%20Tamer), [Beggar](Beggar), [Bodyguard](Bodyguard), [Bosun](Bosun), [Bounty Hunter](../Backgrounds/Bounty%20Hunter.md), [Burglar](Burglar), [Captain of the Guard](Captain%20of%20the%20Guard), [Charlatan](../Backgrounds/Charlatan.md), [Charming Scoundrel](Charming%20Scoundrel), [Chea](Chea), [Chronicler](Chronicler), [Commoner](Commoner), [Cult Leader](Cult%20Leader), [Cultist](../../../../../60-Wyrmscriber/Gamemaster/Mechanics/Bestiary/Humanoids/Cultist.md), [Dancer](Dancer), [Demonologist](Demonologist), [Despot](Despot), [Dockhand](Dockhand), [Drunkard](Drunkard), [Duhgik](Duhgik), [Edolpho Phinelli](Edolpho%20Phinelli), [Ekene](Ekene), [Eleukas](Eleukas), [Executioner](Executioner), [False Priest](False%20Priest), [Farmer](Farmer), [Fence](Fence), [Gang Leader](Gang%20Leader), [Grave Robber](../Backgrounds/Grave%20Robber.md), [Gravedigger](Gravedigger), [Gristleburst](Gristleburst), [Guard](../Backgrounds/Guard.md), [Guide](Guide), [Guildmaster](Guildmaster), [Harbormaster](Harbormaster), [Harrow Reader](Harrow%20Reader), [Hellknight Armiger](Hellknight%20Armiger), [Hellknight Paravicar](Hellknight%20Paravicar), [Hunter](../../../../../60-Wyrmscriber/Gamemaster/Mechanics/Classes/Hunter/Hunter.md), [Innkeeper](Innkeeper), [Jailer](Jailer), [Judge](Judge), [Kalaggi Nakutu](Kalaggi%20Nakutu), [Librarian](Librarian), [Lisavet](Lisavet), [Mage for Hire](Mage%20for%20Hire), [Mastermind](Mastermind), [Merchant](../Backgrounds/Merchant.md), [Miner](../Backgrounds/Miner.md), [Monster Hunter](Monster%20Hunter), [Morlibint](Morlibint), [Muruwa](Muruwa), [Navigator](Navigator), [Necromancer](Necromancer), [Noble](../Backgrounds/Noble.md), [Palace Guard](Palace%20Guard), [Pathfinder Field Agent](Pathfinder%20Field%20Agent), [Pathfinder Venture-Captain](Pathfinder%20Venture-Captain), [Physician](Physician), [Pirate](../../../../../60-Wyrmscriber/Gamemaster/Mechanics/Bestiary/Humanoids/Pirate.md), [Plague Doctor](Plague%20Doctor), [Poacher](Poacher), [Priest of Pharasma](Priest%20of%20Pharasma), [Prisoner](../Backgrounds/Prisoner.md), [Privateer Captain](Privateer%20Captain), [Prophet](Prophet), [Pr'rall](Pr'rall), [Rain-Scribe](Rain-Scribe), [Reckless Scientist](Reckless%20Scientist), [Ruffian](Ruffian), [Saboteur](../Backgrounds/Saboteur.md), [Sage](../../../../../00-Vault-Hunter/1-Templates/Wyrmspire/Sage.md), [Servant](../Backgrounds/Servant.md), [Server](Server), [Ship Captain](Ship%20Captain), [Smith](Smith), [Spy](Spy), [Surgeon](Surgeon), [Tax Collector](../Backgrounds/Tax%20Collector.md), [Teacher](../Backgrounds/Teacher.md), [Tempest-Sun Mage](Tempest-Sun%20Mage), [Tomb Raider](Tomb%20Raider), [Torchbearer](Torchbearer), [Tracker](../../../../../60-Wyrmscriber/Gamemaster/Mechanics/Backgrounds/Hunter/Tracker.md), [Troubadour](Troubadour), [Ufi](Ufi), [Urchin](Urchin), [Urok](Urok), [Veteran Reclaimer](Veteran%20Reclaimer), [Virtuous Defender](Virtuous%20Defender), [Warden](Warden), [Watch Officer](Watch%20Officer), [Wendlyn](Wendlyn), [Zane Ikundi](Zane%20Ikundi), [Zealot of Asmodeus](Zealot%20of%20Asmodeus), [Zhang Yong](Zhang%20Yong)
\ No newline at end of file
diff --git a/content/Mechanics/Traits/Illusion.md b/content/Mechanics/Traits/Illusion.md
deleted file mode 100644
index a9b4250c6..000000000
--- a/content/Mechanics/Traits/Illusion.md
+++ /dev/null
@@ -1,34 +0,0 @@
-# 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.
-
----
-
-### Actions
-[Fade into Daydreams](Fade%20into%20Daydreams), [Mirror's Reflection](Mirror's%20Reflection)
-
-### Curses
-[Curse of Nightmares](Curse%20of%20Nightmares), [Slayer's Haunt](Slayer's%20Haunt)
-
-### Equipment
-[Camp Shroud](Camp%20Shroud), [Cauldron of Nightmares](Cauldron%20of%20Nightmares), [Chatterer of Follies](Chatterer%20of%20Follies), [Clandestine Cloak](Clandestine%20Cloak), [Cloak of Elvenkind](Cloak%20of%20Elvenkind), [Codebreaker's Parchment](Codebreaker's%20Parchment), [Dancing Scarf](Dancing%20Scarf), [Deck of Illusions](Deck%20of%20Illusions), [Deck of Mischief](Deck%20of%20Mischief), [Dust of Disappearance](Dust%20of%20Disappearance), [Dweomerweave Robe](Dweomerweave%20Robe), [Fade Band](Fade%20Band), [Fulus of Concealment](Fulus%20of%20Concealment), [Ghost Dust](Ghost%20Dust), [Ghostshot Wrapping](Ghostshot%20Wrapping), [Glamered](Glamered), [Glamorous Buckler](Glamorous%20Buckler), [Golden Silencer](Golden%20Silencer), [Grail of Twisted Desires](Grail%20of%20Twisted%20Desires), [Harmonic Hauberk](Harmonic%20Hauberk), [Hat of Disguise](Hat%20of%20Disguise), [Infiltrator's Accessory](Infiltrator's%20Accessory), [Invisibility](1%20TTRPG/PF2e%20Wiki/Items/Runes/Armor%20Property%20Runes/Invisibility), [Invisibility Potion](Invisibility%20Potion), [Jack's Tattered Cape](Jack's%20Tattered%20Cape), [Locket of Sealed Nightmares](Locket%20of%20Sealed%20Nightmares), [Mirror of Sleeping Vigil](Mirror%20of%20Sleeping%20Vigil), [Mirror Robe](Mirror%20Robe), [Misdirecting Haversack](Misdirecting%20Haversack), [Mistform Elixir](Mistform%20Elixir), [Obfuscation Oil](Obfuscation%20Oil), [Parchment of Secrets](Parchment%20of%20Secrets), [Pathfinder's Coin](Pathfinder's%20Coin), [Persona Mask](Persona%20Mask), [Potion of Undetectability](Potion%20of%20Undetectability), [Quick Wig](Quick%20Wig), [Ring of Discretion](Ring%20of%20Discretion), [Ringmaster's Staff](Ringmaster's%20Staff), [Silencing Ammunition](Silencing%20Ammunition), [Silencing Shot](Silencing%20Shot), [Silent Bell](Silent%20Bell), [Sinister Knight](Sinister%20Knight), [Snapleaf](Snapleaf), [Staff of Illusion](Staff%20of%20Illusion), [Staff of Impossible Visions](Staff%20of%20Impossible%20Visions), [Storyteller's Opus](Storyteller's%20Opus), [Tiger's Claw](Tiger's%20Claw), [Unmemorable Mantle](Unmemorable%20Mantle), [Vanishing Coin](Vanishing%20Coin), [Ventriloquist's Ring](Ventriloquist's%20Ring), [Wand of Slaying](Wand%20of%20Slaying), [Wardrobe Stone](Wardrobe%20Stone), [Wayfinder](Wayfinder)
-
-### Feats
-[All in my Head](All%20in%20my%20Head), [Convincing Illusion](Convincing%20Illusion), [Dream Guise](Dream%20Guise), [Fey's Trickery](Fey's%20Trickery), [Instigate Psychic Duel](Instigate%20Psychic%20Duel), [Instinctive Obfuscation](Instinctive%20Obfuscation), [Pact of Fey Glamour](Pact%20of%20Fey%20Glamour), [Project Persona](Project%20Persona), [Remove Presence](Remove%20Presence), [Semblance of Life](Semblance%20of%20Life), [Shadow Blending](Shadow%20Blending), [Vivacious Afterimage](Vivacious%20Afterimage)
-
-### Focus Spells
-[Appearance of Wealth](../Spells_Rituals/Focus%20Spells/Level%201/Appearance%20of%20Wealth.md), [Deceiver's Cloak](../Spells_Rituals/Focus%20Spells/Level%203/Deceiver's%20Cloak.md), [Ephemeral Hazards](../Spells_Rituals/Focus%20Spells/Level%204/Ephemeral%20Hazards.md), [Face in the Crowd](../Spells_Rituals/Focus%20Spells/Level%201/Face%20in%20the%20Crowd.md), [Fey Glamour](../Spells_Rituals/Focus%20Spells/Level%205/Fey%20Glamour.md), [Ghostly Transcription](../Spells_Rituals/Focus%20Spells/Level%204/Ghostly%20Transcription.md), [Heart's Desire](../Spells_Rituals/Focus%20Spells/Level%203/Heart's%20Desire.md), [Hologram Cage](../Spells_Rituals/Focus%20Spells/Cantrips/Hologram%20Cage.md), [Horrific Visage](../Spells_Rituals/Focus%20Spells/Level%203/Horrific%20Visage.md), [House of Imaginary Walls](../Spells_Rituals/Focus%20Spells/Cantrips/House%20of%20Imaginary%20Walls.md), [Inscrutable Mask](../Spells_Rituals/Focus%20Spells/Level%203/Inscrutable%20Mask.md), [Invisibility Cloak](../Spells_Rituals/Focus%20Spells/Level%204/Invisibility%20Cloak.md), [Isolation](../Spells_Rituals/Focus%20Spells/Level%204/Isolation.md), [Lift Nature's Caul](../Spells_Rituals/Focus%20Spells/Level%201/Lift%20Nature's%20Caul.md), [Shadow Illusion](../Spells_Rituals/Focus%20Spells/Level%206/Shadow%20Illusion.md), [Spirit Veil](../Spells_Rituals/Focus%20Spells/Level%203/Spirit%20Veil.md), [Splash of Art](../Spells_Rituals/Focus%20Spells/Level%201/Splash%20of%20Art.md), [Sudden Shift](../Spells_Rituals/Focus%20Spells/Level%201/Sudden%20Shift.md), [Trickster's Twin](../Spells_Rituals/Focus%20Spells/Level%204/Trickster's%20Twin.md), [Warped Terrain](../Spells_Rituals/Focus%20Spells/Level%201/Warped%20Terrain.md)
-
-### Hazards
-[Color Spray Trap](Color%20Spray%20Trap), [Confounding Portal](Confounding%20Portal), [Disorienting Illusions](Disorienting%20Illusions), [False Floor](False%20Floor)
-
-### Monsters
-[Brainchild](Brainchild)
-
-### Rituals
-[Construct Mindscape](../Spells_Rituals/Rituals/Level%205/Construct%20Mindscape.md), [Fantastic Facade](../Spells_Rituals/Rituals/Level%209/Fantastic%20Facade.md), [Mindscape Door](../Spells_Rituals/Rituals/Level%203/Mindscape%20Door.md), [Simulacrum](../Spells_Rituals/Rituals/Level%204/Simulacrum.md)
-
-### Spells
-[Aura of the Unremarkable](../Spells_Rituals/Arcane_Tradition/Level%206/Aura%20of%20the%20Unremarkable.md), [Befitting Attire](../Spells_Rituals/Arcane_Tradition/Level%202/Befitting%20Attire.md), [Blanket of Stars](../Spells_Rituals/Arcane_Tradition/Level%206/Blanket%20of%20Stars.md), [Blind Eye](../Spells_Rituals/Arcane_Tradition/Level%205/Blind%20Eye.md), [Blur](../Spells_Rituals/Arcane_Tradition/Level%202/Blur.md), [Bullhorn](../Spells_Rituals/Arcane_Tradition/Cantrips/Bullhorn.md), [Chameleon Coat](../Spells_Rituals/Arcane_Tradition/Level%205/Chameleon%20Coat.md), [Chromatic Image](../Spells_Rituals/Arcane_Tradition/Level%206/Chromatic%20Image.md), [Cloak of Colors](../Spells_Rituals/Arcane_Tradition/Level%205/Cloak%20of%20Colors.md), [Color Spray](../Spells_Rituals/Arcane_Tradition/Level%201/Color%20Spray.md), [Disappearance](../Spells_Rituals/Arcane_Tradition/Level%208/Disappearance.md), [Distracting Chatter](../Spells_Rituals/Arcane_Tradition/Level%203/Distracting%20Chatter.md), [Dream Council](../Spells_Rituals/Arcane_Tradition/Level%208/Dream%20Council.md), [Drop Dead](../Spells_Rituals/Arcane_Tradition/Level%205/Drop%20Dead.md), [Empty Pack](../Spells_Rituals/Arcane_Tradition/Level%202/Empty%20Pack.md), [Exchange Image](../Spells_Rituals/Arcane_Tradition/Level%201/Exchange%20Image.md), [False Nature](../Spells_Rituals/Arcane_Tradition/Level%204/False%20Nature.md), [False Vision](../Spells_Rituals/Arcane_Tradition/Level%205/False%20Vision.md), [Ghost Sound](../Spells_Rituals/Arcane_Tradition/Cantrips/Ghost%20Sound.md), [Hallucination](../Spells_Rituals/Arcane_Tradition/Level%205/Hallucination.md), [Hallucinatory Terrain](../Spells_Rituals/Arcane_Tradition/Level%204/Hallucinatory%20Terrain.md), [Hypnopompic Terrors](../Spells_Rituals/Arcane_Tradition/Level%208/Hypnopompic%20Terrors.md), [Hypnotic Pattern](../Spells_Rituals/Arcane_Tradition/Level%203/Hypnotic%20Pattern.md), [Illusory Creature](../Spells_Rituals/Arcane_Tradition/Level%202/Illusory%20Creature.md), [Illusory Disguise](../Spells_Rituals/Arcane_Tradition/Level%201/Illusory%20Disguise.md), [Illusory Object](../Spells_Rituals/Arcane_Tradition/Level%201/Illusory%20Object.md), [Illusory Scene](../Spells_Rituals/Arcane_Tradition/Level%205/Illusory%20Scene.md), [1 TTRPG/PF2e Wiki/Magic/Spells/Level 2/Invisibility](1%20TTRPG/PF2e%20Wiki/Magic/Spells/Level%202/Invisibility), [Invisibility Curtain](../Spells_Rituals/Arcane_Tradition/Level%204/Invisibility%20Curtain.md), [Invisibility Sphere](../Spells_Rituals/Arcane_Tradition/Level%203/Invisibility%20Sphere.md), [Invisible Item](../Spells_Rituals/Arcane_Tradition/Level%201/Invisible%20Item.md), [Item Facade](../Spells_Rituals/Arcane_Tradition/Level%201/Item%20Facade.md), [Lose the Path](../Spells_Rituals/Arcane_Tradition/Level%201/Lose%20the%20Path.md), [Magic Aura](../Spells_Rituals/Arcane_Tradition/Level%201/Magic%20Aura.md), [Magic Mouth](../Spells_Rituals/Arcane_Tradition/Level%202/Magic%20Mouth.md), [Mask of Terror](../Spells_Rituals/Arcane_Tradition/Level%207/Mask%20of%20Terror.md), [Message](../Spells_Rituals/Arcane_Tradition/Cantrips/Message.md), [Mirror Image](../Spells_Rituals/Arcane_Tradition/Level%202/Mirror%20Image.md), [Mirror Malefactors](../Spells_Rituals/Arcane_Tradition/Level%205/Mirror%20Malefactors.md), [Mirror's Misfortune](../Spells_Rituals/Arcane_Tradition/Level%204/Mirror's%20Misfortune.md), [Misdirection](../Spells_Rituals/Arcane_Tradition/Level%202/Misdirection.md), [Mislead](../Spells_Rituals/Arcane_Tradition/Level%206/Mislead.md), [Nightmare](../Spells_Rituals/Arcane_Tradition/Level%204/Nightmare.md), [Ocular Overload](../Spells_Rituals/Arcane_Tradition/Level%204/Ocular%20Overload.md), [Oneiric Mire](../Spells_Rituals/Arcane_Tradition/Level%203/Oneiric%20Mire.md), [Paranoia](../Spells_Rituals/Arcane_Tradition/Level%202/Paranoia.md), [Penumbral Disguise](../Spells_Rituals/Arcane_Tradition/Level%202/Penumbral%20Disguise.md), [Phantasmal Calamity](../Spells_Rituals/Arcane_Tradition/Level%206/Phantasmal%20Calamity.md), [Phantasmal Killer](../Spells_Rituals/Arcane_Tradition/Level%204/Phantasmal%20Killer.md), [Phantasmal Treasure](../Spells_Rituals/Arcane_Tradition/Level%202/Phantasmal%20Treasure.md), [Phantom Crowd](../Spells_Rituals/Arcane_Tradition/Level%202/Phantom%20Crowd.md), [Phantom Pain](../Spells_Rituals/Arcane_Tradition/Level%201/Phantom%20Pain.md), [Phantom Prison](../Spells_Rituals/Arcane_Tradition/Level%203/Phantom%20Prison.md), [Portrait of the Artist](../Spells_Rituals/Arcane_Tradition/Level%205/Portrait%20of%20the%20Artist.md), [Project Image](../Spells_Rituals/Arcane_Tradition/Level%207/Project%20Image.md), [Replicate](../Spells_Rituals/Arcane_Tradition/Level%204/Replicate.md), [Scintillating Pattern](../Spells_Rituals/Arcane_Tradition/Level%208/Scintillating%20Pattern.md), [Sculpt Sound](../Spells_Rituals/Arcane_Tradition/Level%203/Sculpt%20Sound.md), [Secret Page](../Spells_Rituals/Arcane_Tradition/Level%203/Secret%20Page.md), [Shadow Army](../Spells_Rituals/Arcane_Tradition/Level%2010/Shadow%20Army.md), [Shadow Projectile](../Spells_Rituals/Arcane_Tradition/Level%203/Shadow%20Projectile.md), [Shadow Raid](../Spells_Rituals/Arcane_Tradition/Level%207/Shadow%20Raid.md), [Shadow Siphon](../Spells_Rituals/Arcane_Tradition/Level%205/Shadow%20Siphon.md), [Silence](../Spells_Rituals/Arcane_Tradition/Level%202/Silence.md), [Strange Geometry](../Spells_Rituals/Arcane_Tradition/Level%205/Strange%20Geometry.md), [Teeth to Terror](../Spells_Rituals/Arcane_Tradition/Level%202/Teeth%20to%20Terror.md), [Thicket of Knives](../Spells_Rituals/Arcane_Tradition/Level%201/Thicket%20of%20Knives.md), [Umbral Extraction](../Spells_Rituals/Arcane_Tradition/Level%202/Umbral%20Extraction.md), [Umbral Graft](../Spells_Rituals/Arcane_Tradition/Level%204/Umbral%20Graft.md), [Umbral Mindtheft](../Spells_Rituals/Arcane_Tradition/Level%202/Umbral%20Mindtheft.md), [Undermine Reality](../Spells_Rituals/Arcane_Tradition/Level%208/Undermine%20Reality.md), [Unspeakable Shadow](../Spells_Rituals/Arcane_Tradition/Level%209/Unspeakable%20Shadow.md), [Veil](../Spells_Rituals/Arcane_Tradition/Level%204/Veil.md), [Ventriloquism](../Spells_Rituals/Arcane_Tradition/Level%201/Ventriloquism.md), [Vibrant Pattern](../Spells_Rituals/Arcane_Tradition/Level%206/Vibrant%20Pattern.md), [Visions of Danger](../Spells_Rituals/Arcane_Tradition/Level%207/Visions%20of%20Danger.md), [Weird](../Spells_Rituals/Arcane_Tradition/Level%209/Weird.md)
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-# 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.
-
-If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
-
----
-
-### Actions
-[Master Strike](Master%20Strike)
-
-### Curses
-[Curse of Slumber](Curse%20of%20Slumber)
-
-### Equipment
-[Dream Pollen Snare](Dream%20Pollen%20Snare), [Dreaming Round](Dreaming%20Round), [Drover's Band](Drover's%20Band), [Lethargy Poison](Lethargy%20Poison), [Spirit-Sealing Fulu](Spirit-Sealing%20Fulu), [Stupor Poison](Stupor%20Poison), [Tusk and Fang Chain](Tusk%20and%20Fang%20Chain)
-
-### Feats
-[Calaca's Showstopper](Calaca's%20Showstopper), [Critical Debilitations](Critical%20Debilitations), [Instigate Psychic Duel](Instigate%20Psychic%20Duel), [Oneiric Influence](Oneiric%20Influence), [Paralyzing Slash](Paralyzing%20Slash), [Radiant Burst](Radiant%20Burst), [Sabotage](Sabotage), [Scare to Death](Scare%20to%20Death), [Silencing Strike](Silencing%20Strike), [Sleeper Hold](Sleeper%20Hold), [Swap Reflections](Swap%20Reflections)
-
-### Focus Spells
-[Blinding Beauty](../Spells_Rituals/Focus%20Spells/Level%203/Blinding%20Beauty.md), [Charming Touch](../Spells_Rituals/Focus%20Spells/Level%201/Charming%20Touch.md), [Charming Words](../Spells_Rituals/Focus%20Spells/Level%201/Charming%20Words.md), [Claim Undead](../Spells_Rituals/Focus%20Spells/Level%206/Claim%20Undead.md), [Commanding Lash](../Spells_Rituals/Focus%20Spells/Level%204/Commanding%20Lash.md), [Dreamer's Call](../Spells_Rituals/Focus%20Spells/Level%204/Dreamer's%20Call.md), [Eject Soul](../Spells_Rituals/Focus%20Spells/Level%201/Eject%20Soul.md), [Overflowing Sorrow](../Spells_Rituals/Focus%20Spells/Level%204/Overflowing%20Sorrow.md), [Pied Piping](../Spells_Rituals/Focus%20Spells/Level%2010/Pied%20Piping.md), [Quivering Palm](../Spells_Rituals/Focus%20Spells/Level%208/Quivering%20Palm.md), [Shared Nightmare](../Spells_Rituals/Focus%20Spells/Level%204/Shared%20Nightmare.md), [Stasis](../Spells_Rituals/Focus%20Spells/Level%204/Stasis.md), [You're Mine](../Spells_Rituals/Focus%20Spells/Level%205/You're%20Mine.md)
-
-### Hazards
-[Color Spray Trap](Color%20Spray%20Trap)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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diff --git a/content/Mechanics/Traits/Incarnate.md b/content/Mechanics/Traits/Incarnate.md
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-# 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.
-
-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, 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.
-
----
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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diff --git a/content/Mechanics/Traits/Incorporeal.md b/content/Mechanics/Traits/Incorporeal.md
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-# Incorporeal
-*Source* Bestiary pg. 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](../Conditions/Slowed.md) 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 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 with the ghost touch property rune), with double the resistance against non-magical damage.
-
----
-
-### Monsters
-[Abandoned Zealot](Abandoned%20Zealot), [Aiudara Wraith](Aiudara%20Wraith), [Animate Dream](Animate%20Dream), [Banshee](../../../../../60-Wyrmscriber/Gamemaster/Mechanics/Bestiary/Undead/Skeleton-Army/Banshee.md), [Betobeto-San](Betobeto-San), [Bhuta](Bhuta), [Binumir](Binumir), [Bright Walker](Bright%20Walker), [Charghar](Charghar), [Corrupted Relic](Corrupted%20Relic), [Cunning Guide](Cunning%20Guide), [Death Coach](Death%20Coach), [Dread Wraith](Dread%20Wraith), [Dybbuk](Dybbuk), [Elder Wyrmwraith](Elder%20Wyrmwraith), [Feathered Bear](Feathered%20Bear), [Fluxwraith](Fluxwraith), [Fortune Eater](Fortune%20Eater), [Geist](Geist), [Ghost Commoner](Ghost%20Commoner), [Ghost Mage](Ghost%20Mage), [Ghost Pirate Captain](Ghost%20Pirate%20Captain), [Ghostly Mob](Ghostly%20Mob), [Gliminal](Gliminal), [Grappling Spirit](Grappling%20Spirit), [Gray Death](Gray%20Death), [Greater Shadow](Greater%20Shadow), [Hantu Belian](Hantu%20Belian), [Hantu Denai](Hantu%20Denai), [Hungry Ghost](Hungry%20Ghost), [Invidiak](Invidiak), [Ioton](Ioton), [Last Guard](Last%20Guard), [Llorona](Llorona), [Muse Phantom](Muse%20Phantom), [Nemhaith](Nemhaith), [Nightmarchers](Nightmarchers), [Phantom Beast](Phantom%20Beast), [Phantom Knight](Phantom%20Knight), [Polong](Polong), [Poltergeist](Poltergeist), [Remnant of Barzillai](Remnant%20of%20Barzillai), [Screaming Sulfur](Screaming%20Sulfur), [Seething Spirit](Seething%20Spirit), [Shadow](Shadow.md), [Sié Goluo](Sié%20Goluo), [Smog Wraith](Smog%20Wraith), [Specter](Specter), [Spectral Devil](Spectral%20Devil), [Tumblak](Tumblak), [Waldgeist](Waldgeist), [Witchfire](Witchfire), [Wraith](Wraith), [Wyrmwraith](Wyrmwraith)
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-{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947814","Uuid":"8ff676da8396453b9a7c5601dbae20df","LastWritten":"2023-02-02T20:35:54.07169+01:00"}
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diff --git a/content/Mechanics/Traits/Inhaled.md b/content/Mechanics/Traits/Inhaled.md
deleted file mode 100644
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+++ /dev/null
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-# Inhaled
-#pf2e/trait
-*Source* Core Rulebook pg. 633 3.0
-
-This poison is delivered when breathed in.
-
----
-
-### Equipment
-[Addlebrain](Addlebrain), [Brimstone Fumes](Brimstone%20Fumes), [Daylight Vapor](Daylight%20Vapor), [Demon Dust](Demon%20Dust), [Flayleaf](Flayleaf), [Gorgon's Breath](Gorgon's%20Breath), [Honeyscent](Honeyscent), [Mindfog Mist](Mindfog%20Mist), [Nightmare Vapor](Nightmare%20Vapor), [Refined Pesh](Refined%20Pesh), [Scour](Scour), [Sneezing Powder](Sneezing%20Powder), [Vexing Vapor](Vexing%20Vapor), [Yellow Musk Vial](Yellow%20Musk%20Vial)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
\ No newline at end of file
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-{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947813","Uuid":"ad9dd4516151471da5fa854e7b83af6e","LastWritten":"2023-02-02T20:35:54.0796929+01:00"}
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diff --git a/content/Mechanics/Traits/Invested.md b/content/Mechanics/Traits/Invested.md
deleted file mode 100644
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+++ /dev/null
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-# 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).
-
----
-
-### Equipment
-[Aeon Stone](Aeon%20Stone), [Alchemist Goggles](Alchemist%20Goggles), [Aluum Charm](Aluum%20Charm), [Ancestral Embrace](Ancestral%20Embrace), [Anklets of Alacrity](Anklets%20of%20Alacrity), [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), [Backfire Mantle](Backfire%20Mantle), [Barbed Vest](Barbed%20Vest), [Barding of the Zephyr](Barding%20of%20the%20Zephyr), [Barding Saddle](Barding%20Saddle), [Bellflower Toolbelt](Bellflower%20Toolbelt), [Belt of Giant Strength](Belt%20of%20Giant%20Strength), [Belt of Good Health](Belt%20of%20Good%20Health), [Belt of Regeneration](Belt%20of%20Regeneration), [Belt of the Five Kings](Belt%20of%20the%20Five%20Kings), [Berserker's Cloak](Berserker's%20Cloak), [Blast Foot](Blast%20Foot), [Blast Suit](Blast%20Suit), [Blazons of Shared Power](Blazons%20of%20Shared%20Power), [Blessed Tattoo](Blessed%20Tattoo), [Blightburn Ward](../Items/Worn%20Items/Other%20Worn%20Items/Blightburn%20Ward.md), [Bomber's Saddle](Bomber's%20Saddle), [Boots of Bounding](Boots%20of%20Bounding), [Boots of Dancing](Boots%20of%20Dancing), [Boots of Elvenkind](Boots%20of%20Elvenkind), [Boots of Speed](Boots%20of%20Speed), [Bort's Blessing](Bort's%20Blessing), [Bottomless Purse](Bottomless%20Purse), [Bracelet of Dashing](Bracelet%20of%20Dashing), [Bracers of Armor](Bracers%20of%20Armor), [Bracers of Missile Deflection](Bracers%20of%20Missile%20Deflection), [Breastplate of Command](Breastplate%20of%20Command), [Broken Tusk Pendant](Broken%20Tusk%20Pendant), [Brooch of Inspiration](Brooch%20of%20Inspiration), [Brooch of Shielding](Brooch%20of%20Shielding), [Candlecap](Candlecap), [Cape of the Mountebank](Cape%20of%20the%20Mountebank), [Cape of the Open Sky](Cape%20of%20the%20Open%20Sky), [Cassock of Devotion](Cassock%20of%20Devotion), [Cauldron of Nightmares](Cauldron%20of%20Nightmares), [Celestial Armor](Celestial%20Armor), [Channel Protection Amulet](Channel%20Protection%20Amulet), [Chaos Collar](Chaos%20Collar), [Choker of Elocution](Choker%20of%20Elocution), [Circlet of Persuasion](Circlet%20of%20Persuasion), [Clandestine Cloak](Clandestine%20Cloak), [Cloak of Elvenkind](Cloak%20of%20Elvenkind), [Cloak of Feline Rest](Cloak%20of%20Feline%20Rest), [Cloak of Immolation](Cloak%20of%20Immolation), [Cloak of Repute](Cloak%20of%20Repute), [Cloak of the Bat](Cloak%20of%20the%20Bat), [Cloak of the False Foe](Cloak%20of%20the%20False%20Foe), [Clockwork Cloak](Clockwork%20Cloak), [Clockwork Helm](Clockwork%20Helm), [Collar of Empathy](Collar%20of%20Empathy), [Collar of Inconspicuousness](Collar%20of%20Inconspicuousness), [Collar of the Eternal Bond](Collar%20of%20the%20Eternal%20Bond), [Communication Pendants](Communication%20Pendants), [Compass of Transpositional Awareness](Compass%20of%20Transpositional%20Awareness), [Containment Contraption](Containment%20Contraption), [Conundrum Spectacles](Conundrum%20Spectacles), [Cordelia's Construct Key](Cordelia's%20Construct%20Key), [Corpseward Pendant](Corpseward%20Pendant), [Coyote Cloak](Coyote%20Cloak), [Crafter's Eyepiece](Crafter's%20Eyepiece), [Crown of Insight](Crown%20of%20Insight), [Crown of the Companion](Crown%20of%20the%20Companion), [Crown of the Fire Eater](Crown%20of%20the%20Fire%20Eater), [Cryolite Eye](Cryolite%20Eye), [Dancing Scarf](Dancing%20Scarf), [Daredevil Boots](Daredevil%20Boots), [Deepdread Claw](Deepdread%20Claw), [Demon Armor](Demon%20Armor), [Demon Mask](Demon%20Mask), [Detector Stone](Detector%20Stone), [Devil's Luck](Devil's%20Luck), [Diadem of Intellect](Diadem%20of%20Intellect), [Dinosaur Boots](Dinosaur%20Boots), [Diplomat's Badge](Diplomat's%20Badge), [Doubling Rings](Doubling%20Rings), [Dragon Rune Bracelet](Dragon%20Rune%20Bracelet), [Dragonplate](Dragonplate), [Dragonscale Amulet](Dragonscale%20Amulet), [Dread Blindfold](Dread%20Blindfold), [Drover's Band](Drover's%20Band), [Druid's Vestments](Druid's%20Vestments), [Dweomerweave Robe](Dweomerweave%20Robe), [Earthglide Cloak](Earthglide%20Cloak), [Electric Eelskin](Electric%20Eelskin), [Emberheart](Emberheart), [Empathic Cords](Empathic%20Cords), [Energy Robe](Energy%20Robe), [Enveloping Light](Enveloping%20Light), [Envisioning Mask](Envisioning%20Mask), [Ethersight Ring](Ethersight%20Ring), [Everyneed Pack](Everyneed%20Pack), [Exploration Lens](Exploration%20Lens), [Extraction Cauldron](Extraction%20Cauldron), [Eye of Fortune](Eye%20of%20Fortune), [Eye of the Unseen](Eye%20of%20the%20Unseen), [Eye of the Wise](Eye%20of%20the%20Wise), [Eyes of the Eagle](Eyes%20of%20the%20Eagle), [Familiar Tattoo](Familiar%20Tattoo), [Fiendish Teleportation](Fiendish%20Teleportation), [Fire-Jump Ring](Fire-Jump%20Ring), [Fleshgem](Fleshgem), [Forgotten Shell](Forgotten%20Shell), [Fulcrum Lenses](Fulcrum%20Lenses), [Fungal Armor](Fungal%20Armor), [Gearblade](Gearblade), [Genealogy Mask](Genealogy%20Mask), [Ghastly Cauldron](Ghastly%20Cauldron), [Ghoul Hide](Ghoul%20Hide), [Glasses of Sociability](Glasses%20of%20Sociability), [Gloves of Carelessness](Gloves%20of%20Carelessness), [Gloves of Storing](Gloves%20of%20Storing), [Goggles of Night](Goggles%20of%20Night), [Golden Legion Epaulet](Golden%20Legion%20Epaulet), [Golem Stylus](Golem%20Stylus), [Gorget of the Primal Roar](Gorget%20of%20the%20Primal%20Roar), [Goz Mask](Goz%20Mask), [Grim Ring](Grim%20Ring), [Grimoire of Unknown Necessities](Grimoire%20of%20Unknown%20Necessities), [Gunner's Bandolier](Gunner's%20Bandolier), [Hag Eye](../Items/Worn%20Items/Other%20Worn%20Items/Hag%20Eye.md), [Hand of the Mage](Hand%20of%20the%20Mage), [Hand-Hewed Face](Hand-Hewed%20Face), [Handwraps of Mighty Blows](../Items/Worn%20Items/Other%20Worn%20Items/Handwraps%20of%20Mighty%20Blows.md), [Harmonic Hauberk](Harmonic%20Hauberk), [Hat of Disguise](Hat%20of%20Disguise), [Hat of the Magi](Hat%20of%20the%20Magi), [Headband of Inspired Wisdom](Headband%20of%20Inspired%20Wisdom), [Headbands of Translocation](Headbands%20of%20Translocation), [Healer's Gloves](Healer's%20Gloves), [Heartstone](Heartstone), [Hellfire Boots](Hellfire%20Boots), [Herd Mask](Herd%20Mask), [Horned Hand Rests](Horned%20Hand%20Rests), [Horns of Naraga](Horns%20of%20Naraga), [Horseshoes of Speed](Horseshoes%20of%20Speed), [Hosteling Statuette](Hosteling%20Statuette), [Hunter's Arrowhead](Hunter's%20Arrowhead), [Hunter's Brooch](Hunter's%20Brooch), [Icy Disposition](Icy%20Disposition), [Immaculate Holsters](Immaculate%20Holsters), [Impenetrable Scale](Impenetrable%20Scale), [Inexplicable Apparatus](Inexplicable%20Apparatus), [Infernal Health](Infernal%20Health), [Jack's Tattered Cape](Jack's%20Tattered%20Cape), [Jerkin of Liberation](Jerkin%20of%20Liberation), [Key to the Stomach](Key%20to%20the%20Stomach), [Knapsack of Halflingkind](Knapsack%20of%20Halflingkind), [Lifting Belt](Lifting%20Belt), [Locket of Sealed Nightmares](Locket%20of%20Sealed%20Nightmares), [Lost Ember](Lost%20Ember), [Lover's Gloves](Lover's%20Gloves), [Lucky Draw Bandolier](Lucky%20Draw%20Bandolier), [Magic Armor](Magic%20Armor), [Mail of Luck](Mail%20of%20Luck), [Mantle of the Grogrisant](Mantle%20of%20the%20Grogrisant), [Mask of 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), [Medusa Armor](Medusa%20Armor), [Merchant's Guile](Merchant's%20Guile), [Mercurial Mantle](Mercurial%20Mantle), [Messenger's Ring](Messenger's%20Ring), [Metuak's Pendant](Metuak's%20Pendant), [Miogimo's Mask](Miogimo's%20Mask), [Mirror of Sleeping Vigil](Mirror%20of%20Sleeping%20Vigil), [Mirror Robe](Mirror%20Robe), [Miter of Communion](Miter%20of%20Communion), [Moonlit Chain](Moonlit%20Chain), [Moonstone Diadem](Moonstone%20Diadem), [Mudlily](Mudlily), [Necklace of Fireballs](Necklace%20of%20Fireballs), [Necklace of Knives](Necklace%20of%20Knives), [Necklace of Strangulation](Necklace%20of%20Strangulation), [Nightmare Cudgel](Nightmare%20Cudgel), [Nosoi Charm](Nosoi%20Charm), [Numerian Steel Breastplate](Numerian%20Steel%20Breastplate), [Oath of the Devoted](Oath%20of%20the%20Devoted), [Pact of Blood-Taking](Pact%20of%20Blood-Taking), [Pactmaster's Grace](Pactmaster's%20Grace), [Pathfinder's Pouch](Pathfinder's%20Pouch), [Pendant of the Occult](Pendant%20of%20the%20Occult), [Persona Mask](Persona%20Mask), [Phylactery of Faithfulness](Phylactery%20of%20Faithfulness), [Plate Armor of the Deep](Plate%20Armor%20of%20the%20Deep), [Poisonous Cloak](Poisonous%20Cloak), [Prismatic Plate](Prismatic%20Plate), [Psychic Brigandine](Psychic%20Brigandine), [Psychopomp Mask](Psychopomp%20Mask), [Quick Runner's Shirt](Quick%20Runner's%20Shirt), [Quick Wig](Quick%20Wig), [Raven Band](Raven%20Band), [Reflexive Tattoo](Reflexive%20Tattoo), [Rhino Hide](Rhino%20Hide), [Rhinoceros Mask](Rhinoceros%20Mask), [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 Minor Arcana](Ring%20of%20Minor%20Arcana), [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 the Weary Traveler](Ring%20of%20the%20Weary%20Traveler), [Ring of Truth](Ring%20of%20Truth), [Ring of Wizardry](Ring%20of%20Wizardry), [Robe of Eyes](Robe%20of%20Eyes), [Robe of the Archmagi](Robe%20of%20the%20Archmagi), [Rune of Sin](Rune%20of%20Sin), [Sage's Lash](Sage's%20Lash), [Sarkorian God-Caller Garb](Sarkorian%20God-Caller%20Garb), [Scarab Cuirass](Scarab%20Cuirass), [Scroll Case of Simplicity](Scroll%20Case%20of%20Simplicity), [Secret-Keeper's Mask](Secret-Keeper's%20Mask), [Self-Emptying Pocket](Self-Emptying%20Pocket), [Shade Hat](Shade%20Hat), [Shadow Signet](Shadow%20Signet), [Shadowed Scale](Shadowed%20Scale), [the Jungle Secret](the%20Jungle%20Secret), [Shapespeak Mask](Shapespeak%20Mask), [Shifter Prosthesis](Shifter%20Prosthesis), [Silhouette Cloak](Silhouette%20Cloak), [Skinsaw Mask](Skinsaw%20Mask), [Skittering Mask](Skittering%20Mask), [Sleeves of Storage](Sleeves%20of%20Storage), [Slippers of Spider Climbing](Slippers%20of%20Spider%20Climbing), [Smogger](Smogger), [Spangled Rider's Suit](Spangled%20Rider's%20Suit), [Specialist's Ring](Specialist's%20Ring), [Spectacles of Understanding](Spectacles%20of%20Understanding), [Spiritsight Ring](Spiritsight%20Ring), [Staff-Storing Shield](Staff-Storing%20Shield), [Stalwart's Ring](Stalwart's%20Ring), [Stampede Medallion](Stampede%20Medallion), [Star Chart Tattoo](Star%20Chart%20Tattoo), [Stole of Civility](Stole%20of%20Civility), [Stone of Unrivaled Skill](Stone%20of%20Unrivaled%20Skill), [Sun Wheel](Sun%20Wheel), [Sure-Step Crampons](Sure-Step%20Crampons), [Swarmeater's Clasp](Swarmeater's%20Clasp), [Swarmform Collar](Swarmform%20Collar), [Swiftmount Saddle](Swiftmount%20Saddle), [Taleteller's Ring](Taleteller's%20Ring), [Talisman Cord](Talisman%20Cord), [Tears of the Last Azlanti](Tears%20of%20the%20Last%20Azlanti), [Third Eye](Third%20Eye), [Thousand-Blade Thesis](Thousand-Blade%20Thesis), [Thunder Helm](Thunder%20Helm), [Titan's Grasp](Titan's%20Grasp), [Tlil Mask](Tlil%20Mask), [Tracker's Goggles](Tracker's%20Goggles), [True Name Amulet](True%20Name%20Amulet), [Unending Youth](Unending%20Youth), [Unmemorable Mantle](Unmemorable%20Mantle), [Vaultbreaker's Harness](Vaultbreaker's%20Harness), [Ventriloquist's Ring](Ventriloquist's%20Ring), [Vial of the Immortal Wellspring](Vial%20of%20the%20Immortal%20Wellspring), [Victory Plate](Victory%20Plate), [Voyager's Pack](Voyager's%20Pack), [Walking Cauldron](Walking%20Cauldron), [Warding Tattoo](Warding%20Tattoo), [Wardrobe Stone](Wardrobe%20Stone), [Warrior's Training Ring](Warrior's%20Training%20Ring), [Waverider Barding](Waverider%20Barding), [Wayfinder](Wayfinder), [Whisper of the First Lie](Whisper%20of%20the%20First%20Lie), [Wig of Holding](Wig%20of%20Holding), [Winged Boots](Winged%20Boots)
\ No newline at end of file
diff --git a/content/Mechanics/Traits/Invested.md:com.amazon.drive.sync b/content/Mechanics/Traits/Invested.md:com.amazon.drive.sync
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@@ -1 +0,0 @@
-{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947821","Uuid":"42725d33c24c44548007fa12456f446a","LastWritten":"2023-02-02T20:35:54.0866921+01:00"}
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diff --git a/content/Mechanics/Traits/Light.md b/content/Mechanics/Traits/Light.md
deleted file mode 100644
index 07279cc10..000000000
--- a/content/Mechanics/Traits/Light.md
+++ /dev/null
@@ -1,27 +0,0 @@
-
-# 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.
-
----
-
-### Equipment
-[Aquarium Lamp](Aquarium%20Lamp), [Bottled Sunlight](Bottled%20Sunlight), [Brilliant Rapier](Brilliant%20Rapier), [Duelist's Beacon](Duelist's%20Beacon), [Eclipse](Eclipse), [Everburning Torch](Everburning%20Torch), [Glorious Plate](Glorious%20Plate), [Golden Blade of Mzali](Golden%20Blade%20of%20Mzali), [Inspiring Spotlight](Inspiring%20Spotlight), [Light Writer](Light%20Writer), [Midday Lantern](Midday%20Lantern), [Primordial Flame](Primordial%20Flame), [Queasy Lantern](Queasy%20Lantern), [Radiant Lance](Radiant%20Lance), [Shining Ammunition](Shining%20Ammunition), [Sunrod](Sunrod), [Twilight Lantern](Twilight%20Lantern), [Vine of Roses](Vine%20of%20Roses), [Wand of Fey Flames](Wand%20of%20Fey%20Flames)
-
-### Feats
-[Dazzling Block](Dazzling%20Block), [Holy Light](Holy%20Light), [Radiant Burst](Radiant%20Burst), [Radiant Circuitry](Radiant%20Circuitry), [Radiate Glory](Radiate%20Glory), [Scintillating Spell](Scintillating%20Spell)
-
-### Focus Spells
-[Angelic Wings](../Spells_Rituals/Focus%20Spells/Level%203/Angelic%20Wings.md), [Asterism](../Spells_Rituals/Focus%20Spells/Level%204/Asterism.md), [Dazzling Flash](../Spells_Rituals/Focus%20Spells/Level%201/Dazzling%20Flash.md), [Hologram Cage](../Spells_Rituals/Focus%20Spells/Cantrips/Hologram%20Cage.md), [Life-Giving Form](../Spells_Rituals/Focus%20Spells/Level%206/Life-Giving%20Form.md), [Light of Revelation](../Spells_Rituals/Focus%20Spells/Level%202/Light%20of%20Revelation.md), [Moonbeam](../Spells_Rituals/Focus%20Spells/Level%201/Moonbeam.md), [Moonlight Bridge](../Spells_Rituals/Focus%20Spells/Level%206/Moonlight%20Bridge.md), [Positive Luminance](../Spells_Rituals/Focus%20Spells/Level%204/Positive%20Luminance.md), [Spray of Stars](../Spells_Rituals/Focus%20Spells/Level%201/Spray%20of%20Stars.md), [Sun Blade](../Spells_Rituals/Focus%20Spells/Level%202/Sun%20Blade.md), [Touch of the Moon](../Spells_Rituals/Focus%20Spells/Level%204/Touch%20of%20the%20Moon.md), [Zenith Star](../Spells_Rituals/Focus%20Spells/Level%201/Zenith%20Star.md)
-
-### Monsters
-[Hesperid](Hesperid), [Hesperid Queen](Hesperid%20Queen)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
\ No newline at end of file
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index 86265f6f4..000000000
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-{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947822","Uuid":"2f30cde46e044a6bad133aeb3e8f197e","LastWritten":"2023-02-02T20:35:54.1016928+01:00"}
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diff --git a/content/Mechanics/Traits/Linguistic.md b/content/Mechanics/Traits/Linguistic.md
deleted file mode 100644
index 3fbfc68f4..000000000
--- a/content/Mechanics/Traits/Linguistic.md
+++ /dev/null
@@ -1,29 +0,0 @@
-# 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.
-
----
-
-### Actions
-[Coerce](../Rules/Actions/Coerce.md), [Grim Swagger](Grim%20Swagger), [Influence](Influence), [Lie](../Rules/Actions/Lie.md), [Make an Impression](../Rules/Actions/Make%20an%20Impression.md), [Pointed Question](Pointed%20Question), [Rally](Rally), [Request](../Rules/Actions/Request.md)
-
-### Feats
-[Annotate Composition](Annotate%20Composition), [Bon Mot](Bon%20Mot), [Eerie Proclamation](Eerie%20Proclamation), [Encouraging Words](Encouraging%20Words), [Evangelize](Evangelize), [Inspired Stratagem](Inspired%20Stratagem), [Narrative Conduit](Narrative%20Conduit), [No Cause for Alarm](No%20Cause%20for%20Alarm), [One for All](One%20for%20All), [Pistolero's Challenge](Pistolero's%20Challenge), [Read Shibboleths](Read%20Shibboleths), [Rule of Three](Rule%20of%20Three), [Spot Translate](Spot%20Translate)
-
-### Focus Spells
-[Charming Words](../Spells_Rituals/Focus%20Spells/Level%201/Charming%20Words.md), [Sweet Dream](../Spells_Rituals/Focus%20Spells/Level%201/Sweet%20Dream.md), [Wind Whispers](../Spells_Rituals/Focus%20Spells/Level%204/Wind%20Whispers.md)
-
-### Rituals
-[Asmodean Wager](../Spells_Rituals/Rituals/Level%206/Asmodean%20Wager.md), [Tattoo Whispers](../Spells_Rituals/Rituals/Level%203/Tattoo%20Whispers.md)
-
-### Skills
-[Coerce](../Rules/Actions/Coerce.md), [Lie](../Rules/Actions/Lie.md), [Make an Impression](../Rules/Actions/Make%20an%20Impression.md), [Request](../Rules/Actions/Request.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
\ No newline at end of file
diff --git a/content/Mechanics/Traits/Linguistic.md:com.amazon.drive.sync b/content/Mechanics/Traits/Linguistic.md:com.amazon.drive.sync
deleted file mode 100644
index a92022f49..000000000
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-# 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.
-
----
-
-### Focus Spells
-[Litany against Sloth](../Spells_Rituals/Focus%20Spells/Level%205/Litany%20against%20Sloth.md), [Litany Against Wrath](../Spells_Rituals/Focus%20Spells/Level%203/Litany%20Against%20Wrath.md), [Litany of Depravity](../Spells_Rituals/Focus%20Spells/Level%207/Litany%20of%20Depravity.md), [Litany of Righteousness](../Spells_Rituals/Focus%20Spells/Level%207/Litany%20of%20Righteousness.md), [Litany of Self-Interest](../Spells_Rituals/Focus%20Spells/Level%205/Litany%20of%20Self-Interest.md)
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diff --git a/content/Mechanics/Traits/Magical.md b/content/Mechanics/Traits/Magical.md
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-# 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.
-
-Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the [Arcane](Arcane.md), [Divine](Divine.md), [Occult](Occult.md), or [Primal](Primal.md) trait instead of the magical trait. Any of these traits indicate that the item is magical.
-
----
-
-### Actions
-[Amulet's Abeyance](Amulet's%20Abeyance), [Dispelling Bullet](Dispelling%20Bullet), [Drink from the Chalice](Drink%20from%20the%20Chalice), [Dueling Counter](Dueling%20Counter), [Energy Shot](Energy%20Shot), [Fling Magic](Fling%20Magic), [Implement's Interruption](Implement's%20Interruption), [Intensify Vulnerability](Intensify%20Vulnerability), [Mirror's Reflection](Mirror's%20Reflection), [Psychic Defense](Psychic%20Defense), [Recall Ammunition](Recall%20Ammunition), [Ring Bell](Ring%20Bell), [Visions of Sin](Visions%20of%20Sin)
-
-### Curses
-[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), [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), [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), [Brooch of Shielding](Brooch%20of%20Shielding), [Broom of Flying](Broom%20of%20Flying), [Bubbling Scale](Bubbling%20Scale), [Bullhook](Bullhook), [Burr Shield](Burr%20Shield), [Busine of Divine Reinforcement](Busine%20of%20Divine%20Reinforcement), [Buzzsaw Axe](Buzzsaw%20Axe), [Calamity Glass](Calamity%20Glass), [Called (Accessory Rune)](Called%20(Accessory%20Rune)), [Called (Weapon Rune)](Called%20(Weapon%20Rune)), [Camp Shroud](Camp%20Shroud), [Campaign Stable](Campaign%20Stable), [Candle of Revealing](Candle%20of%20Revealing), [Candle of Truth](Candle%20of%20Truth), [Candlecap](Candlecap), [Cantrip Deck](Cantrip%20Deck), [Cape of the Mountebank](Cape%20of%20the%20Mountebank), [Cape of the Open Sky](Cape%20of%20the%20Open%20Sky), [Caterwaul Sling](Caterwaul%20Sling), [Cauldron of Nightmares](Cauldron%20of%20Nightmares), [Celestial Hair](Celestial%20Hair), [Celestial Peach](Celestial%20Peach), [Celestial Peachwood Sword](Celestial%20Peachwood%20Sword), [Chain of the Stilled Spirit](Chain%20of%20the%20Stilled%20Spirit), [Channel Protection Amulet](Channel%20Protection%20Amulet), [Chatterer of Follies](Chatterer%20of%20Follies), [Chime of Opening](Chime%20of%20Opening), [Chimera Thread](Chimera%20Thread), [Choker of Elocution](Choker%20of%20Elocution), [Cinderclaw Gauntlet](Cinderclaw%20Gauntlet), [Circlet of Persuasion](Circlet%20of%20Persuasion), [Clandestine Cloak](Clandestine%20Cloak), [Climbing Bolt](Climbing%20Bolt), [Cloak of Elvenkind](Cloak%20of%20Elvenkind), [Cloak of Feline Rest](Cloak%20of%20Feline%20Rest), [Cloak of Immolation](Cloak%20of%20Immolation), [Cloak of Repute](Cloak%20of%20Repute), [Cloak of the Bat](Cloak%20of%20the%20Bat), [Clockwork Cloak](Clockwork%20Cloak), [Clockwork Helm](Clockwork%20Helm), [Clockwork Rejuvenator](Clockwork%20Rejuvenator), [Codebreaker's Parchment](Codebreaker's%20Parchment), [Codex of Unimpeded Sight](Codex%20of%20Unimpeded%20Sight), [Coin of Comfort](Coin%20of%20Comfort), [Collar of the Eternal Bond](Collar%20of%20the%20Eternal%20Bond), [Communication Pendants](Communication%20Pendants), [Compass of Transpositional Awareness](Compass%20of%20Transpositional%20Awareness), [Conducting](Conducting), [Conflagration Club](Conflagration%20Club), [Conrasu Coin](Conrasu%20Coin), [Containment Contraption](Containment%20Contraption), [Conundrum Spectacles](Conundrum%20Spectacles), [Cooperative Blade](Cooperative%20Blade), [Cordelia's Construct Key](Cordelia's%20Construct%20Key), [Corpse Compass](Corpse%20Compass), [Corpsecaller Round](Corpsecaller%20Round), [Corpseward Pendant](Corpseward%20Pendant), [Corrosive](../Items/Runes/Weapon%20Property%20Runes/Corrosive.md), [Corrosive Ammunition](Corrosive%20Ammunition), [Coyote Cloak](Coyote%20Cloak), [Crafter's Eyepiece](Crafter's%20Eyepiece), [Crimson Brand](Crimson%20Brand), [Crown of Insight](Crown%20of%20Insight), [Crown of the Companion](Crown%20of%20the%20Companion), [Crown of the Fire Eater](Crown%20of%20the%20Fire%20Eater), [Crushing](Crushing), [Cryolite Eye](Cryolite%20Eye), [Crystal Ball](../Items/Held%20Items/Crystal%20Ball.md), [Cunning](Cunning), [Cursebreak Bulwark](Cursebreak%20Bulwark), [Cursed Dreamstone](Cursed%20Dreamstone), [Dagger of Eternal Sleep](Dagger%20of%20Eternal%20Sleep), [Dagger of Venom](Dagger%20of%20Venom), [Dancing](Dancing), [Dancing Scarf](Dancing%20Scarf), [Daredevil Boots](Daredevil%20Boots), [Darkvision Scope](Darkvision%20Scope), [Dazing Coil](Dazing%20Coil), [Dazzling Rosary](Dazzling%20Rosary), [Deafening Music Box](Deafening%20Music%20Box), [Deathless](Deathless), [Deathless Light](Deathless%20Light), [Decanter of Endless Water](Decanter%20of%20Endless%20Water), [Deck of Illusions](Deck%20of%20Illusions), [Deck of Many Things](Deck%20of%20Many%20Things), [Deck of Mischief](Deck%20of%20Mischief), [Deepdread Claw](Deepdread%20Claw), [Deflecting Branch](Deflecting%20Branch), [Demolishing](Demolishing), [Demon Mask](Demon%20Mask), [Detect Anathema Fulu](Detect%20Anathema%20Fulu), [Detector Stone](Detector%20Stone), [Deteriorating Dust](Deteriorating%20Dust), [Devil's Luck](Devil's%20Luck), [Devil's Trident](Devil's%20Trident), [Diadem of Intellect](Diadem%20of%20Intellect), [Dimensional Knot](Dimensional%20Knot), [Dinosaur Boots](Dinosaur%20Boots), [Diplomat's Badge](Diplomat's%20Badge), [Disintegration Bolt](Disintegration%20Bolt), [Dispelling Sliver](Dispelling%20Sliver), [Dispersing Bullet](Dispersing%20Bullet), [Disrupting](Disrupting), [Diviner's Nose Chain](Diviner's%20Nose%20Chain), [Djezet Dose](Djezet%20Dose), [Dog-Bone Knife](Dog-Bone%20Knife), [Doubling Rings](Doubling%20Rings), [Dragon Rune Bracelet](Dragon%20Rune%20Bracelet), [Dragon Turtle Scale](Dragon%20Turtle%20Scale), [Dragonbone Arrowhead](Dragonbone%20Arrowhead), [Dragonfly Potion](Dragonfly%20Potion), [Dragonplate](Dragonplate), [Dragon's Breath](Dragon's%20Breath), [Dragon's Breath Potion](Dragon's%20Breath%20Potion), [Dragon's Eye Charm](Dragon's%20Eye%20Charm), [Dragonscale Amulet](Dragonscale%20Amulet), [Dragonslayer's Shield](Dragonslayer's%20Shield), [Drake Rifle](Drake%20Rifle), [Dread](Dread), [Dread Blindfold](Dread%20Blindfold), [Dreadsmoke Thurible](Dreadsmoke%20Thurible), [Dreaming Round](Dreaming%20Round), [Dreamstone](Dreamstone), [Drover's Band](Drover's%20Band), [Drum of Upheaval](Drum%20of%20Upheaval), [Duelist's Beacon](Duelist's%20Beacon), [Dupe's Gold Nugget](Dupe's%20Gold%20Nugget), [Dust of Appearance](Dust%20of%20Appearance), [Dust of Corpse Animation](Dust%20of%20Corpse%20Animation), [Dust of Disappearance](Dust%20of%20Disappearance), [Dwarven Thrower](Dwarven%20Thrower), [Dweomerweave Robe](Dweomerweave%20Robe), [Earthglide Cloak](Earthglide%20Cloak), [Earthsight Box](Earthsight%20Box), [Eclipse](Eclipse), [Effervescent Ampoule](Effervescent%20Ampoule), [Effervescent Decoction](Effervescent%20Decoction), [Electric Eelskin](Electric%20Eelskin), [Elemental Gem](Elemental%20Gem), [Ember Dust](Ember%20Dust), [Emberheart](Emberheart), [Emerald Grasshopper](Emerald%20Grasshopper), [Emergency Disguise](Emergency%20Disguise), [Empathic Cords](Empathic%20Cords), [Encompassing Lockpick](Encompassing%20Lockpick), [Endless Grimoire](Endless%20Grimoire), [Energized Cartridge](Energized%20Cartridge), [Energizing](Energizing), [Energy Robe](Energy%20Robe), [Energy-Resistant](Energy-Resistant), [Enfilading Arrow](Enfilading%20Arrow), [Enhanced Hearing Aid](Enhanced%20Hearing%20Aid), [Enveloping Light](Enveloping%20Light), [Envisioning Mask](Envisioning%20Mask), [Erraticannon](Erraticannon), [Ethereal](Ethereal.md), [Ethersight Ring](Ethersight%20Ring), [Everburning Torch](Everburning%20Torch), [Everyneed Pack](Everyneed%20Pack), [Exploding Shield](Exploding%20Shield), [Exploration Lens](Exploration%20Lens), [Explorer's Yurt](Explorer's%20Yurt), [Explosive Ammunition](Explosive%20Ammunition), [Extending](Extending), [Extraction Cauldron](Extraction%20Cauldron), [Eye of Enlightenment](Eye%20of%20Enlightenment), [Eye of Fortune](Eye%20of%20Fortune), [Eye of the Unseen](Eye%20of%20the%20Unseen), [Eyes of the Eagle](Eyes%20of%20the%20Eagle), [Fade Band](Fade%20Band), [Fairy Bullet](Fairy%20Bullet), [Familiar Tattoo](Familiar%20Tattoo), [Fanged](Fanged), [Fear Gem](Fear%20Gem), [Fearsome](Fearsome), [Feast of Hungry Ghosts](Feast%20of%20Hungry%20Ghosts), [Feather Step Stone](Feather%20Step%20Stone), [Feather Token](Feather%20Token), [Fiendish Teleportation](Fiendish%20Teleportation), [Fighter's Fork](Fighter's%20Fork), [Final Rest](Final%20Rest), [Fire-Jump Ring](Fire-Jump%20Ring), [Firestarter Pellets](Firestarter%20Pellets), [Five-Feather Wreath](Five-Feather%20Wreath), [Flame Navette](Flame%20Navette), [Flame Tongue](Flame%20Tongue), [Flaming](../Items/Runes/Weapon%20Property%20Runes/Flaming.md), [Flaming Star](Flaming%20Star), [Flask of Fellowship](Flask%20of%20Fellowship), [Flaying Knife](Flaying%20Knife), [Floating Shield](Floating%20Shield), [Floorbell](Floorbell), [Folding Boat](Folding%20Boat), [Folding Drums](Folding%20Drums), [Follypops](Follypops), [Force Shield](Force%20Shield), [Force Tiles](Force%20Tiles), [Forge Warden](Forge%20Warden), [Forgotten Shell](Forgotten%20Shell), [Fortification](Fortification), [Fortifying Pebble](Fortifying%20Pebble), [Four-Ways Dogslicer](Four-Ways%20Dogslicer), [Freezing Ammunition](Freezing%20Ammunition), [Frog Chair](Frog%20Chair), [Frost](../Items/Runes/Weapon%20Property%20Runes/Frost.md), [Frost Brand](Frost%20Brand), [Fulminating Spear](Fulminating%20Spear), [Fulu of Fire Suppression](Fulu%20of%20Fire%20Suppression), [Fulu of Flood Suppression](Fulu%20of%20Flood%20Suppression), [Fulu of the Drunken Monkey](Fulu%20of%20the%20Drunken%20Monkey), [Fulu of the Stoic Ox](Fulu%20of%20the%20Stoic%20Ox), [Fulus of Concealment](Fulus%20of%20Concealment), [Fungal Armor](Fungal%20Armor), [Gallows Tooth](Gallows%20Tooth), [Galvanic Mortal Coil](Galvanic%20Mortal%20Coil), [Gamepiece Chariot](Gamepiece%20Chariot), [Ganjay Book](Ganjay%20Book), [Garrote Bolt](Garrote%20Bolt), [Gauntlight](Gauntlight), [Gearblade](Gearblade), [Gecko Potion](Gecko%20Potion), [Ghastly Cauldron](Ghastly%20Cauldron), [Ghost Ammunition](Ghost%20Ammunition), [Ghost Oil](Ghost%20Oil), [Ghost Touch](../Items/Runes/Weapon%20Property%20Runes/Ghost%20Touch.md), [Ghostbane Fulu](Ghostbane%20Fulu), [Ghostly Portal Paint](Ghostly%20Portal%20Paint), [Ghostshot Wrapping](Ghostshot%20Wrapping), [Ghoul Hide](Ghoul%20Hide), [Gift of the Poisoned Heart](Gift%20of%20the%20Poisoned%20Heart), [Gingerbread House](Gingerbread%20House), [Glaive of the Artist](Glaive%20of%20the%20Artist), [Glamered](Glamered), [Glamorous Buckler](Glamorous%20Buckler), [Glasses of Sociability](Glasses%20of%20Sociability), [Gloaming Shard](Gloaming%20Shard), [Gloom Blade](Gloom%20Blade), [Glorious Plate](Glorious%20Plate), [Gloves of Carelessness](Gloves%20of%20Carelessness), [Gloves of Storing](Gloves%20of%20Storing), [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 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 Mage](Hand%20of%20the%20Mage), [Hand-Hewed Face](Hand-Hewed%20Face), [Handwraps of Mighty Blows](../Items/Worn%20Items/Other%20Worn%20Items/Handwraps%20of%20Mighty%20Blows.md), [Hardened Harrow Deck](Hardened%20Harrow%20Deck), [Harmonic Hauberk](Harmonic%20Hauberk), [Harpoon Bolt](Harpoon%20Bolt), [Hat of Disguise](Hat%20of%20Disguise), [Hat of Many Minds](Hat%20of%20Many%20Minds), [Hauling](Hauling), [Headband of Inspired Wisdom](Headband%20of%20Inspired%20Wisdom), [Headbands of Translocation](Headbands%20of%20Translocation), [Healer's Gel](Healer's%20Gel), [Healer's Gloves](Healer's%20Gloves), [Healing Potion](Healing%20Potion), [Heedless Spurs](Heedless%20Spurs), [Hellfire Boots](Hellfire%20Boots), [Herd Mask](Herd%20Mask), [Hex Blaster](Hex%20Blaster), [Holy](Holy), [Hopeful](Hopeful), [Horn of Fog](Horn%20of%20Fog), [Horn of the Aoyin](Horn%20of%20the%20Aoyin), [Horn of the Sun Aurochs](Horn%20of%20the%20Sun%20Aurochs), [Horned Hand Rests](Horned%20Hand%20Rests), [Horns of Naraga](Horns%20of%20Naraga), [Hunter's Arrowhead](Hunter's%20Arrowhead), [Hunter's Bane](Hunter's%20Bane), [Hunter's Bow](Hunter's%20Bow), [Hunter's Hagbook](Hunter's%20Hagbook), [Hyldarf's Fang](Hyldarf's%20Fang), [Icy Disposition](Icy%20Disposition), [Immaculate Holsters](Immaculate%20Holsters), [Immolation Clan Pistol](Immolation%20Clan%20Pistol), [Immovable Arm](Immovable%20Arm), [Immovable Rod](Immovable%20Rod), [Immovable Tripod](Immovable%20Tripod), [Impactful](Impactful), [Impenetrable Scale](Impenetrable%20Scale), [Implacable](Implacable), [Impulse Control](Impulse%20Control), [Incense of Distilled Death](Incense%20of%20Distilled%20Death), [Indestructible 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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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[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 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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)
-
-### Hazards
-[Acid Strongbox Trap](Acid%20Strongbox%20Trap), [Air Rift](Air%20Rift), [Armageddon Orb](Armageddon%20Orb), [Auto-Turret](Auto-Turret), [Banshee's Symphony](Banshee's%20Symphony), [Bottomless Pit](Bottomless%20Pit), [Broken Rebus Attack](Broken%20Rebus%20Attack), [Brooding Fvalthahalia](Brooding%20Fvalthahalia), [Call of the Void](Call%20of%20the%20Void), [Clone Mirrors](Clone%20Mirrors), [Color Spray Trap](Color%20Spray%20Trap), [Confounding Portal](Confounding%20Portal), [Constricting Hall](Constricting%20Hall), [Dahak's Shell](Dahak's%20Shell), [Dahak's Skull](Dahak's%20Skull), [Darkside Mirror](Darkside%20Mirror), [Deathly Dream](Deathly%20Dream), [Death's Slumber Ward](Death's%20Slumber%20Ward), [Dimensional Darkside Mirror](Dimensional%20Darkside%20Mirror), [Disorienting Illusions](Disorienting%20Illusions), [Distortion Mirror](Distortion%20Mirror), [Dragon Pillar](Dragon%20Pillar), [Dragonstorm](Dragonstorm), [Electric Latch Rune](../Hazards/Electric%20Latch%20Rune.md), [Electrified Water Ward](Electrified%20Water%20Ward), [Endless Elven Aging](Endless%20Elven%20Aging), [Exhaling Portal](Exhaling%20Portal), [False Floor](False%20Floor), [False Step Floor](False%20Step%20Floor), [Fireball Rune](Fireball%20Rune), [Floating Flamethrower](Floating%20Flamethrower), [Freezing Floor Tiles](Freezing%20Floor%20Tiles), [Frozen Moment](Frozen%20Moment), [Gravehall Trap](Gravehall%20Trap), [Gremlin Horde](Gremlin%20Horde), [Hammer of Forbiddance](Hammer%20of%20Forbiddance), [Lesser Dragonstorm](Lesser%20Dragonstorm), [Life-Draining Thunder](Life-Draining%20Thunder), [Lifeleech Crystal Patch](Lifeleech%20Crystal%20Patch), [Luminous Ward](Luminous%20Ward), [Mental Scream Trap](Mental%20Scream%20Trap), [Mirror Door](Mirror%20Door), [Paradox Engine](Paradox%20Engine), [Pendulum Pit](Pendulum%20Pit), [Pharaoh's Ward](Pharaoh's%20Ward), [Planar Eviction Trap](Planar%20Eviction%20Trap), [Planar Rift](Planar%20Rift), [Polymorph Trap](Polymorph%20Trap), [Punishing Altar](Punishing%20Altar), [Reflected Desires](Reflected%20Desires), [Second Chance](Second%20Chance), [Seismic Spears Trap](Seismic%20Spears%20Trap), [Serpent Ward](Serpent%20Ward), [Shattering Rune](Shattering%20Rune), [Sigil of Deepest Fears](Sigil%20of%20Deepest%20Fears), [Soul Draining Cage](Soul%20Draining%20Cage), [Spider Summoning Rune](Spider%20Summoning%20Rune), [Stinger Ward Trap](Stinger%20Ward%20Trap), [Summoning Rune](Summoning%20Rune), [Summoning Rune](Summoning%20Rune), [Telekinetic Swarm Trap](Telekinetic%20Swarm%20Trap), [Thalassophobic Pool](Thalassophobic%20Pool), [Tree of Dreadful Dreams](Tree%20of%20Dreadful%20Dreams), [Vision of Dahak](Vision%20of%20Dahak), [Wailing Crystals](Wailing%20Crystals), [Wheel of Misery](Wheel%20of%20Misery), [Wrath of the Destroyer](Wrath%20of%20the%20Destroyer)
-
-### Item Curses
-[Arrow Attracting](Arrow%20Attracting), [Arsonous](Arsonous), [Backbiting](Backbiting), [Bloodbiter](Bloodbiter), [Degenerating](Degenerating), [Dependent](Dependent), [Dreary](Dreary), [Erratic Transposing](Erratic%20Transposing), [Grandstanding](Grandstanding), [Overdramatic](Overdramatic), [Raucous](Raucous), [Ravenous](Ravenous), [Staining](Staining), [Withering](Withering)
-
-### Vehicles
-[Bunta](Bunta), [Cauldron of Flying](Cauldron%20of%20Flying), [Sand Racer](Sand%20Racer)
\ No newline at end of file
diff --git a/content/Mechanics/Traits/Magus.md b/content/Mechanics/Traits/Magus.md
deleted file mode 100644
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-# Magus
-#pf2e/trait
-*Source* Secrets of Magic pg. 253 1.1
-This indicates abilities from the magus class.
-
----
-
-### Actions
-[Arcane Cascade](Arcane%20Cascade), [Spellstrike](Spellstrike)
-
-### Feats
-[Arcane Fists](Arcane%20Fists), [Arcane Shroud](Arcane%20Shroud), [Attack of Opportunity](../Rules/Actions/Attack%20of%20Opportunity.md), [Cantrip Expansion](Cantrip%20Expansion), [Capture Magic](Capture%20Magic), [Cascade Countermeasure](../Spells_Rituals/Focus%20Spells/Level%203/Cascade%20Countermeasure.md), [Cascading Ray](Cascading%20Ray), [Conflux Focus](Conflux%20Focus), [Conflux Wellspring](Conflux%20Wellspring), [Dazzling Block](Dazzling%20Block), [Devastating Spellstrike](Devastating%20Spellstrike), [Dimensional Disappearance](Dimensional%20Disappearance), [Dispelling Spellstrike](Dispelling%20Spellstrike), [Distracting Spellstrike](Distracting%20Spellstrike), [Emergency Targe](Emergency%20Targe), [Enhanced Familiar](Enhanced%20Familiar), [Expansive Spellstrike](Expansive%20Spellstrike), [Familiar](Familiar), [Force Fang](../Spells_Rituals/Focus%20Spells/Level%201/Force%20Fang.md), [Fused Staff](Fused%20Staff), [Hasted Assault](../Spells_Rituals/Focus%20Spells/Level%207/Hasted%20Assault.md), [Irezoko Tattoo](Irezoko%20Tattoo), [Knowledge is Power](Knowledge%20is%20Power), [Lunging Spellstrike](Lunging%20Spellstrike), [Magic Sense](Magic%20Sense), [Magus's Analysis](Magus's%20Analysis), [Meteoric Spellstrike](Meteoric%20Spellstrike), [Overwhelming Spellstrike](Overwhelming%20Spellstrike), [Preternatural Parry](Preternatural%20Parry), [Raise a Tome](Raise%20a%20Tome), [Rapid Recharge](Rapid%20Recharge), [Resounding Cascade](Resounding%20Cascade), [Runic Impression](../Spells_Rituals/Focus%20Spells/Level%204/Runic%20Impression.md), [Shielded Tome](Shielded%20Tome), [Spell Parry](Spell%20Parry), [Spell Swipe](Spell%20Swipe), [Spirit Sheath](Spirit%20Sheath), [Standby Spell](Standby%20Spell), [Starlit Eyes](Starlit%20Eyes), [Steady Spellcasting (Magus)](Steady%20Spellcasting%20(Magus)), [Striker's Scroll](Striker's%20Scroll), [Student of the Staff](Student%20of%20the%20Staff), [Supreme Spellstrike](Supreme%20Spellstrike), [Sustaining Steel](Sustaining%20Steel), [Versatile Spellstrike](Versatile%20Spellstrike), [Whirlwind Spell](Whirlwind%20Spell)
-
-### Focus Spells
-[Cascade Countermeasure](../Spells_Rituals/Focus%20Spells/Level%203/Cascade%20Countermeasure.md), [Dimensional Assault](../Spells_Rituals/Focus%20Spells/Level%201/Dimensional%20Assault.md), [Force Fang](../Spells_Rituals/Focus%20Spells/Level%201/Force%20Fang.md), [Hasted Assault](../Spells_Rituals/Focus%20Spells/Level%207/Hasted%20Assault.md), [Runic Impression](../Spells_Rituals/Focus%20Spells/Level%204/Runic%20Impression.md), [Shielding Strike](../Spells_Rituals/Focus%20Spells/Level%201/Shielding%20Strike.md), [Shooting Star](../Spells_Rituals/Focus%20Spells/Level%201/Shooting%20Star.md), [Spinning Staff](../Spells_Rituals/Focus%20Spells/Level%201/Spinning%20Staff.md), [Thunderous Strike](../Spells_Rituals/Focus%20Spells/Level%201/Thunderous%20Strike.md)
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diff --git a/content/Mechanics/Traits/Magus.md:com.amazon.drive.sync b/content/Mechanics/Traits/Magus.md:com.amazon.drive.sync
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-{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947823","Uuid":"a75e2803816c424784147f021dbefc13","LastWritten":"2023-02-02T20:35:54.1846901+01:00"}
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diff --git a/content/Mechanics/Traits/Manipulate.md b/content/Mechanics/Traits/Manipulate.md
deleted file mode 100644
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+++ /dev/null
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-# 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.
-
----
-
-### Actions
-[Administer First Aid](../Rules/Actions/Administer-First-Aid.md), [Affix a Fulu](Affix%20a%20Fulu), [Affix a Talisman](../Activities/Affix%20a%20Talisman.md), [Amulet's Abeyance](Amulet's%20Abeyance), [Collect Spirit Remnant](Collect%20Spirit%20Remnant), [Conceal an Object](../Rules/Actions/Conceal%20an%20Object.md), [Craft](../Activities/Craft.md), [Craft Disharmonic Instrument](../Activities/Craft%20Disharmonic%20Instrument.md), [Disable a Device](Disable%20a%20Device), [Drink from the Chalice](Drink%20from%20the%20Chalice), [Explode](Explode), [Exploit Vulnerability](Exploit%20Vulnerability), [Feast on the Fallen](Feast%20on%20the%20Fallen), [Fling Magic](Fling%20Magic), [Grab an Edge](../Rules/Actions/Grab%20an%20Edge.md), [Harvest Heartsliver](../Rules/Actions/Harvest%20Heartsliver.md), [Impersonate](../Rules/Actions/Impersonate.md), [Interact](../Rules/Actions/Interact.md), [Manifest Eidolon](../Rules/Actions/Manifest%20Eidolon.md), [Mirror's Reflection](Mirror's%20Reflection), [Overdrive](Overdrive), [Palm an Object](Palm%20an%20Object), [Pick a Lock](Pick%20a%20Lock), [Point Out](../Rules/Actions/Point%20Out.md), [Prove Peace](Prove%20Peace), [Quick Alchemy](Quick%20Alchemy), [Quick Tincture](Quick%20Tincture), [Release](../Rules/Actions/Release.md), [Repair](../Activities/Repair.md), [Ring Bell](Ring%20Bell), [Steal](../Rules/Actions/Steal.md), [Stop](Stop), [Take Control](Take%20Control), [Treat Disease](../Activities/Treat%20Disease.md), [Treat Poison](Treat%20Poison), [Treat Wounds](../Rules/Actions/Treat%20Wounds.md)
-
-### Activities
-[Affix a Talisman](../Activities/Affix%20a%20Talisman.md)
-
-### Feats
-[Accompany](Accompany), [Advanced First Aid](Advanced%20First%20Aid), [Anoint Ally](Anoint%20Ally), [Ashen Veil](Ashen%20Veil), [Automatic Writing](Automatic%20Writing), [Battle Medicine](Battle%20Medicine), [Bizarre Transformation](Bizarre%20Transformation), [Bond Conservation](Bond%20Conservation), [Boost Modulation](Boost%20Modulation), [Call Implement](Call%20Implement), [Can't Fall Here](Can't%20Fall%20Here), [Cast Out](Cast%20Out), [Ceremony of Protection](Ceremony%20of%20Protection), [Chromotherapy](Chromotherapy), [Clockwork Celerity](Clockwork%20Celerity), [Collapse Armor](Collapse%20Armor), [Collapse Construct](Collapse%20Construct), [Conceal Spell](Conceal%20Spell), [Cryptic Spell](Cryptic%20Spell), [Crystal Healing](Crystal%20Healing), [Deep Freeze](Deep%20Freeze), [Dig Quickly](Dig%20Quickly), [Distracting Explosion](Distracting%20Explosion), [Divine Disharmony](Divine%20Disharmony), [Eerie Proclamation](Eerie%20Proclamation), [Elaborate Flourish](Elaborate%20Flourish), [Electrify Armor](Electrify%20Armor), [Emergency Medical Assistance](Emergency%20Medical%20Assistance), [Exude Abyssal Corruption](Exude%20Abyssal%20Corruption), [Feast](Feast), [Ferocious Gust](Ferocious%20Gust), [Flame Jump](Flame%20Jump), [Focused Juggler](Focused%20Juggler), [Forcible Energy](Forcible%20Energy), [Form Control](Form%20Control), [Friendly Toss](Friendly%20Toss), [Harmonize](Harmonize), [Helpful Tinkering](Helpful%20Tinkering), [Hydraulic Maneuvers](Hydraulic%20Maneuvers), [Improvised Crafting](Improvised%20Crafting), [Instinctive Strike](Instinctive%20Strike), [Juggle](Juggle), [Leyline Conduit](Leyline%20Conduit), [Megavolt](Megavolt), [Melodious Spell](Melodious%20Spell), [Nonlethal Spell](Nonlethal%20Spell), [Ostentatious Arrival](Ostentatious%20Arrival), [Overdrive Ally](Overdrive%20Ally), [Overwhelming Energy](Overwhelming%20Energy), [Poison Weapon](Poison%20Weapon), [Portentous Spell](Portentous%20Spell), [Quaking Stomp](Quaking%20Stomp), [Quick Stow (Swordmaster)](Quick%20Stow%20(Swordmaster)), [Reactive Distraction](Reactive%20Distraction), [Reflexive Catch](Reflexive%20Catch), [Reloading Trick](Reloading%20Trick), [Resuscitate](Resuscitate), [Root to Life](Root%20to%20Life), [Searing Restoration](Searing%20Restoration), [Share Weakness](Share%20Weakness), [Slayer's Blessing](Slayer's%20Blessing), [Slice and Swipe](Slice%20and%20Swipe), [Spark Fist](Spark%20Fist), [Surging Might](Surging%20Might), [Surprise Snare](Surprise%20Snare), [Tamper](Tamper), [Target of Opportunity](Target%20of%20Opportunity), [Timeline-Splitting Spell](Timeline-Splitting%20Spell), [Touch Focus](Touch%20Focus), [Train Animal](Train%20Animal), [Transpose](Transpose), [Treat Condition](Treat%20Condition), [Trick Magic Item](Trick%20Magic%20Item), [Turn Away Misfortune](Turn%20Away%20Misfortune), [Ubiquitous Weakness](Ubiquitous%20Weakness), [Unlimited Potential](Unlimited%20Potential), [Unusual Composition](Unusual%20Composition), [Widen Spell](Widen%20Spell), [Wild Winds Gust](Wild%20Winds%20Gust)
-
-### Skills
-[Administer First Aid](../Rules/Actions/Administer-First-Aid.md), [Conceal an Object](../Rules/Actions/Conceal%20an%20Object.md), [Craft](../Activities/Craft.md), [Disable a Device](Disable%20a%20Device), [Impersonate](../Rules/Actions/Impersonate.md), [Palm an Object](Palm%20an%20Object), [Pick a Lock](Pick%20a%20Lock), [Repair](../Activities/Repair.md), [Steal](../Rules/Actions/Steal.md), [Treat Disease](../Activities/Treat%20Disease.md), [Treat Poison](Treat%20Poison), [Treat Wounds](../Rules/Actions/Treat%20Wounds.md)
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diff --git a/content/Mechanics/Traits/Manipulate.md:com.amazon.drive.sync b/content/Mechanics/Traits/Manipulate.md:com.amazon.drive.sync
deleted file mode 100644
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-{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947824","Uuid":"8881abadeb344c4d8935e68f3a64e4bf","LastWritten":"2023-02-02T20:35:54.2896903+01:00"}
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diff --git a/content/Mechanics/Traits/Mental.md b/content/Mechanics/Traits/Mental.md
deleted file mode 100644
index 366299d71..000000000
--- a/content/Mechanics/Traits/Mental.md
+++ /dev/null
@@ -1,41 +0,0 @@
-# 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.
-
----
-
-### Actions
-[Badger Rage](Badger%20Rage), [Calculate Threats](Calculate%20Threats), [Coerce](../Rules/Actions/Coerce.md), [Create a Diversion](../Rules/Actions/Create%20a%20Diversion.md), [Demoralize](../Rules/Actions/Demoralize.md), [Feint](../Rules/Actions/Feint.md), [Grim Swagger](Grim%20Swagger), [Iron Command](Iron%20Command), [Lie](../Rules/Actions/Lie.md), [Make an Impression](../Rules/Actions/Make%20an%20Impression.md), [Pointed Question](Pointed%20Question), [Rage](Rage), [Rally](Rally), [Request](../Rules/Actions/Request.md), [Restore the Mind](Restore%20the%20Mind), [Ring Bell](Ring%20Bell), [Screaming Skull](Screaming%20Skull), [Seething Frenzy](Seething%20Frenzy), [Visions of Sin](Visions%20of%20Sin)
-
-### Curses
-[Coward's Roots](Coward's%20Roots), [Curse of Nightmares](Curse%20of%20Nightmares), [Enforced Hospitality](Enforced%20Hospitality), [Rage of the Excommunicant](Rage%20of%20the%20Excommunicant), [Reviled of Nature](Reviled%20of%20Nature), [Sellsword's Folly](Sellsword's%20Folly), [Sinful Tongue](Sinful%20Tongue), [Theft of Thought](Theft%20of%20Thought)
-
-### Equipment
-[Bravo's Brew](Bravo's%20Brew), [Candle of Truth](Candle%20of%20Truth), [Comprehension Elixir](Comprehension%20Elixir), [Dread](Dread), [Dread Ampoule](Dread%20Ampoule), [Dread Blindfold](Dread%20Blindfold), [Dream Pollen Snare](Dream%20Pollen%20Snare), [Dreaming Round](Dreaming%20Round), [Empathic Cords](Empathic%20Cords), [Envisioning Mask](Envisioning%20Mask), [Fear Gem](Fear%20Gem), [Fearsome](Fearsome), [Fulu Compendium](Fulu%20Compendium), [Hex Blaster](Hex%20Blaster), [Holy Steam Ball](Holy%20Steam%20Ball), [Jade Bauble](Jade%20Bauble), [Lover's Gloves](Lover's%20Gloves), [Overloaded Brain Grenade](Overloaded%20Brain%20Grenade), [Potion of Shared Memories](Potion%20of%20Shared%20Memories), [Redeemer's Pistol](Redeemer's%20Pistol), [Sleep Arrow](Sleep%20Arrow), [Terrifying Ammunition](Terrifying%20Ammunition), [Truth Potion](Truth%20Potion), [Vexing Vapor](Vexing%20Vapor), [Whisper Briolette](Whisper%20Briolette), [Yellow Musk Vial](Yellow%20Musk%20Vial)
-
-### Feats
-[All in my Head](All%20in%20my%20Head), [Beastmaster Bond](Beastmaster%20Bond), [Boaster's Challenge](Boaster's%20Challenge), [Bon Mot](Bon%20Mot), [Brain Drain](../Spells_Rituals/Focus%20Spells/Level%201/Brain%20Drain.md), [Catchy Tune](Catchy%20Tune), [Caterwaul](Caterwaul), [Cavalier's Banner](Cavalier's%20Banner), [Command Attention](Command%20Attention), [Cringe](Cringe), [Dark Persona's Presence](Dark%20Persona's%20Presence), [Disturbing Knowledge](Disturbing%20Knowledge), [Dragon Roar](Dragon%20Roar), [Dream Logic](Dream%20Logic), [Empathetic Plea](Empathetic%20Plea), [Enchanting Arrow](Enchanting%20Arrow), [Encouraging Words](Encouraging%20Words), [Enlightened Presence](Enlightened%20Presence), [Evangelize](Evangelize), [Flourishing Finish](Flourishing%20Finish), [Frightful Aura](Frightful%20Aura), [Frightful Condemnation](Frightful%20Condemnation), [Frightful Moan](Frightful%20Moan), [Gorilla Pound](Gorilla%20Pound), [Grovel](Grovel), [Heroic Presence](Heroic%20Presence), [Histrionic Injury](Histrionic%20Injury), [Infiltrate Dream](Infiltrate%20Dream), [Inspiring Resilience](Inspiring%20Resilience), [Instigate Psychic Duel](Instigate%20Psychic%20Duel), [Intimidating Strike](Intimidating%20Strike), [Mental Balm](Mental%20Balm), [Mental Static](Mental%20Static), [Mesmerizing Gaze](Mesmerizing%20Gaze), [Mind Shards](Mind%20Shards), [Mistaken Identity](Mistaken%20Identity), [Mummy's Despair](Mummy's%20Despair), [No Cause for Alarm](No%20Cause%20for%20Alarm), [One for All](One%20for%20All), [Oneiric Influence](Oneiric%20Influence), [Pistolero's Challenge](Pistolero's%20Challenge), [Portentous Spell](Portentous%20Spell), [Read Psychometric Resonance](Read%20Psychometric%20Resonance), [Remove Presence](Remove%20Presence), [Reveal True Name](Reveal%20True%20Name), [Snap Out of It! (Marshal)](Snap%20Out%20of%20It!%20(Marshal)), [Startling Appearance (Vigilante)](Startling%20Appearance%20(Vigilante)), [Steel Yourself!](Steel%20Yourself!), [Strix Vengeance](Strix%20Vengeance), [Thoughtsense](Thoughtsense), [Voice Cold as Death](Voice%20Cold%20as%20Death), [Warped Reflection](Warped%20Reflection), [Watch Your Back](Watch%20Your%20Back), [Wave the Flag](Wave%20the%20Flag), [Whispering Steps](Whispering%20Steps), [You're Next](You're%20Next)
-
-### Focus Spells
-[Aberrant Whispers](../Spells_Rituals/Focus%20Spells/Level%203/Aberrant%20Whispers.md), [Allegro](../Spells_Rituals/Focus%20Spells/Cantrips/Allegro.md), [Ancestral Defense](../Spells_Rituals/Focus%20Spells/Level%203/Ancestral%20Defense.md), [Ancestral Touch](../Spells_Rituals/Focus%20Spells/Level%201/Ancestral%20Touch.md), [Beastmaster Trance](../Spells_Rituals/Focus%20Spells/Level%203/Beastmaster%20Trance.md), [Blind Ambition](../Spells_Rituals/Focus%20Spells/Level%201/Blind%20Ambition.md), [Brain Drain](../Spells_Rituals/Focus%20Spells/Level%201/Brain%20Drain.md), [Call to Arms](../Spells_Rituals/Focus%20Spells/Level%201/Call%20to%20Arms.md), [Captivating Adoration](../Spells_Rituals/Focus%20Spells/Level%204/Captivating%20Adoration.md), [Charming Touch](../Spells_Rituals/Focus%20Spells/Level%201/Charming%20Touch.md), [Charming Words](../Spells_Rituals/Focus%20Spells/Level%201/Charming%20Words.md), [Commanding Lash](../Spells_Rituals/Focus%20Spells/Level%204/Commanding%20Lash.md), [Competitive Edge](../Spells_Rituals/Focus%20Spells/Level%204/Competitive%20Edge.md), [Contagious Idea](../Spells_Rituals/Focus%20Spells/Cantrips/Contagious%20Idea.md), [Counter Performance](../Spells_Rituals/Focus%20Spells/Level%201/Counter%20Performance.md), [Debilitating Dichotomy](../Spells_Rituals/Focus%20Spells/Level%204/Debilitating%20Dichotomy.md), [Delusional Pride](../Spells_Rituals/Focus%20Spells/Level%204/Delusional%20Pride.md), [Dirge of Doom](../Spells_Rituals/Focus%20Spells/Cantrips/Dirge%20of%20Doom.md), [Dread Aura](../Spells_Rituals/Focus%20Spells/Level%204/Dread%20Aura.md), [Dread Secret](../Spells_Rituals/Focus%20Spells/Level%206/Dread%20Secret.md), [Dreamer's Call](../Spells_Rituals/Focus%20Spells/Level%204/Dreamer's%20Call.md), [Empty Inside](../Spells_Rituals/Focus%20Spells/Level%201/Empty%20Inside.md), [Ephemeral Hazards](../Spells_Rituals/Focus%20Spells/Level%204/Ephemeral%20Hazards.md), [Evil Eye](../Spells_Rituals/Focus%20Spells/Cantrips/Evil%20Eye.md), [Eyes of the Dead](../Spells_Rituals/Focus%20Spells/Level%203/Eyes%20of%20the%20Dead.md), [Faerie Dust](../Spells_Rituals/Focus%20Spells/Level%201/Faerie%20Dust.md), [Fatal Aria](../Spells_Rituals/Focus%20Spells/Level%2010/Fatal%20Aria.md), [Fearful Feast](../Spells_Rituals/Focus%20Spells/Level%204/Fearful%20Feast.md), [Font of Serenity](../Spells_Rituals/Focus%20Spells/Level%204/Font%20of%20Serenity.md), [Forbidden Thought](../Spells_Rituals/Focus%20Spells/Cantrips/Forbidden%20Thought.md), [Frenzied Revelry](../Spells_Rituals/Focus%20Spells/Level%201/Frenzied%20Revelry.md), [Heart's Desire](../Spells_Rituals/Focus%20Spells/Level%203/Heart's%20Desire.md), [Heroic Feat](../Spells_Rituals/Focus%20Spells/Level%206/Heroic%20Feat.md), [Hollow Heart](../Spells_Rituals/Focus%20Spells/Level%201/Hollow%20Heart.md), [Horrific Visage](../Spells_Rituals/Focus%20Spells/Level%203/Horrific%20Visage.md), [Inspire Competence](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Competence.md), [Inspire Courage](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Courage.md), [Inspire Defense](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Defense.md), [Lament](../Spells_Rituals/Focus%20Spells/Level%201/Lament.md), [Litany of Self-Interest](../Spells_Rituals/Focus%20Spells/Level%205/Litany%20of%20Self-Interest.md), [Manifold Lives](../Spells_Rituals/Focus%20Spells/Level%206/Manifold%20Lives.md), [Needle of Vengeance](../Spells_Rituals/Focus%20Spells/Level%201/Needle%20of%20Vengeance.md), [Ordained Purpose](../Spells_Rituals/Focus%20Spells/Level%204/Ordained%20Purpose.md), [Over the Coals](../Spells_Rituals/Focus%20Spells/Level%205/Over%20the%20Coals.md), [Overflowing Sorrow](../Spells_Rituals/Focus%20Spells/Level%204/Overflowing%20Sorrow.md), [Pact Broker](../Spells_Rituals/Focus%20Spells/Cantrips/Pact%20Broker.md), [Pied Piping](../Spells_Rituals/Focus%20Spells/Level%2010/Pied%20Piping.md), [Remember the Lost](../Spells_Rituals/Focus%20Spells/Level%204/Remember%20the%20Lost.md), [Retributive Pain](../Spells_Rituals/Focus%20Spells/Level%204/Retributive%20Pain.md), [Roar of the Wyrm](../Spells_Rituals/Focus%20Spells/Level%204/Roar%20of%20the%20Wyrm.md), [Safeguard Secret](../Spells_Rituals/Focus%20Spells/Level%204/Safeguard%20Secret.md), [Savor the Sting](../Spells_Rituals/Focus%20Spells/Level%201/Savor%20the%20Sting.md), [Sepulchral Mask](../Spells_Rituals/Focus%20Spells/Level%201/Sepulchral%20Mask.md), [Shaken Confidence](../Spells_Rituals/Focus%20Spells/Level%204/Shaken%20Confidence.md), [Share Burden](../Spells_Rituals/Focus%20Spells/Level%201/Share%20Burden.md), [Shared Nightmare](../Spells_Rituals/Focus%20Spells/Level%204/Shared%20Nightmare.md), [Shatter Mind](../Spells_Rituals/Focus%20Spells/Cantrips/Shatter%20Mind.md), [Song of Marching](../Spells_Rituals/Focus%20Spells/Cantrips/Song%20of%20Marching.md), [Song of Strength](../Spells_Rituals/Focus%20Spells/Cantrips/Song%20of%20Strength.md), [Soothing Ballad](../Spells_Rituals/Focus%20Spells/Level%207/Soothing%20Ballad.md), [Soothing Words](../Spells_Rituals/Focus%20Spells/Level%201/Soothing%20Words.md), [Subjugate Undead](../Spells_Rituals/Focus%20Spells/Level%203/Subjugate%20Undead.md), [Sweet Dream](../Spells_Rituals/Focus%20Spells/Level%201/Sweet%20Dream.md), [Touch of Obedience](../Spells_Rituals/Focus%20Spells/Level%201/Touch%20of%20Obedience.md), [Triple Time](../Spells_Rituals/Focus%20Spells/Cantrips/Triple%20Time.md), [Veil of Confidence](../Spells_Rituals/Focus%20Spells/Level%201/Veil%20of%20Confidence.md), [Veil of Dreams](../Spells_Rituals/Focus%20Spells/Level%201/Veil%20of%20Dreams.md), [Waking Dream](../Spells_Rituals/Focus%20Spells/Level%204/Waking%20Dream.md), [Waking Nightmare](../Spells_Rituals/Focus%20Spells/Level%201/Waking%20Nightmare.md), [Weaponize Secret](../Spells_Rituals/Focus%20Spells/Level%204/Weaponize%20Secret.md), [Wind Whispers](../Spells_Rituals/Focus%20Spells/Level%204/Wind%20Whispers.md), [Word of Freedom](../Spells_Rituals/Focus%20Spells/Level%204/Word%20of%20Freedom.md), [You're Mine](../Spells_Rituals/Focus%20Spells/Level%205/You're%20Mine.md), [Zeal for Battle](../Spells_Rituals/Focus%20Spells/Level%204/Zeal%20for%20Battle.md)
-
-### Hazards
-[Confounding Portal](Confounding%20Portal), [Reflected Desires](Reflected%20Desires)
-
-### Monsters
-[Brainchild](Brainchild)
-
-### Rituals
-[Awaken Animal](../Spells_Rituals/Rituals/Level%206/Awaken%20Animal.md), [Awaken Object](../Spells_Rituals/Rituals/Level%206/Awaken%20Object.md), [Bacchanalia](../Spells_Rituals/Rituals/Level%206/Bacchanalia.md), [Concealment's Curtain](../Spells_Rituals/Rituals/Level%204/Concealment's%20Curtain.md), [Dread Ambience](../Spells_Rituals/Rituals/Level%205/Dread%20Ambience.md), [Geas](../Spells_Rituals/Rituals/Level%203/Geas.md), [Ideal Mimicry](../Spells_Rituals/Rituals/Level%206/Ideal%20Mimicry.md), [Inveigle](../Spells_Rituals/Rituals/Level%202/Inveigle.md), [Mind Swap](../Spells_Rituals/Rituals/Level%205/Mind%20Swap.md), [Oblivious Expulsion](../Spells_Rituals/Rituals/Level%205/Oblivious%20Expulsion.md), [Tattoo Whispers](../Spells_Rituals/Rituals/Level%203/Tattoo%20Whispers.md)
-
-### Skills
-[Coerce](../Rules/Actions/Coerce.md), [Create a Diversion](../Rules/Actions/Create%20a%20Diversion.md), [Demoralize](../Rules/Actions/Demoralize.md), [Feint](../Rules/Actions/Feint.md), [Lie](../Rules/Actions/Lie.md), [Make an Impression](../Rules/Actions/Make%20an%20Impression.md), [Request](../Rules/Actions/Request.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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-# 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.
-
----
-
-### Feats
-[Bizarre Transformation](Bizarre%20Transformation), [Blessed Spell](Blessed%20Spell), [Bloodline Conduit](Bloodline%20Conduit), [Bond Conservation](Bond%20Conservation), [Burning Spell](Burning%20Spell), [Call and Response](Call%20and%20Response), [Cascade Bearer's Flexibility](Cascade%20Bearer's%20Flexibility), [Cast Down](Cast%20Down), [Charred Remains](Charred%20Remains), [Command Undead](Command%20Undead), [Conceal Spell](Conceal%20Spell), [Consecrate Spell](Consecrate%20Spell), [Courageous Advance](Courageous%20Advance), [Courageous Assault](Courageous%20Assault), [Courageous Onslaught](Courageous%20Onslaught), [Cruelty](Cruelty), [Cryptic Spell](Cryptic%20Spell), [Current Spell](Current%20Spell), [Defensive Coordination](Defensive%20Coordination), [Defensive Recovery](Defensive%20Recovery), [Detonating Spell](Detonating%20Spell), [Dousing Spell](Dousing%20Spell), [Dualistic Synergy](Dualistic%20Synergy), [Ebb and Flow](Ebb%20and%20Flow), [Echoing Channel](Echoing%20Channel), [Echoing Spell](Echoing%20Spell), [Effortless Captivation](Effortless%20Captivation), [Elaborate Flourish](Elaborate%20Flourish), [Energy Ablation](Energy%20Ablation), [Energy Fusion](Energy%20Fusion), [Familiar Conduit](Familiar%20Conduit), [Forcible Energy](Forcible%20Energy), [Forestall Curse](Forestall%20Curse), [Form Control](Form%20Control), [Harmonize](Harmonize), [Healing Transformation](Healing%20Transformation), [Heightened Captivation](Heightened%20Captivation), [Heroic Recovery](Heroic%20Recovery), [Interweave Dispel](Interweave%20Dispel), [Into the Future](Into%20the%20Future), [Leyline Conduit](Leyline%20Conduit), [Look Again](Look%20Again), [Martyr](../../../../../60-Wyrmscriber/Gamemaster/Mechanics/Bestiary/Humanoids/Martyr.md), [Melodious Spell](Melodious%20Spell), [Mercy](Mercy), [Necrotic Infusion](Necrotic%20Infusion), [Nonlethal Spell](Nonlethal%20Spell), [Ostentatious Arrival](Ostentatious%20Arrival), [Overwhelming Breath](Overwhelming%20Breath), [Overwhelming Energy](Overwhelming%20Energy), [Portentous Spell](Portentous%20Spell), [Purifying Spell](Purifying%20Spell), [Quickened Attunement](Quickened%20Attunement), [Quickened Casting](Quickened%20Casting), [Radiant Infusion](Radiant%20Infusion), [Reach Spell](Reach%20Spell), [Recover Spell](Recover%20Spell), [Remediate](Remediate), [Rockslide Spell](Rockslide%20Spell), [Safeguarded Spell](Safeguarded%20Spell), [Scintillating Spell](Scintillating%20Spell), [Sepulchral Sublimation](Sepulchral%20Sublimation), [Shadow Spell](Shadow%20Spell), [Shared Sight](Shared%20Sight), [Silent Spell](Silent%20Spell), [Sow Spell](Sow%20Spell), [Spell Shroud](Spell%20Shroud), [Split Hex](Split%20Hex), [Split Shot](Split%20Shot), [Steam Spell](Steam%20Spell), [Surging Might](Surging%20Might), [Synergistic Spell](Synergistic%20Spell), [Tempest-Sun Redirection](Tempest-Sun%20Redirection), [Terraforming Spell](Terraforming%20Spell), [Through Spell](Through%20Spell), [Timeline-Splitting Spell](Timeline-Splitting%20Spell), [Touch Focus](Touch%20Focus), [Unlimited Potential](Unlimited%20Potential), [Unusual Composition](Unusual%20Composition), [Vigorous Inspiration](Vigorous%20Inspiration), [What Could Have Been](What%20Could%20Have%20Been), [Widen Spell](Widen%20Spell), [Wind-Tossed Spell](Wind-Tossed%20Spell), [Worldsphere Gravity](Worldsphere%20Gravity)
-
-### Focus Spells
-[Elemental Tempest](../Spells_Rituals/Focus%20Spells/Level%204/Elemental%20Tempest.md), [Extend Boost](../Spells_Rituals/Focus%20Spells/Level%201/Extend%20Boost.md), [Extend Spell](../Spells_Rituals/Focus%20Spells/Level%203/Extend%20Spell.md), [Inspire Heroics](../Spells_Rituals/Focus%20Spells/Level%204/Inspire%20Heroics.md), [Lingering Composition](../Spells_Rituals/Focus%20Spells/Level%201/Lingering%20Composition.md)
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diff --git a/content/Mechanics/Traits/Mindless.md b/content/Mechanics/Traits/Mindless.md
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-# 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.
-
----
-
-### Monsters
-[Adamantine Golem](Adamantine%20Golem), [Alchemical Golem](Alchemical%20Golem), [Aluum Enforcer](Aluum%20Enforcer), [Amoeba Swarm](Amoeba%20Swarm), [Animated Armor](Animated%20Armor), [Animated Broom](Animated%20Broom), [Animated Colossus](Animated%20Colossus), [Animated Furnace](Animated%20Furnace), [Animated Silverware Swarm](Animated%20Silverware%20Swarm), [Animated Statue](Animated%20Statue), [Animated Trebuchet](Animated%20Trebuchet), [Arboreal Snag](Arboreal%20Snag), [Assassin Vine](Assassin%20Vine), [Basidirond](Basidirond), [Beetle Carapace](Beetle%20Carapace), [Black Pudding](Black%20Pudding), [Blood Ooze](Blood%20Ooze), [Carnivorous Blob](Carnivorous%20Blob), [Carnivorous Crystal](Carnivorous%20Crystal), [Carrion Golem](Carrion%20Golem), [Chattering Jaws](Chattering%20Jaws), [Chromatic Ooze](Chromatic%20Ooze), [Clacking Skull Swarm](Clacking%20Skull%20Swarm), [Clay Golem](Clay%20Golem), [Clockwork Amalgam](Clockwork%20Amalgam), [Clockwork Assassin](Clockwork%20Assassin), [Clockwork Brewer](Clockwork%20Brewer), [Clockwork Buccaneer](Clockwork%20Buccaneer), [Clockwork Clock Tower](Clockwork%20Clock%20Tower), [Clockwork Disposer](Clockwork%20Disposer), [Clockwork Door Warden](Clockwork%20Door%20Warden), [Clockwork Dragon](Clockwork%20Dragon), [Clockwork Fabricator](Clockwork%20Fabricator), [Clockwork Handler](Clockwork%20Handler), [Clockwork Hunter](Clockwork%20Hunter), [Clockwork Mage](Clockwork%20Mage), [Clockwork Puppeteer](Clockwork%20Puppeteer), [Clockwork Soldier](Clockwork%20Soldier), [Clockwork Sphinx](Clockwork%20Sphinx), [Clockwork Spy](Clockwork%20Spy), [Crawling Slurry](Crawling%20Slurry), [Dig-Widget](Dig-Widget), [Divine Warden Of Brigh](Divine%20Warden%20Of%20Brigh), [Divine Warden Of Nethys](Divine%20Warden%20Of%20Nethys), [Dragon's Blood Puffball](Dragon's%20Blood%20Puffball), [Drake Skeleton](Drake%20Skeleton), [Ethereal Sailor](Ethereal%20Sailor), [Feral Skull Swarm](Feral%20Skull%20Swarm), [Fire Jellyfish Swarm](Fire%20Jellyfish%20Swarm), [Flaming Skull](Flaming%20Skull), [Flesh Golem](Flesh%20Golem), [Floating Femur](Floating%20Femur), [Fossil Golem](Fossil%20Golem), [Fuming Sludge](Fuming%20Sludge), [Gelatinous Cube](Gelatinous%20Cube), [Giant Amoeba](Giant%20Amoeba), [Giant Animated Statue](Giant%20Animated%20Statue), [Giant Flytrap](Giant%20Flytrap), [Giant Jellyfish](Giant%20Jellyfish), [Glass Golem](Glass%20Golem), [Gray Ooze](Gray%20Ooze), [Grothlut](Grothlut), [Harpy Skeleton](Harpy%20Skeleton), [Ice Golem](Ice%20Golem), [Iron Golem](Iron%20Golem), [Lemure](Lemure), [Living Sap](Living%20Sap), [Luminous Ooze](Luminous%20Ooze), [Mechanical Carny](Mechanical%20Carny), [Mithral Golem](Mithral%20Golem), [Necrophidius](Necrophidius), [Obsidian Golem](Obsidian%20Golem), [Ochre Jelly](Ochre%20Jelly), [Phalanx Of Phalanges](Phalanx%20Of%20Phalanges), [Plague Zombie](Plague%20Zombie), [Pyronite Ooze](Pyronite%20Ooze), [Reaper Skull Puffball](Reaper%20Skull%20Puffball), [Rime Sludge](Rime%20Sludge), [Roiling Incant](Roiling%20Incant), [Rust Ooze](Rust%20Ooze), [Scrabbling Ribcage](Scrabbling%20Ribcage), [Seetangeist](Seetangeist), [Severed Head](Severed%20Head), [Sewer Ooze](Sewer%20Ooze), [Shambler Troop](Shambler%20Troop), [Shock Zombie](Shock%20Zombie), [Skeletal Giant](Skeletal%20Giant), [Skeletal Horse](Skeletal%20Horse), [Skeletal Hulk](Skeletal%20Hulk), [Skeletal Soldier](Skeletal%20Soldier), [Skeletal Titan](Skeletal%20Titan), [Skeleton Guard](Skeleton%20Guard), [Skeleton Infantry](Skeleton%20Infantry), [Skinstitch](Skinstitch), [Slime Mold](Slime%20Mold), [Slithering Pit](Slithering%20Pit), [Snapping Flytrap](Snapping%20Flytrap), [Spiral Centurion](Spiral%20Centurion), [Spiritbound Aluum](Spiritbound%20Aluum), [Stone Golem](Stone%20Golem), [Sulfur Zombie](Sulfur%20Zombie), [Swordkeeper](Swordkeeper), [Tallow Ooze](Tallow%20Ooze), [Tar Ooze](Tar%20Ooze), [Tar Zombie Mammoth](Tar%20Zombie%20Mammoth), [Tar Zombie Predator](Tar%20Zombie%20Predator), [Tar Zombie Snatcher](Tar%20Zombie%20Snatcher), [Tattoo Guardian](Tattoo%20Guardian), [Tyrannosaurus Skeleton](Tyrannosaurus%20Skeleton), [Unseen Servant](../Spells_Rituals/Arcane_Tradition/Level%201/Unseen%20Servant.md), [Vaultbreaker Ooze](Vaultbreaker%20Ooze), [Verdurous Ooze](Verdurous%20Ooze), [Violet Fungus](Violet%20Fungus), [Vitalia](Vitalia), [Weykoward](Weykoward), [Wizard Sponge](Wizard%20Sponge), [Wolf Skeleton](Wolf%20Skeleton), [Wood Golem](Wood%20Golem), [Yeast Ooze](Yeast%20Ooze), [Yellow Musk Brute](Yellow%20Musk%20Brute), [Yellow Musk Creeper](Yellow%20Musk%20Creeper), [Yellow Musk Thrall](Yellow%20Musk%20Thrall), [Zombie Brute](Zombie%20Brute), [Zombie Dragon](Zombie%20Dragon), [Zombie Hulk](Zombie%20Hulk), [Zombie Mammoth](Zombie%20Mammoth), [Zombie Owlbear](Zombie%20Owlbear), [Zombie Shambler](Zombie%20Shambler), [Zombie Snake](Zombie%20Snake)
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-# 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.
-
-For an animal companion, you [Command an Animal](../Rules/Actions/Command%20an%20Animal.md); for a minion that's a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a verbal command as a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals follow their instincts, and sapient minions act how they please. A minion can't control other creatures.
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-# 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.
-
----
-
-### Actions
-[Deceptive Sidestep](Deceptive%20Sidestep)
-
-### Equipment
-[Grinning Pugwampi](Grinning%20Pugwampi), [Monkey's Paw](Monkey's%20Paw)
-
-### Feats
-[Black Cat Curse](Black%20Cat%20Curse), [Firebrand Braggart Dedication](Firebrand%20Braggart%20Dedication), [Harbinger's Caw](Harbinger's%20Caw), [Lucky Escape](Lucky%20Escape)
-
-### Focus Spells
-[Shaken Confidence](../Spells_Rituals/Focus%20Spells/Level%204/Shaken%20Confidence.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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-# 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.
-
----
-
-### Eidolons
-[Psychopomp Eidolon](../Bestiary/Companions/Eidolons/Psychopomp%20Eidolon.md)
-
-### Monsters
-[Akizendri](Akizendri), [Algea](Algea), [Arbiter](Arbiter), [Axiomite](Axiomite), [Azuretzi](Azuretzi), [Baatamidar](Baatamidar), [Bythos](Bythos), [Camarach](Camarach), [Catrina](Catrina), [Einherji](Einherji), [Esobok](Esobok), [Hegessik](Hegessik), [Imentesh](Imentesh), [Izfiitar](Izfiitar), [Keketar](Keketar), [Kolyarut](Kolyarut), [Marut](Marut), [Morrigna](Morrigna), [Naunet](Naunet), [Nosoi](Nosoi), [Pleroma](Pleroma), [Theletos](Theletos), [Valkyrie](Valkyrie), [Vanth](Vanth), [Voidworm](Voidworm), [Yamaraj](Yamaraj), [Zelekhut](Zelekhut)
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-# 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.
-
----
-
-### Actions
-[Flurry of Blows](Flurry%20of%20Blows)
-
-### Feats
-[Abundant Step](../Spells_Rituals/Focus%20Spells/Level%204/Abundant%20Step.md), [Align Ki](Align%20Ki), [Ancestral Weaponry](Ancestral%20Weaponry), [Arrow Snatching](Arrow%20Snatching), [Blazing Streak](Blazing%20Streak), [Blazing Talon Surge](Blazing%20Talon%20Surge), [Brawling Focus](Brawling%20Focus), [Clinging Shadows Initiate](Clinging%20Shadows%20Initiate), [Cobra Envenom](Cobra%20Envenom), [Cobra Stance](Cobra%20Stance), [Crane Flutter](Crane%20Flutter), [Crane Stance](Crane%20Stance), [Crushing Grab](Crushing%20Grab), [Dancing Leaf](Dancing%20Leaf), [Deadly Strikes](Deadly%20Strikes), [Deflect Arrow](Deflect%20Arrow), [Diamond Fists](Diamond%20Fists), [Diamond Soul](Diamond%20Soul), [Disrupt Ki](Disrupt%20Ki), [Dodging Roll](Dodging%20Roll), [Dragon Roar](Dragon%20Roar), [Dragon Stance](Dragon%20Stance), [Effortless Reach](Effortless%20Reach), [Electric Counter](Electric%20Counter), [Elemental Fist](Elemental%20Fist), [Empty Body](../Spells_Rituals/Focus%20Spells/Level%209/Empty%20Body.md), [Endurance of the Rooted Tree](Endurance%20of%20the%20Rooted%20Tree), [Enduring Quickness](Enduring%20Quickness), [Enlightened Presence](Enlightened%20Presence), [Entwined Energy Ki](Entwined%20Energy%20Ki), [Explosive Death Drop](Explosive%20Death%20Drop), [Flinging Blow](Flinging%20Blow), [Flurry of Maneuvers](Flurry%20of%20Maneuvers), [Flying Kick](Flying%20Kick), [Focused Shot](Focused%20Shot), [Form Lock](Form%20Lock), [Fuse Stance](Fuse%20Stance), [Golden Body](Golden%20Body), [Gorilla Pound](Gorilla%20Pound), [Gorilla Stance](Gorilla%20Stance), [Guarded Movement](Guarded%20Movement), [Impossible Technique](Impossible%20Technique), [Improved Knockback](Improved%20Knockback), [Inner Fire (SoM)](Inner%20Fire%20(SoM)), [Irezoko Tattoo](Irezoko%20Tattoo), [Ironblood Stance](Ironblood%20Stance), [Ironblood Surge](Ironblood%20Surge), [Jellyfish Stance](Jellyfish%20Stance), [Ki Blast](../Spells_Rituals/Focus%20Spells/Level%203/Ki%20Blast.md), [Ki Center](Ki%20Center), [Ki Form](../Spells_Rituals/Focus%20Spells/Level%209/Ki%20Form.md), [Ki Rush](../Spells_Rituals/Focus%20Spells/Level%201/Ki%20Rush.md), [Ki Strike](../Spells_Rituals/Focus%20Spells/Level%201/Ki%20Strike.md), [Knockback Strike](Knockback%20Strike), [Master of Many Styles](Master%20of%20Many%20Styles), [Meditative Focus](Meditative%20Focus), [Meditative Wellspring](Meditative%20Wellspring), [Medusa's Wrath](../Spells_Rituals/Focus%20Spells/Level%208/Medusa's%20Wrath.md), [Mixed Maneuver](Mixed%20Maneuver), [Monastic Archer Stance](Monastic%20Archer%20Stance), [Monastic Weaponry](Monastic%20Weaponry), [Mountain Quake](Mountain%20Quake), [Mountain Stance](Mountain%20Stance), [Mountain Stronghold](Mountain%20Stronghold), [One-Inch Punch](One-Inch%20Punch), [One-Millimeter Punch](One-Millimeter%20Punch), [Overwhelming Breath](Overwhelming%20Breath), [Peafowl Stance](Peafowl%20Stance), [Peafowl Strut](Peafowl%20Strut), [Pinning Fire](Pinning%20Fire), [Prevailing Position](Prevailing%20Position), [Quivering Palm](../Spells_Rituals/Focus%20Spells/Level%208/Quivering%20Palm.md), [Rain of Embers Stance](Rain%20of%20Embers%20Stance), [Reflective Ripple Stance](Reflective%20Ripple%20Stance), [Return Fire](Return%20Fire), [Rippling Spin](Rippling%20Spin), [Sacred Ki](Sacred%20Ki), [Sense Ki](Sense%20Ki), [Shadow's Web](../Spells_Rituals/Focus%20Spells/Level%207/Shadow's%20Web.md), [Shattering Strike (Monk)](Shattering%20Strike%20(Monk)), [Shooting Stars Stance](Shooting%20Stars%20Stance), [Sleeper Hold](Sleeper%20Hold), [Stance Savant (Monk)](Stance%20Savant%20(Monk)), [Stand Still](Stand%20Still), [Stoked Flame Stance](Stoked%20Flame%20Stance), [Stumbling Feint](Stumbling%20Feint), [Stumbling Stance](Stumbling%20Stance), [Stunning Fist](Stunning%20Fist), [Swift River](Swift%20River), [Tangled Forest Rake](Tangled%20Forest%20Rake), [Tangled Forest Stance](Tangled%20Forest%20Stance), [Tiger Slash](Tiger%20Slash), [Tiger Stance](Tiger%20Stance), [Timeless Body](Timeless%20Body), [Tongue of the Sun and Moon](Tongue%20of%20the%20Sun%20and%20Moon), [Triangle Shot](Triangle%20Shot), [Vitality-Manipulating Stance](Vitality-Manipulating%20Stance), [Wall Run](Wall%20Run), [Water Step](Water%20Step), [Wave Spiral](Wave%20Spiral), [Whirling Blade Stance](Whirling%20Blade%20Stance), [Whirling Throw](Whirling%20Throw), [Wholeness of Body](../Spells_Rituals/Focus%20Spells/Level%202/Wholeness%20of%20Body.md), [Wild Winds Gust](Wild%20Winds%20Gust), [Wild Winds Initiate](Wild%20Winds%20Initiate), [Wind Jump](../Spells_Rituals/Focus%20Spells/Level%205/Wind%20Jump.md), [Winding Flow](Winding%20Flow), [Wolf Drag](Wolf%20Drag), [Wolf Stance](Wolf%20Stance), [Wronged Monk's Wrath](../Spells_Rituals/Focus%20Spells/Level%205/Wronged%20Monk's%20Wrath.md)
-
-### Focus Spells
-[Abundant Step](../Spells_Rituals/Focus%20Spells/Level%204/Abundant%20Step.md), [Clinging Shadows Stance](../Spells_Rituals/Focus%20Spells/Level%204/Clinging%20Shadows%20Stance.md), [Empty Body](../Spells_Rituals/Focus%20Spells/Level%209/Empty%20Body.md), [Ki Blast](../Spells_Rituals/Focus%20Spells/Level%203/Ki%20Blast.md), [Ki Form](../Spells_Rituals/Focus%20Spells/Level%209/Ki%20Form.md), [Ki Rush](../Spells_Rituals/Focus%20Spells/Level%201/Ki%20Rush.md), [Ki Strike](../Spells_Rituals/Focus%20Spells/Level%201/Ki%20Strike.md), [Medusa's Wrath](../Spells_Rituals/Focus%20Spells/Level%208/Medusa's%20Wrath.md), [Quivering Palm](../Spells_Rituals/Focus%20Spells/Level%208/Quivering%20Palm.md), [Shadow's Web](../Spells_Rituals/Focus%20Spells/Level%207/Shadow's%20Web.md), [Wholeness of Body](../Spells_Rituals/Focus%20Spells/Level%202/Wholeness%20of%20Body.md), [Wild Winds Stance](../Spells_Rituals/Focus%20Spells/Level%204/Wild%20Winds%20Stance.md), [Wind Jump](../Spells_Rituals/Focus%20Spells/Level%205/Wind%20Jump.md), [Wronged Monk's Wrath](../Spells_Rituals/Focus%20Spells/Level%205/Wronged%20Monk's%20Wrath.md)
-
-### Weapons
-[Bo Staff](Bo%20Staff), [Butterfly Sword](Butterfly%20Sword), [Fighting Fan](Fighting%20Fan), [Hook Sword](Hook%20Sword), [Kama](Kama), [Katar](Katar), [Knuckle Duster](Knuckle%20Duster), [Kusarigama](Kusarigama), [Monkey's Fist](Monkey's%20Fist), [Nunchaku](Nunchaku), [Pantograph Gauntlet](Pantograph%20Gauntlet), [Sai](Sai), [Shuriken](Shuriken), [Temple Sword](Temple%20Sword), [Tonfa](Tonfa), [Tri-Bladed Katar](Tri-Bladed%20Katar), [Wind and Fire Wheel](Wind%20and%20Fire%20Wheel)
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-
-# 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).
-
-Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.
-
----
-
-### Equipment
-[Dragonfly Potion](Dragonfly%20Potion), [Mana-Rattler Liniment](Mana-Rattler%20Liniment), [Stone Fist Elixir](Stone%20Fist%20Elixir)
-
-### Feats
-[Animal Skin](Animal%20Skin), [Celestial Wings](Celestial%20Wings), [Dragon's Rage Wings](Dragon's%20Rage%20Wings), [Energize Wings](Energize%20Wings), [Fiendish Wings](Fiendish%20Wings), [Final Form](Final%20Form), [Pesh Skin](Pesh%20Skin), [Soaring Flight](Soaring%20Flight), [Warp Likeness](Warp%20Likeness), [Wings of Air](Wings%20of%20Air)
-
-### Focus Spells
-[Adapt Self](../Spells_Rituals/Focus%20Spells/Level%201/Adapt%20Self.md), [Animal Feature](../Spells_Rituals/Focus%20Spells/Level%202/Animal%20Feature.md), [Dragon Claws](../Spells_Rituals/Focus%20Spells/Level%201/Dragon%20Claws.md), [Dragon Wings](../Spells_Rituals/Focus%20Spells/Level%205/Dragon%20Wings.md), [Embrace the Pit](../Spells_Rituals/Focus%20Spells/Level%203/Embrace%20the%20Pit.md), [Evolution Surge](../Spells_Rituals/Focus%20Spells/Level%201/Evolution%20Surge.md), [Glutton's Jaw](../Spells_Rituals/Focus%20Spells/Level%201/Glutton's%20Jaw.md), [Magic Warrior Aspect](../Spells_Rituals/Focus%20Spells/Level%202/Magic%20Warrior%20Aspect.md), [Shifting Form](../Spells_Rituals/Focus%20Spells/Level%204/Shifting%20Form.md), [Tentacular Limbs](../Spells_Rituals/Focus%20Spells/Level%201/Tentacular%20Limbs.md), [Vibrant Thorns](../Spells_Rituals/Focus%20Spells/Level%201/Vibrant%20Thorns.md), [Wild Morph](../Spells_Rituals/Focus%20Spells/Level%201/Wild%20Morph.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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diff --git a/content/Mechanics/Traits/Move.md b/content/Mechanics/Traits/Move.md
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-# Move
-#pf2e/trait
-*Source* Core Rulebook pg. 634 3.0
-
-An action with this trait involves moving from one space to another.
-
----
-
-### Actions
-[Balance](../Rules/Actions/Balance.md), [Board](Board), [Burrow](../Rules/Actions/Burrow.md), [Climb](../Rules/Actions/Climb.md), [Cover Tracks](../Activities/Cover%20Tracks.md), [Crawl](../Rules/Actions/Crawl.md), [Disgusting Gallop](Disgusting%20Gallop), [Drive](Drive), [Drop Prone](../Rules/Actions/Drop%20Prone.md), [1 TTRPG/PF2e Wiki/Actions/Fly](1%20TTRPG/PF2e%20Wiki/Actions/Fly), [Gallop](Gallop), [Leap](../Rules/Actions/Leap.md), [Maneuver in Flight](Maneuver%20in%20Flight), [Mount](../Rules/Actions/Mount.md), [Run Over](Run%20Over), [Sand Stride](Sand%20Stride), [Sneak](../Rules/Actions/Sneak.md), [Squeeze](Squeeze), [Stand](../Rules/Actions/Stand.md), [Step](../Rules/Actions/Step.md), [Stride](../Rules/Actions/Stride.md), [Swim](../Rules/Actions/Swim.md), [Track](../Activities/Track.md), [Travel](Travel), [Tumble Through](../Rules/Actions/Tumble%20Through.md)
-
-### Activities
-[Hustle](Hustle)
-
-### Feats
-[Eerie Traces](Eerie%20Traces), [Explosive Leap](Explosive%20Leap), [Express Rider](Express%20Rider), [Glider Form](Glider%20Form), [Implausible Infiltration](Implausible%20Infiltration), [Leading Dance](Leading%20Dance), [Life Leap](Life%20Leap), [Power Slide](Power%20Slide), [Ratfolk Roll](Ratfolk%20Roll), [Relentless Stalker](Relentless%20Stalker), [Tumbling Strike](Tumbling%20Strike)
-
-### Focus Spells
-[Rising Surf](../Spells_Rituals/Focus%20Spells/Level%201/Rising%20Surf.md)
-
-### Skills
-[Balance](../Rules/Actions/Balance.md), [Climb](../Rules/Actions/Climb.md), [Cover Tracks](../Activities/Cover%20Tracks.md), [Maneuver in Flight](Maneuver%20in%20Flight), [Sneak](../Rules/Actions/Sneak.md), [Squeeze](Squeeze), [Swim](../Rules/Actions/Swim.md), [Track](../Activities/Track.md), [Tumble Through](../Rules/Actions/Tumble%20Through.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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diff --git a/content/Mechanics/Traits/Necromancy.md b/content/Mechanics/Traits/Necromancy.md
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-# 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.
-
----
-
-### Actions
-[Drain Life](../Spells_Rituals/Focus%20Spells/Level%203/Drain%20Life.md), [Drink from the Chalice](Drink%20from%20the%20Chalice), [Exhale Poison](Exhale%20Poison), [Jinx](Jinx)
-
-### Curses
-[Curse of Slumber](Curse%20of%20Slumber), [Grave Curse](Grave%20Curse), [Reviling Earth](Reviling%20Earth), [Spirit Anchor](Spirit%20Anchor), [Unraveling Skin](Unraveling%20Skin)
-
-### Diseases
-[Bonechill](Bonechill), [Nightmare Fever](Nightmare%20Fever)
-
-### Equipment
-[Ambrosia of Undying Hope](Ambrosia%20of%20Undying%20Hope), [Ancestral Embrace](Ancestral%20Embrace), [Anointing Oil](Anointing%20Oil), [Antivenom Potion](Antivenom%20Potion), [Armor of the Holy Warrior](Armor%20of%20the%20Holy%20Warrior), [Barbed Vest](Barbed%20Vest), [Belt of Good Health](Belt%20of%20Good%20Health), [Bloodletting Kukri](Bloodletting%20Kukri), [Bloodseeker Beak](Bloodseeker%20Beak), [Bloodthirsty](Bloodthirsty), [Brain Cylinder](Brain%20Cylinder), [Burr Shield](Burr%20Shield), [Celestial Peach](Celestial%20Peach), [Celestial Peachwood Sword](Celestial%20Peachwood%20Sword), [Chain of the Stilled Spirit](Chain%20of%20the%20Stilled%20Spirit), [Clockwork Rejuvenator](Clockwork%20Rejuvenator), [Corpse Compass](Corpse%20Compass), [Corpsecaller Round](Corpsecaller%20Round), [Crown of the Companion](Crown%20of%20the%20Companion), [Crushing](Crushing), [Crying Angel Pendant](Crying%20Angel%20Pendant), [Dagger of Eternal Sleep](Dagger%20of%20Eternal%20Sleep), [Dagger of Venom](Dagger%20of%20Venom), [Deathless](Deathless), [Demon Armor](Demon%20Armor), [Disrupting](Disrupting), [Dreadsmoke Thurible](Dreadsmoke%20Thurible), [Dust of Corpse Animation](Dust%20of%20Corpse%20Animation), [Emberheart](Emberheart), [Enveloping Light](Enveloping%20Light), [Final Blade](../Items/Artifacts/Final%20Blade.md), [Final Rest](Final%20Rest), [Flaying Knife](Flaying%20Knife), [Fu Water](Fu%20Water), [Fulcrum Lenses](Fulcrum%20Lenses), [Fulu Compendium](Fulu%20Compendium), [Galvanic Mortal Coil](Galvanic%20Mortal%20Coil), [Gauntlight](Gauntlight), [Ghastly Cauldron](Ghastly%20Cauldron), [Ghostbane Fulu](Ghostbane%20Fulu), [Ghoul Hide](Ghoul%20Hide), [Gift of the Poisoned Heart](Gift%20of%20the%20Poisoned%20Heart), [Gluttonous Spear](Gluttonous%20Spear), [Grim Sandglass](Grim%20Sandglass), [Habu's Cudgel](Habu's%20Cudgel), [Healer's Gloves](Healer's%20Gloves), [Healing Potion](Healing%20Potion), [Holy Prayer Beads](Holy%20Prayer%20Beads), [Horns of Naraga](Horns%20of%20Naraga), [Hundred-Moth Caress](Hundred-Moth%20Caress), [Incense of Distilled Death](Incense%20of%20Distilled%20Death), [Instructions for Lasting Agony](Instructions%20for%20Lasting%20Agony), [Lady's Spiral](Lady's%20Spiral), [Lich Soul Cage](Lich%20Soul%20Cage), [Life's Last Breath](Life's%20Last%20Breath), [Manacles of Persuasion](Manacles%20of%20Persuasion), [Marvelous Medicines](Marvelous%20Medicines), [Mask of Mercy](Mask%20of%20Mercy), [Mask of the Banshee](Mask%20of%20the%20Banshee), [Mask of the Cursed Eye](Mask%20of%20the%20Cursed%20Eye), [Miogimo's Mask](Miogimo's%20Mask), [Monkey's Paw](Monkey's%20Paw), [Nectar of Purification](Nectar%20of%20Purification), [Oath of the Devoted](Oath%20of%20the%20Devoted), [Oil of Unlife](Oil%20of%20Unlife), [Pact of Blood-Taking](Pact%20of%20Blood-Taking), [Panacea](Panacea), [Panacea Fruit](Panacea%20Fruit), [Phoenix Necklace](Phoenix%20Necklace), [Poisoner's Staff](Poisoner's%20Staff), [Poisonous Dagger](Poisonous%20Dagger), [Potion of Shared Life](Potion%20of%20Shared%20Life), [Psychopomp Mask](Psychopomp%20Mask), [Queasy Lantern](Queasy%20Lantern), [Reaper's Grasp](Reaper's%20Grasp), [Reaper's Lancet](Reaper's%20Lancet), [Reflexive Tattoo](Reflexive%20Tattoo), [Restful Sleep Fulu](Restful%20Sleep%20Fulu), [Sage's Lash](Sage's%20Lash), [Saints' Balm](Saints'%20Balm), [Salve of Antiparalysis](Salve%20of%20Antiparalysis), [Sampling Ammunition](Sampling%20Ammunition), [Skull Bomb](Skull%20Bomb), [Soul Cage](Soul%20Cage), [Spirit-Sealing Fulu](Spirit-Sealing%20Fulu), [Staff of Final Rest](Staff%20of%20Final%20Rest), [Staff of Healing](Staff%20of%20Healing), [Staff of Necromancy](Staff%20of%20Necromancy), [Stalwart's Ring](Stalwart's%20Ring), [Stanching](Stanching), [Sun Orchid Elixir](Sun%20Orchid%20Elixir), [Tablet of Chained Souls](Tablet%20of%20Chained%20Souls), [Undead Scourge](Undead%20Scourge), [Urn of Ashes](Urn%20of%20Ashes), [Vampiric Scythe](Vampiric%20Scythe), [Venomous Cure Fulu](Venomous%20Cure%20Fulu), [Wand of Overflowing Life](Wand%20of%20Overflowing%20Life), [Wand of Teeming Ghosts](Wand%20of%20Teeming%20Ghosts), [Wayfinder](Wayfinder), [Wine of the Blood](Wine%20of%20the%20Blood), [Wounding](Wounding)
-
-### Feats
-[Arrow of Death](Arrow%20of%20Death), [Cantorian Rejuvenation](Cantorian%20Rejuvenation), [Cantorian Restoration](Cantorian%20Restoration), [Channel Smite](Channel%20Smite), [Coffin Bound](Coffin%20Bound), [Corrupted Shield](Corrupted%20Shield), [Crimson Shroud](Crimson%20Shroud), [Drain Vitality](Drain%20Vitality), [Eerie Proclamation](Eerie%20Proclamation), [Enervating Wail](Enervating%20Wail), [Festering Wound](Festering%20Wound), [Fey Life](Fey%20Life), [Ghost Wrangler](Ghost%20Wrangler), [Glory and Valor!](Glory%20and%20Valor!), [Guardian Ghosts](Guardian%20Ghosts), [High-Speed Regeneration](High-Speed%20Regeneration), [Liberate Soul](Liberate%20Soul), [Life Leap](Life%20Leap), [Morphic Manipulation](Morphic%20Manipulation), [Necromancer's Visage](Necromancer's%20Visage), [Olethros's Decree](Olethros's%20Decree), [Pact of the Final Breath](Pact%20of%20the%20Final%20Breath), [Paralyzing Slash](Paralyzing%20Slash), [Rejuvenation Token](Rejuvenation%20Token), [Root to Life](Root%20to%20Life), [Ruby Resurrection](Ruby%20Resurrection), [Scapegoat Parallel Self](Scapegoat%20Parallel%20Self), [Sepulchral Sublimation](Sepulchral%20Sublimation), [Siphon Life](Siphon%20Life), [Slayer's Strike](Slayer's%20Strike), [Spirit Speaker](Spirit%20Speaker), [Spirit's Absolution](Spirit's%20Absolution), [Spirits' Interference](Spirits'%20Interference), [Sustaining Steel](Sustaining%20Steel), [Tap Vitality](Tap%20Vitality), [Taste Blood](Taste%20Blood), [Their Master's Call](Their%20Master's%20Call), [Unbreakable Bond](Unbreakable%20Bond), [Undying Conviction](Undying%20Conviction)
-
-### Focus Spells
-[Achaekek's Clutch](../Spells_Rituals/Focus%20Spells/Level%204/Achaekek's%20Clutch.md), [Armor of Bones](../Spells_Rituals/Focus%20Spells/Level%203/Armor%20of%20Bones.md), [Call of the Grave](../Spells_Rituals/Focus%20Spells/Level%201/Call%20of%20the%20Grave.md), [Celestial Brand](../Spells_Rituals/Focus%20Spells/Level%205/Celestial%20Brand.md), [Claim Undead](../Spells_Rituals/Focus%20Spells/Level%206/Claim%20Undead.md), [Cleansing Flames](../Spells_Rituals/Focus%20Spells/Level%205/Cleansing%20Flames.md), [Curse of Death](../Spells_Rituals/Focus%20Spells/Level%205/Curse%20of%20Death.md), [Death's Call](../Spells_Rituals/Focus%20Spells/Level%201/Death's%20Call.md), [Delay Affliction](../Spells_Rituals/Focus%20Spells/Level%203/Delay%20Affliction.md), [Divine Plagues](../Spells_Rituals/Focus%20Spells/Level%201/Divine%20Plagues.md), [Drain Life](../Spells_Rituals/Focus%20Spells/Level%203/Drain%20Life.md), [Ectoplasmic Interstice](../Spells_Rituals/Focus%20Spells/Level%204/Ectoplasmic%20Interstice.md), [Eject Soul](../Spells_Rituals/Focus%20Spells/Level%201/Eject%20Soul.md), [Eradicate Undeath](../Spells_Rituals/Focus%20Spells/Level%204/Eradicate%20Undeath.md), [Euphoric Renewal](../Spells_Rituals/Focus%20Spells/Level%204/Euphoric%20Renewal.md), [Fallow Field](../Spells_Rituals/Focus%20Spells/Level%204/Fallow%20Field.md), [Fearful Feast](../Spells_Rituals/Focus%20Spells/Level%204/Fearful%20Feast.md), [Foul Miasma](../Spells_Rituals/Focus%20Spells/Level%204/Foul%20Miasma.md), [Glutton's Jaw](../Spells_Rituals/Focus%20Spells/Level%201/Glutton's%20Jaw.md), [Goodberry](../Spells_Rituals/Focus%20Spells/Level%201/Goodberry.md), [Grasping Grave](../Spells_Rituals/Focus%20Spells/Level%205/Grasping%20Grave.md), [Hallowed Ground](../Spells_Rituals/Focus%20Spells/Level%201/Hallowed%20Ground.md), [Heal Animal](../Spells_Rituals/Focus%20Spells/Level%201/Heal%20Animal.md), [Heal Companion](../Spells_Rituals/Focus%20Spells/Level%201/Heal%20Companion.md), [Healer's Blessing](../Spells_Rituals/Focus%20Spells/Level%201/Healer's%20Blessing.md), [Hero's Defiance](../Spells_Rituals/Focus%20Spells/Level%2010/Hero's%20Defiance.md), [Hymn of Healing](../Spells_Rituals/Focus%20Spells/Level%201/Hymn%20of%20Healing.md), [Jealous Hex](../Spells_Rituals/Focus%20Spells/Level%201/Jealous%20Hex.md), [Lay on Hands](../Spells_Rituals/Focus%20Spells/Level%201/Lay%20on%20Hands.md), [Life Boost](../Spells_Rituals/Focus%20Spells/Level%201/Life%20Boost.md), [Life Link](../Spells_Rituals/Focus%20Spells/Level%201/Life%20Link.md), [Life Siphon](../Spells_Rituals/Focus%20Spells/Level%204/Life%20Siphon.md), [Life-Giving Form](../Spells_Rituals/Focus%20Spells/Level%206/Life-Giving%20Form.md), [Lifelink Surge](../Spells_Rituals/Focus%20Spells/Level%202/Lifelink%20Surge.md), [Malignant Sustenance](../Spells_Rituals/Focus%20Spells/Level%204/Malignant%20Sustenance.md), [Ode to Ouroboros](../Spells_Rituals/Focus%20Spells/Level%205/Ode%20to%20Ouroboros.md), [Over the Coals](../Spells_Rituals/Focus%20Spells/Level%205/Over%20the%20Coals.md), [Positive Luminance](../Spells_Rituals/Focus%20Spells/Level%204/Positive%20Luminance.md), [Quivering Palm](../Spells_Rituals/Focus%20Spells/Level%208/Quivering%20Palm.md), [Rebuke Death](../Spells_Rituals/Focus%20Spells/Level%204/Rebuke%20Death.md), [Rejuvenating Flames](../Spells_Rituals/Focus%20Spells/Level%201/Rejuvenating%20Flames.md), [Restorative Moment](../Spells_Rituals/Focus%20Spells/Level%205/Restorative%20Moment.md), [Return the Favor](../Spells_Rituals/Focus%20Spells/Level%203/Return%20the%20Favor.md), [Shall not Falter, Shall not Rout](../Spells_Rituals/Focus%20Spells/Level%205/Shall%20not%20Falter,%20Shall%20not%20Rout.md), [Shambling Horror](../Spells_Rituals/Focus%20Spells/Level%206/Shambling%20Horror.md), [Shepherd of Souls](../Spells_Rituals/Focus%20Spells/Level%205/Shepherd%20of%20Souls.md), [Song of the Fallen](../Spells_Rituals/Focus%20Spells/Level%2010/Song%20of%20the%20Fallen.md), [Soothing Mist](../Spells_Rituals/Focus%20Spells/Level%202/Soothing%20Mist.md), [Soul Siphon](../Spells_Rituals/Focus%20Spells/Level%201/Soul%20Siphon.md), [Spirit Object](../Spells_Rituals/Focus%20Spells/Cantrips/Spirit%20Object.md), [Steal Shadow](../Spells_Rituals/Focus%20Spells/Level%203/Steal%20Shadow.md), [Subjugate Undead](../Spells_Rituals/Focus%20Spells/Level%203/Subjugate%20Undead.md), [Take its Course](../Spells_Rituals/Focus%20Spells/Level%204/Take%20its%20Course.md), [Tireless Worker](../Spells_Rituals/Focus%20Spells/Level%204/Tireless%20Worker.md), [Touch of Corruption](../Spells_Rituals/Focus%20Spells/Level%201/Touch%20of%20Corruption.md), [Touch of Undeath](../Spells_Rituals/Focus%20Spells/Level%201/Touch%20of%20Undeath.md), [Undeath's Blessing](../Spells_Rituals/Focus%20Spells/Level%201/Undeath's%20Blessing.md), [Wholeness of Body](../Spells_Rituals/Focus%20Spells/Level%202/Wholeness%20of%20Body.md), [Withering Grasp](../Spells_Rituals/Focus%20Spells/Level%201/Withering%20Grasp.md)
-
-### Hazards
-[Punishing Altar](Punishing%20Altar), [Soul Draining Cage](Soul%20Draining%20Cage)
-
-### Item Curses
-[Bloodbiter](Bloodbiter), [Degenerating](Degenerating), [Withering](Withering)
-
-### Rituals
-[Bathe in Blood](../Spells_Rituals/Rituals/Level%208/Bathe%20in%20Blood.md), [Blight](../Spells_Rituals/Rituals/Level%204/Blight.md), [Blunt the Final Blade](../Spells_Rituals/Rituals/Level%209/Blunt%20the%20Final%20Blade.md), [Call Spirit](../Spells_Rituals/Rituals/Level%205/Call%20Spirit.md), [Clone](../Spells_Rituals/Rituals/Level%209/Clone.md), [Create Undead](../Spells_Rituals/Rituals/Level%202/Create%20Undead.md), [Extract Brain](../Spells_Rituals/Rituals/Level%204/Extract%20Brain.md), [Garden of Death](../Spells_Rituals/Rituals/Level%204/Garden%20of%20Death.md), [Mind Swap](../Spells_Rituals/Rituals/Level%205/Mind%20Swap.md), [Mosquito Blight](../Spells_Rituals/Rituals/Level%205/Mosquito%20Blight.md), [Mother's Blessing](../Spells_Rituals/Rituals/Level%205/Mother's%20Blessing.md), [Plant Growth](../Spells_Rituals/Rituals/Level%204/Plant%20Growth.md), [Portrait of Spite](../Spells_Rituals/Rituals/Level%205/Portrait%20of%20Spite.md), [Raga of Remembrance](../Spells_Rituals/Rituals/Level%2010/Raga%20of%20Remembrance.md), [Ravenous Reanimation](../Spells_Rituals/Rituals/Level%207/Ravenous%20Reanimation.md), [Recall Past Life](../Spells_Rituals/Rituals/Level%204/Recall%20Past%20Life.md), [Reincarnate](../Spells_Rituals/Rituals/Level%203/Reincarnate.md), [Rest Eternal](../Spells_Rituals/Rituals/Level%204/Rest%20Eternal.md), [Resurrect](../Spells_Rituals/Rituals/Level%205/Resurrect.md), [Terminate Bloodline](../Spells_Rituals/Rituals/Level%206/Terminate%20Bloodline.md)
-
-### Spells
-[Abyssal Plague](../Spells_Rituals/Arcane_Tradition/Level%205/Abyssal%20Plague.md), [Admonishing Ray](../Spells_Rituals/Arcane_Tradition/Level%201/Admonishing%20Ray.md), [All is One, One is All](../Spells_Rituals/Arcane_Tradition/Level%208/All%20is%20One,%20One%20is%20All.md), [Animate Dead](../Spells_Rituals/Arcane_Tradition/Level%201/Animate%20Dead.md), [Awaken Entropy](../Spells_Rituals/Arcane_Tradition/Level%206/Awaken%20Entropy.md), [Bind Soul](../Spells_Rituals/Arcane_Tradition/Level%209/Bind%20Soul.md), [Bind Undead](../Spells_Rituals/Arcane_Tradition/Level%203/Bind%20Undead.md), [Blindness](../Spells_Rituals/Arcane_Tradition/Level%203/Blindness.md), [Blister](../Spells_Rituals/Arcane_Tradition/Level%205/Blister.md), [Blood Feast](../Spells_Rituals/Arcane_Tradition/Level%205/Blood%20Feast.md), [Blood Vendetta](../Spells_Rituals/Arcane_Tradition/Level%202/Blood%20Vendetta.md), [Bloodspray Curse](../Spells_Rituals/Arcane_Tradition/Level%204/Bloodspray%20Curse.md), [Bone Spray](../Spells_Rituals/Arcane_Tradition/Level%202/Bone%20Spray.md), [Boneshaker](../Spells_Rituals/Arcane_Tradition/Level%202/Boneshaker.md), [Breath of Life](../Spells_Rituals/Arcane_Tradition/Level%205/Breath%20of%20Life.md), [Call the Blood](../Spells_Rituals/Arcane_Tradition/Level%204/Call%20the%20Blood.md), [Chill Touch](../Spells_Rituals/Arcane_Tradition/Cantrips/Chill%20Touch.md), [Chroma Leach](../Spells_Rituals/Arcane_Tradition/Level%204/Chroma%20Leach.md), [Claim Curse](../Spells_Rituals/Arcane_Tradition/Level%203/Claim%20Curse.md), [Cloak of Light](../Spells_Rituals/Arcane_Tradition/Level%204/Cloak%20of%20Light.md), [Cloudkill](../Spells_Rituals/Arcane_Tradition/Level%205/Cloudkill.md), [Cup of Dust](../Spells_Rituals/Arcane_Tradition/Level%203/Cup%20of%20Dust.md), [Deafness](../Spells_Rituals/Arcane_Tradition/Level%202/Deafness.md), [Death Knell](../Spells_Rituals/Arcane_Tradition/Level%202/Death%20Knell.md), [Devour Life](../Spells_Rituals/Arcane_Tradition/Level%208/Devour%20Life.md), [Disrupt Undead](../Spells_Rituals/Arcane_Tradition/Cantrips/Disrupt%20Undead.md), [Disrupting Weapons](../Spells_Rituals/Arcane_Tradition/Level%201/Disrupting%20Weapons.md), [Divine Armageddon](../Spells_Rituals/Arcane_Tradition/Level%208/Divine%20Armageddon.md), [Eclipse Burst](../Spells_Rituals/Arcane_Tradition/Level%207/Eclipse%20Burst.md), [Ectoplasmic Expulsion](../Spells_Rituals/Arcane_Tradition/Level%205/Ectoplasmic%20Expulsion.md), [Enervation](../Spells_Rituals/Arcane_Tradition/Level%204/Enervation.md), [Envenom Companion](../Spells_Rituals/Arcane_Tradition/Level%203/Envenom%20Companion.md), [False Life](../Spells_Rituals/Arcane_Tradition/Level%202/False%20Life.md), [Feast of Ashes](../Spells_Rituals/Arcane_Tradition/Level%202/Feast%20of%20Ashes.md), [Feral Shades](../Spells_Rituals/Arcane_Tradition/Level%202/Feral%20Shades.md), [Field of Life](../Spells_Rituals/Arcane_Tradition/Level%206/Field%20of%20Life.md), [Finger of Death](../Spells_Rituals/Arcane_Tradition/Level%207/Finger%20of%20Death.md), [Fungal Hyphae](../Spells_Rituals/Arcane_Tradition/Level%202/Fungal%20Hyphae.md), [Gentle Repose](../Spells_Rituals/Arcane_Tradition/Level%202/Gentle%20Repose.md), [Ghoulish Cravings](../Spells_Rituals/Arcane_Tradition/Level%202/Ghoulish%20Cravings.md), [Goblin Pox](../Spells_Rituals/Arcane_Tradition/Level%201/Goblin%20Pox.md), [Grave Impressions](../Spells_Rituals/Arcane_Tradition/Level%202/Grave%20Impressions.md), [Gray Shadow](../Spells_Rituals/Arcane_Tradition/Level%206/Gray%20Shadow.md), [Grim Tendrils](../Spells_Rituals/Arcane_Tradition/Level%201/Grim%20Tendrils.md), [Harm](../Spells_Rituals/Arcane_Tradition/Level%201/Harm.md), [Heal](../Spells_Rituals/Arcane_Tradition/Level%201/Heal.md), [Healing Well](../Spells_Rituals/Arcane_Tradition/Level%205/Healing%20Well.md), [Horrid Wilting](../Spells_Rituals/Arcane_Tradition/Level%208/Horrid%20Wilting.md), [Imp Sting](../Spells_Rituals/Arcane_Tradition/Level%202/Imp%20Sting.md), [Inner Radiance Torrent](../Spells_Rituals/Arcane_Tradition/Level%202/Inner%20Radiance%20Torrent.md), [Internal Insurrection](../Spells_Rituals/Arcane_Tradition/Level%204/Internal%20Insurrection.md), [Invoke Spirits](../Spells_Rituals/Arcane_Tradition/Level%205/Invoke%20Spirits.md), [Leng Sting](../Spells_Rituals/Arcane_Tradition/Level%207/Leng%20Sting.md), [Life Connection](../Spells_Rituals/Arcane_Tradition/Level%203/Life%20Connection.md), [Life Pact](../Spells_Rituals/Arcane_Tradition/Level%203/Life%20Pact.md), [Linnorm Sting](../Spells_Rituals/Arcane_Tradition/Level%209/Linnorm%20Sting.md), [Magic Stone](../Spells_Rituals/Arcane_Tradition/Level%201/Magic%20Stone.md), [Mariner's Curse](../Spells_Rituals/Arcane_Tradition/Level%205/Mariner's%20Curse.md), [Martyr's Intervention](../Spells_Rituals/Arcane_Tradition/Level%203/Martyr's%20Intervention.md), [Massacre](../Spells_Rituals/Arcane_Tradition/Level%209/Massacre.md), [Mimic Undead](../Spells_Rituals/Arcane_Tradition/Level%202/Mimic%20Undead.md), [Moment of Renewal](../Spells_Rituals/Arcane_Tradition/Level%208/Moment%20of%20Renewal.md), [Moth's Supper](../Spells_Rituals/Arcane_Tradition/Level%203/Moth's%20Supper.md), [Necromancer's Generosity](../Spells_Rituals/Arcane_Tradition/Level%201/Necromancer's%20Generosity.md), [Necrotic Radiation](../Spells_Rituals/Arcane_Tradition/Level%204/Necrotic%20Radiation.md), [Necrotize](../Spells_Rituals/Arcane_Tradition/Level%206/Necrotize.md), [Neutralize Poison](../Spells_Rituals/Arcane_Tradition/Level%203/Neutralize%20Poison.md), [Pernicious Poltergeist](../Spells_Rituals/Arcane_Tradition/Level%204/Pernicious%20Poltergeist.md), [Positive Attunement](../Spells_Rituals/Arcane_Tradition/Level%203/Positive%20Attunement.md), [1 TTRPG/PF2e Wiki/Traits/Possession](1%20TTRPG/PF2e%20Wiki/Traits/Possession), [Purify Food and Drink](../Spells_Rituals/Arcane_Tradition/Level%201/Purify%20Food%20and%20Drink.md), [Purple Worm Sting](../Spells_Rituals/Arcane_Tradition/Level%206/Purple%20Worm%20Sting.md), [Putrefy Food and Drink](../Spells_Rituals/Arcane_Tradition/Level%201/Putrefy%20Food%20and%20Drink.md), [Raise Dead](../Spells_Rituals/Arcane_Tradition/Level%206/Raise%20Dead.md), [Ravening Maw](../Spells_Rituals/Arcane_Tradition/Level%205/Ravening%20Maw.md), [Ray of Enfeeblement](../Spells_Rituals/Arcane_Tradition/Level%201/Ray%20of%20Enfeeblement.md), [Reaper's Lantern](../Spells_Rituals/Arcane_Tradition/Level%202/Reaper's%20Lantern.md), [Regenerate](../Spells_Rituals/Arcane_Tradition/Level%207/Regenerate.md), [Remove Curse](../Spells_Rituals/Arcane_Tradition/Level%204/Remove%20Curse.md), [Remove Disease](../Spells_Rituals/Arcane_Tradition/Level%203/Remove%20Disease.md), [Remove Paralysis](../Spells_Rituals/Arcane_Tradition/Level%202/Remove%20Paralysis.md), [Restoration](../Spells_Rituals/Arcane_Tradition/Level%202/Restoration.md), [Restore Senses](../Spells_Rituals/Arcane_Tradition/Level%202/Restore%20Senses.md), [Revival](../Spells_Rituals/Arcane_Tradition/Level%2010/Revival.md), [Rip the Spirit](../Spells_Rituals/Arcane_Tradition/Level%205/Rip%20the%20Spirit.md), [Rouse Skeletons](../Spells_Rituals/Arcane_Tradition/Level%203/Rouse%20Skeletons.md), [Sanguine Mist](../Spells_Rituals/Arcane_Tradition/Level%204/Sanguine%20Mist.md), [Seal Fate](../Spells_Rituals/Arcane_Tradition/Level%204/Seal%20Fate.md), [Shadow Spy](../Spells_Rituals/Arcane_Tradition/Level%203/Shadow%20Spy.md), [Shadow Zombie](../Spells_Rituals/Arcane_Tradition/Level%202/Shadow%20Zombie.md), [Shield Other](../Spells_Rituals/Arcane_Tradition/Level%202/Shield%20Other.md), [Slough Skin](../Spells_Rituals/Arcane_Tradition/Level%202/Slough%20Skin.md), [Soothing Spring](../Spells_Rituals/Arcane_Tradition/Level%204/Soothing%20Spring.md), [Spectral Hand](../Spells_Rituals/Arcane_Tradition/Level%202/Spectral%20Hand.md), [Spider Sting](../Spells_Rituals/Arcane_Tradition/Level%201/Spider%20Sting.md), [Spirit Blast](../Spells_Rituals/Arcane_Tradition/Level%206/Spirit%20Blast.md), [Spirit Link](../Spells_Rituals/Arcane_Tradition/Level%201/Spirit%20Link.md), [Spirit Song](../Spells_Rituals/Arcane_Tradition/Level%208/Spirit%20Song.md), [Spiritual Anamnesis](../Spells_Rituals/Arcane_Tradition/Level%204/Spiritual%20Anamnesis.md), [Spiritual Epidemic](../Spells_Rituals/Arcane_Tradition/Level%208/Spiritual%20Epidemic.md), [Stabilize](../Spells_Rituals/Arcane_Tradition/Cantrips/Stabilize.md), [Sudden Blight](../Spells_Rituals/Arcane_Tradition/Level%202/Sudden%20Blight.md), [Summoner's Precaution](../Spells_Rituals/Arcane_Tradition/Level%202/Summoner's%20Precaution.md), [Swarming Wasp Stings](../Spells_Rituals/Arcane_Tradition/Level%204/Swarming%20Wasp%20Stings.md), [Talking Corpse](../Spells_Rituals/Arcane_Tradition/Level%204/Talking%20Corpse.md), [Tempest of Shades](../Spells_Rituals/Arcane_Tradition/Level%207/Tempest%20of%20Shades.md), [Vampiric Exsanguination](../Spells_Rituals/Arcane_Tradition/Level%206/Vampiric%20Exsanguination.md), [Vampiric Maiden](../Spells_Rituals/Arcane_Tradition/Level%204/Vampiric%20Maiden.md), [Vampiric Touch](../Spells_Rituals/Arcane_Tradition/Level%203/Vampiric%20Touch.md), [Vital Beacon](../Spells_Rituals/Arcane_Tradition/Level%204/Vital%20Beacon.md), [Voracious Gestalt](../Spells_Rituals/Arcane_Tradition/Level%209/Voracious%20Gestalt.md), [Wail of the Banshee](../Spells_Rituals/Arcane_Tradition/Level%209/Wail%20of%20the%20Banshee.md), [Wall of Flesh](../Spells_Rituals/Arcane_Tradition/Level%205/Wall%20of%20Flesh.md), [Worm's Repast](../Spells_Rituals/Arcane_Tradition/Level%202/Worm's%20Repast.md), [Wyvern Sting](../Spells_Rituals/Arcane_Tradition/Level%205/Wyvern%20Sting.md)
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-# 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.
-
----
-
-### Actions
-[Drain Life](../Spells_Rituals/Focus%20Spells/Level%203/Drain%20Life.md)
-
-### Curses
-[Spirit Anchor](Spirit%20Anchor)
-
-### Equipment
-[Corpsecaller Round](Corpsecaller%20Round), [Fulcrum Lenses](Fulcrum%20Lenses), [Ghastly Cauldron](Ghastly%20Cauldron), [Hundred-Moth Caress](Hundred-Moth%20Caress), [Incense of Distilled Death](Incense%20of%20Distilled%20Death), [Lich Soul Cage](Lich%20Soul%20Cage), [Mask of the Banshee](Mask%20of%20the%20Banshee), [Necrotic Bomb](Necrotic%20Bomb), [Oil of Unlife](Oil%20of%20Unlife), [Shadow Essence](Shadow%20Essence), [Soul Cage](Soul%20Cage), [Urn of Ashes](Urn%20of%20Ashes), [Vampiric Scythe](Vampiric%20Scythe)
-
-### Feats
-[Bless Toxin](Bless%20Toxin), [Coffin Bound](Coffin%20Bound), [Corrupted Shield](Corrupted%20Shield), [Disrupt Ki](Disrupt%20Ki), [Siphon Life](Siphon%20Life), [Taste Blood](Taste%20Blood)
-
-### Focus Spells
-[Drain Life](../Spells_Rituals/Focus%20Spells/Level%203/Drain%20Life.md), [Fallow Field](../Spells_Rituals/Focus%20Spells/Level%204/Fallow%20Field.md), [Malignant Sustenance](../Spells_Rituals/Focus%20Spells/Level%204/Malignant%20Sustenance.md), [Soul Siphon](../Spells_Rituals/Focus%20Spells/Level%201/Soul%20Siphon.md), [Touch of Corruption](../Spells_Rituals/Focus%20Spells/Level%201/Touch%20of%20Corruption.md), [Touch of Undeath](../Spells_Rituals/Focus%20Spells/Level%201/Touch%20of%20Undeath.md), [Undeath's Blessing](../Spells_Rituals/Focus%20Spells/Level%201/Undeath's%20Blessing.md), [Withering Grasp](../Spells_Rituals/Focus%20Spells/Level%201/Withering%20Grasp.md)
-
-### Hazards
-[Punishing Altar](Punishing%20Altar), [Soul Draining Cage](Soul%20Draining%20Cage)
-
-### Monsters
-[Sceaduinar](Sceaduinar), [Sumbreiva](Sumbreiva)
-
-### Planes
-[Negative Energy Plane](Negative%20Energy%20Plane)
-
-### Rituals
-[Blight](../Spells_Rituals/Rituals/Level%204/Blight.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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diff --git a/content/Mechanics/Traits/Nonlethal.md b/content/Mechanics/Traits/Nonlethal.md
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-# 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.
-
----
-
-### Equipment
-[Battering Snare](Battering%20Snare), [Manacles of Persuasion](Manacles%20of%20Persuasion), [Water Bomb](Water%20Bomb)
-
-### Feats
-[Mental Static](Mental%20Static)
-
-### Focus Spells
-[Dust Storm](../Spells_Rituals/Focus%20Spells/Level%204/Dust%20Storm.md), [Retributive Pain](../Spells_Rituals/Focus%20Spells/Level%204/Retributive%20Pain.md), [Savor the Sting](../Spells_Rituals/Focus%20Spells/Level%201/Savor%20the%20Sting.md)
-
-### Monk Unarmed Attacks
-[Cobra Fang](Cobra%20Fang), [Crane Wing](Crane%20Wing), [Dragon Tail](Dragon%20Tail), [Falling Stone](Falling%20Stone), [Fire Talon](Fire%20Talon), [Flashing Spark](Flashing%20Spark), [Flowing Wave](Flowing%20Wave), [Gorilla Slam](Gorilla%20Slam), [Iron Sweep](Iron%20Sweep), [Lashing Branch](Lashing%20Branch), [Stinging Lash](Stinging%20Lash), [Stumbling Swing](Stumbling%20Swing), [Tiger Claw](Tiger%20Claw), [Wind Crash](Wind%20Crash), [Wolf Jaw](Wolf%20Jaw)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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diff --git a/content/Mechanics/Traits/Occult.md b/content/Mechanics/Traits/Occult.md
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-# 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.
-
----
-
-### Actions
-[Dutiful Retaliation](Dutiful%20Retaliation), [Jinx](Jinx), [Recall the Teachings](Recall%20the%20Teachings)
-
-### Diseases
-[Nightmare Fever](Nightmare%20Fever)
-
-### Equipment
-[Animate Dreamer](Animate%20Dreamer), [Duchy Defender](Duchy%20Defender), [Elder Sign](Elder%20Sign), [Final Blade](../Items/Artifacts/Final%20Blade.md), [Fulcrum Lattice](Fulcrum%20Lattice), [Fulcrum Lenses](Fulcrum%20Lenses), [Ghost Dust](Ghost%20Dust), [Hag Eye](../Items/Worn%20Items/Other%20Worn%20Items/Hag%20Eye.md), [Heartstone](Heartstone), [Hex Blaster](Hex%20Blaster), [Pendant of the Occult](Pendant%20of%20the%20Occult), [Planar Ribbon](Planar%20Ribbon), [Radiant Spark](Radiant%20Spark), [Singing Sword](Singing%20Sword), [The Whispering Reeds](The%20Whispering%20Reeds)
-
-### Feats
-[Astral Tether](Astral%20Tether), [Black Cat Curse](Black%20Cat%20Curse), [Brain Drain](../Spells_Rituals/Focus%20Spells/Level%201/Brain%20Drain.md), [Clever Shadow](Clever%20Shadow), [Counter Thought](Counter%20Thought), [Dream Guise](Dream%20Guise), [Dream Logic](Dream%20Logic), [Extinguish Light](Extinguish%20Light), [Favorable Winds](Favorable%20Winds), [Foreseen **Failure**](Foreseen%20**Failure**), [Hefting Shadow](Hefting%20Shadow), [Inertial Barrier](Inertial%20Barrier), [Infiltrate Dream](Infiltrate%20Dream), [Inspirit Hazard](Inspirit%20Hazard), [Instigate Psychic Duel](Instigate%20Psychic%20Duel), [Mental Static](Mental%20Static), [Mirror Refuge](Mirror%20Refuge), [Occult Evolution](Occult%20Evolution), [Oneiric Influence](Oneiric%20Influence), [Pact of Eldritch Eyes](Pact%20of%20Eldritch%20Eyes), [Paired Link](Paired%20Link), [Paralyzing Slash](Paralyzing%20Slash), [Psi Burst](Psi%20Burst), [Psi Catastrophe](Psi%20Catastrophe), [Read Psychometric Resonance](Read%20Psychometric%20Resonance), [Remove Presence](Remove%20Presence), [Sculpt Shadows](Sculpt%20Shadows), [Shadow Blending](Shadow%20Blending), [Shadow Sight](Shadow%20Sight), [Sixth Sense](Sixth%20Sense), [Slayer's Strike](Slayer's%20Strike), [Swap Reflections](Swap%20Reflections), [Target of Psychic Ire](Target%20of%20Psychic%20Ire), [Thoughtsense](Thoughtsense), [Trespass Teleportation](Trespass%20Teleportation), [Turn Away Misfortune](Turn%20Away%20Misfortune), [Violent Unleash](Violent%20Unleash), [Vision of Foresight](Vision%20of%20Foresight), [Vivacious Afterimage](Vivacious%20Afterimage), [Wandering Thoughts](Wandering%20Thoughts), [Ward Slumber](Ward%20Slumber), [Warp Likeness](Warp%20Likeness), [Whispering Steps](Whispering%20Steps)
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diff --git a/content/Mechanics/Traits/Olfactory.md b/content/Mechanics/Traits/Olfactory.md
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-# 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.
-
----
-
-### Equipment
-[Fungal Walk Musk](Fungal%20Walk%20Musk), [Sulfur Bomb](Sulfur%20Bomb)
-
-### Feats
-[Corpse Stench](Corpse%20Stench)
-
-### Focus Spells
-[Swamp of Sloth](../Spells_Rituals/Focus%20Spells/Level%203/Swamp%20of%20Sloth.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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diff --git a/content/Mechanics/Traits/Ooze.md b/content/Mechanics/Traits/Ooze.md
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-# 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.
-
----
-
-### Monsters
-[Amoeba Swarm](Amoeba%20Swarm), [Black Pudding](Black%20Pudding), [Blood Ooze](Blood%20Ooze), [Carnivorous Blob](Carnivorous%20Blob), [Carnivorous Crystal](Carnivorous%20Crystal), [Chromatic Ooze](Chromatic%20Ooze), [Crawling Slurry](Crawling%20Slurry), [Fuming Sludge](Fuming%20Sludge), [Gelatinous Cube](Gelatinous%20Cube), [Giant Amoeba](Giant%20Amoeba), [Globster](Globster), [Gray Ooze](Gray%20Ooze), [Immortal Ichor](Immortal%20Ichor), [Living Sap](Living%20Sap), [Luminous Ooze](Luminous%20Ooze), [Mezlan](Mezlan), [Ochre Jelly](Ochre%20Jelly), [Omox](Omox), [Pyronite Ooze](Pyronite%20Ooze), [Rime Sludge](Rime%20Sludge), [Rust Ooze](Rust%20Ooze), [Sewer Ooze](Sewer%20Ooze), [Slime Mold](Slime%20Mold), [Slithering Pit](Slithering%20Pit), [Tallow Ooze](Tallow%20Ooze), [Tar Ooze](Tar%20Ooze), [Vaultbreaker Ooze](Vaultbreaker%20Ooze), [Verdurous Ooze](Verdurous%20Ooze), [Yeast Ooze](Yeast%20Ooze)
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-{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947846","Uuid":"d50829cec70846cbbf2fc67fce766238","LastWritten":"2023-02-02T20:35:55.6746924+01:00"}
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-# Oracle
-#pf2e/trait
-*Source* Advanced Player's Guide pg. 269 2.0
-
-This trait indicates abilities from the oracle class.
-
----
-
-### Feats
-[Advanced Revelation](Advanced%20Revelation), [Bespell Weapon](Bespell%20Weapon), [Blaze of Revelation](Blaze%20of%20Revelation), [Cantrip Expansion](Cantrip%20Expansion), [Consecrate Spell](Consecrate%20Spell), [Debilitating Dichotomy](../Spells_Rituals/Focus%20Spells/Level%204/Debilitating%20Dichotomy.md), [Detonating Spell](Detonating%20Spell), [Diverse Mystery](Diverse%20Mystery), [Divine Access Alternatives](Divine%20Access%20Alternatives.md), [Divine Aegis](Divine%20Aegis), [Divine Effusion](Divine%20Effusion), [Domain Acumen](Domain%20Acumen), [Domain Fluency](Domain%20Fluency), [Forestall Curse](Forestall%20Curse), [Glean Lore](Glean%20Lore), [Greater Revelation](Greater%20Revelation), [Irezoko Tattoo](Irezoko%20Tattoo), [Magic Sense](Magic%20Sense), [Mysterious Repertoire](Mysterious%20Repertoire), [Mystery Conduit](Mystery%20Conduit), [Necromancer's Visage](Necromancer's%20Visage), [Oracular Providence](Oracular%20Providence), [Oracular Warning](Oracular%20Warning), [Paradoxical Mystery](Paradoxical%20Mystery), [Portentous Spell](Portentous%20Spell), [Prayer-Touched Weapon](Prayer-Touched%20Weapon), [Purifying Breeze](Purifying%20Breeze), [Quickened Casting](Quickened%20Casting), [Reach Spell](Reach%20Spell), [Read Disaster](Read%20Disaster), [Sacral Lord](Sacral%20Lord), [Sacral Monarch](Sacral%20Monarch), [Scapegoat Parallel Self](Scapegoat%20Parallel%20Self), [Sepulchral Sublimation](Sepulchral%20Sublimation), [Spiritual Sense](Spiritual%20Sense), [Steady Spellcasting](Steady%20Spellcasting), [Surging Might](Surging%20Might), [Undying Conviction](Undying%20Conviction), [Vision of Weakness](../Spells_Rituals/Focus%20Spells/Level%202/Vision%20of%20Weakness.md), [Widen Spell](Widen%20Spell)
-
-### Focus Spells
-[Access Lore](../Spells_Rituals/Focus%20Spells/Level%203/Access%20Lore.md), [Ancestral Defense](../Spells_Rituals/Focus%20Spells/Level%203/Ancestral%20Defense.md), [Ancestral Form](../Spells_Rituals/Focus%20Spells/Level%206/Ancestral%20Form.md), [Ancestral Touch](../Spells_Rituals/Focus%20Spells/Level%201/Ancestral%20Touch.md), [Armor of Bones](../Spells_Rituals/Focus%20Spells/Level%203/Armor%20of%20Bones.md), [Battlefield Persistence](../Spells_Rituals/Focus%20Spells/Level%203/Battlefield%20Persistence.md), [Brain Drain](../Spells_Rituals/Focus%20Spells/Level%201/Brain%20Drain.md), [Call to Arms](../Spells_Rituals/Focus%20Spells/Level%201/Call%20to%20Arms.md), [Claim Undead](../Spells_Rituals/Focus%20Spells/Level%206/Claim%20Undead.md), [Debilitating Dichotomy](../Spells_Rituals/Focus%20Spells/Level%204/Debilitating%20Dichotomy.md), [Delay Affliction](../Spells_Rituals/Focus%20Spells/Level%203/Delay%20Affliction.md), [Dread Secret](../Spells_Rituals/Focus%20Spells/Level%206/Dread%20Secret.md), [Flaming Fusillade](../Spells_Rituals/Focus%20Spells/Level%206/Flaming%20Fusillade.md), [Heroic Feat](../Spells_Rituals/Focus%20Spells/Level%206/Heroic%20Feat.md), [Incendiary Aura](../Spells_Rituals/Focus%20Spells/Level%201/Incendiary%20Aura.md), [Interstellar Void](../Spells_Rituals/Focus%20Spells/Level%203/Interstellar%20Void.md), [Life Link](../Spells_Rituals/Focus%20Spells/Level%201/Life%20Link.md), [Life-Giving Form](../Spells_Rituals/Focus%20Spells/Level%206/Life-Giving%20Form.md), [Manifold Lives](../Spells_Rituals/Focus%20Spells/Level%206/Manifold%20Lives.md), [Moonlight Bridge](../Spells_Rituals/Focus%20Spells/Level%206/Moonlight%20Bridge.md), [Soul Siphon](../Spells_Rituals/Focus%20Spells/Level%201/Soul%20Siphon.md), [Spray of Stars](../Spells_Rituals/Focus%20Spells/Level%201/Spray%20of%20Stars.md), [Tempest Form](../Spells_Rituals/Focus%20Spells/Level%206/Tempest%20Form.md), [Tempest Touch](../Spells_Rituals/Focus%20Spells/Level%201/Tempest%20Touch.md), [Temporal Distortion](../Spells_Rituals/Focus%20Spells/Level%201/Temporal%20Distortion.md), [Thunderburst](../Spells_Rituals/Focus%20Spells/Level%203/Thunderburst.md), [Time Skip](../Spells_Rituals/Focus%20Spells/Level%203/Time%20Skip.md), [Vision of Weakness](../Spells_Rituals/Focus%20Spells/Level%202/Vision%20of%20Weakness.md), [Whirling Flames](../Spells_Rituals/Focus%20Spells/Level%203/Whirling%20Flames.md)
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-# 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.
-
----
-
-### Eidolons
-[Anger Phantom Eidolon](../Bestiary/Companions/Eidolons/Anger%20Phantom%20Eidolon.md) , [Devotion Phantom Eidolon](../Bestiary/Companions/Eidolons/Devotion%20Phantom%20Eidolon.md)
-
-### Monsters
-[Phantom Beast](Phantom%20Beast), [Phantom Knight](Phantom%20Knight)
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diff --git a/content/Mechanics/Traits/Plant.md b/content/Mechanics/Traits/Plant.md
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-# 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.
-
----
-
-### Ancestries
-[Conrasu](Conrasu), [Leshy](Leshy)
-
-### Eidolons
-[Plant Eidolon](../Bestiary/Companions/Eidolons/Plant%20Eidolon.md)
-
-### Equipment
-[Lini's Leafstick](Lini's%20Leafstick), [Staff of Nature's Cunning](Staff%20of%20Nature's%20Cunning)
-
-### Focus Spells
-[Impaling Briars](../Spells_Rituals/Focus%20Spells/Level%208/Impaling%20Briars.md), [Nature's Bounty](../Spells_Rituals/Focus%20Spells/Level%204/Nature's%20Bounty.md), [Ranger's Bramble](../Spells_Rituals/Focus%20Spells/Level%203/Ranger's%20Bramble.md), [Vibrant Thorns](../Spells_Rituals/Focus%20Spells/Level%201/Vibrant%20Thorns.md)
-
-### Monsters
-[Adult Forest Dragon](Adult%20Forest%20Dragon), [Ancient Forest Dragon](Ancient%20Forest%20Dragon), [Arboreal Archive](Arboreal%20Archive), [Arboreal Reaper](Arboreal%20Reaper), [Arboreal Regent](Arboreal%20Regent), [Arboreal Warden](Arboreal%20Warden), [Assassin Vine](Assassin%20Vine), [Awakened Tree](Awakened%20Tree), [Blodeuwedd](Blodeuwedd), [Bloodlash Bush](Bloodlash%20Bush), [Cactus Leshy](Cactus%20Leshy), [Calathgar](Calathgar), [Canopy Elder](Canopy%20Elder), [Counteflora](Counteflora), [Dezullon](Dezullon), [Drainberry Bush](Drainberry%20Bush), [Dryad](Dryad), [Dryad Queen](Dryad%20Queen), [Flytrap Leshy](Flytrap%20Leshy), [Gathlain Wanderer](Gathlain%20Wanderer), [Ghoran Manipulator](Ghoran%20Manipulator), [Giant Flytrap](Giant%20Flytrap), [Gourd Leshy](Gourd%20Leshy), [Green Man](Green%20Man), [Kilia Mwibo](Kilia%20Mwibo), [Leaf Leshy](Leaf%20Leshy), [Mandragora](Mandragora), [Moonflower](Moonflower), [Sard](Sard), [Scythe Tree](Scythe%20Tree), [Seaweed Leshy](Seaweed%20Leshy), [Shambler](Shambler), [Snapping Flytrap](Snapping%20Flytrap), [Stinkweed Shambler](Stinkweed%20Shambler), [Sunflower Leshy](Sunflower%20Leshy), [Ta'apundo](Ta'apundo), [Tendriculos](Tendriculos), [Twigjack](Twigjack), [Vine Lasher](Vine%20Lasher), [Vine Leshy](Vine%20Leshy), [Viper Vine](Viper%20Vine), [Wemmuth](Wemmuth), [Yellow Musk Brute](Yellow%20Musk%20Brute), [Yellow Musk Creeper](Yellow%20Musk%20Creeper), [Yellow Musk Thrall](Yellow%20Musk%20Thrall), [Young Forest Dragon](Young%20Forest%20Dragon), [Zomok](Zomok)
-
-### Rituals
-[Blight](../Spells_Rituals/Rituals/Level%204/Blight.md), [Garden of Death](../Spells_Rituals/Rituals/Level%204/Garden%20of%20Death.md), [Plant Growth](../Spells_Rituals/Rituals/Level%204/Plant%20Growth.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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diff --git a/content/Mechanics/Traits/Poison.md b/content/Mechanics/Traits/Poison.md
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-# 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.
-
----
-
-### Actions
-[Exhale Poison](Exhale%20Poison), [Tail Toxin](Tail%20Toxin), [Toxic Skin](Toxic%20Skin)
-
-### Equipment
-[Abysium Powder](Abysium%20Powder), [Addlebrain](Addlebrain), [Alcohol](Alcohol), [Arsenic](Arsenic), [Belladonna](Belladonna), [Bitter](Bitter), [Black Adder Venom](Black%20Adder%20Venom), [Black Lotus Extract](Black%20Lotus%20Extract), [Black Smear Poison](Black%20Smear%20Poison), [Blackfinger Blight](Blackfinger%20Blight), [Blaze](Blaze), [Blight Bomb](Blight%20Bomb), [Blightburn Resin](Blightburn%20Resin), [Blood Sap](Blood%20Sap), [Bloodeye Coffee](Bloodeye%20Coffee), [Blue Dragonfly Poison](Blue%20Dragonfly%20Poison), [Brimstone Fumes](Brimstone%20Fumes), [Cerulean Scourge](Cerulean%20Scourge), [Cytillesh](Cytillesh), [Cytillesh Oil](Cytillesh%20Oil), [Dagger of Venom](Dagger%20of%20Venom), [Daylight Vapor](Daylight%20Vapor), [Death Knell Powder](Death%20Knell%20Powder), [Deathcap Powder](Deathcap%20Powder), [Demon Dust](Demon%20Dust), [Diluted Hype](Diluted%20Hype), [Dragon Bile](Dragon%20Bile), [Dread Ampoule](Dread%20Ampoule), [Dreamtime Tea](Dreamtime%20Tea), [Elven Absinthe](Elven%20Absinthe), [Envenomed Snare](Envenomed%20Snare), [False Death](False%20Death), [Fearweed](Fearweed), [Flayleaf](Flayleaf), [Forgetful Drops](Forgetful%20Drops), [Forgetful Ink](Forgetful%20Ink), [Frenzy Oil](Frenzy%20Oil), [Giant Centipede Venom](Giant%20Centipede%20Venom), [Giant Scorpion Venom](../Items/Alchemical%20Items/Alchemical%20Poisons/Giant%20Scorpion%20Venom.md), [Giant Wasp Venom](Giant%20Wasp%20Venom), [Gorgon's Breath](Gorgon's%20Breath), [Graveroot](Graveroot), [Green Gut](Green%20Gut), [Green Wyrmling Breath Potion](Green%20Wyrmling%20Breath%20Potion), [Grit](Grit), [Grolna](Grolna), [Hemlock](Hemlock), [Honeyscent](Honeyscent), [Hunger Oil](Hunger%20Oil), [Hunting Spider Venom](Hunting%20Spider%20Venom), [Hyldarf's Fang](Hyldarf's%20Fang), [Isolation Draught](Isolation%20Draught), [King's Sleep](King's%20Sleep), [Knockout Dram](Knockout%20Dram), [Leadenleg](Leadenleg), [Lethargy Poison](Lethargy%20Poison), [Liar's Demise](Liar's%20Demise), [Lich Dust](Lich%20Dust), [Lifeblight Residue](Lifeblight%20Residue), [Looter's Lethargy](Looter's%20Lethargy), [Mage Bane](Mage%20Bane), [Malyass Root Paste](Malyass%20Root%20Paste), [Mindfog Mist](Mindfog%20Mist), [Nauseating Snare](Nauseating%20Snare), [Nettleweed Residue](Nettleweed%20Residue), [Nightmare Salt](Nightmare%20Salt), [Nightmare Vapor](Nightmare%20Vapor), [Oblivion Essence](Oblivion%20Essence), [Pernicious Spore Bomb](Pernicious%20Spore%20Bomb), [Plasma Hype](Plasma%20Hype), [Poisonous Dagger](Poisonous%20Dagger), [Puff Dragon](Puff%20Dragon), [Purple Worm Venom](Purple%20Worm%20Venom), [Qat](Qat), [Reaper's Lancet](Reaper's%20Lancet), [Refined Pesh](Refined%20Pesh), [Repulsion Resin](Repulsion%20Resin), [Scour](Scour), [Shadow Essence](Shadow%20Essence), [Shiver](Shiver), [Sight-Theft Grit](Sight-Theft%20Grit), [Sloughing Toxin](Sloughing%20Toxin), [Slumber Wine](Slumber%20Wine), [Spear Frog Poison](Spear%20Frog%20Poison), [Spectral Nightshade](Spectral%20Nightshade), [Spell-Eating Pitch](Spell-Eating%20Pitch), [Spider Root](Spider%20Root), [Stupor Poison](Stupor%20Poison), [Succubus Kiss](Succubus%20Kiss), [Tears of Death](Tears%20of%20Death), [Tin Cobra](Tin%20Cobra), [Toad Tears](Toad%20Tears), [Toadskin Salve](Toadskin%20Salve), [Vexing Vapor](Vexing%20Vapor), [Violet Venom](Violet%20Venom), [Wand of the Spider](Wand%20of%20the%20Spider), [Weeping Midnight](Weeping%20Midnight), [Wolfsbane](Wolfsbane), [Wyvern Poison](Wyvern%20Poison), [Yellow Musk Vial](Yellow%20Musk%20Vial), [Zerk](Zerk)
-
-### Feats
-[Cloak of Poison](Cloak%20of%20Poison), [Cobra Envenom](Cobra%20Envenom), [Exude Abyssal Corruption](Exude%20Abyssal%20Corruption)
-
-### Monk Unarmed Attacks
-[Cobra Fang](Cobra%20Fang)
-
-### Rituals
-[Garden of Death](../Spells_Rituals/Rituals/Level%204/Garden%20of%20Death.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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diff --git a/content/Mechanics/Traits/Polymorph.md b/content/Mechanics/Traits/Polymorph.md
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-
-# Polymorph
-#pf2e/trait
-*Source* Core Rulebook pg. 635
-
-These effects transform the target into a new form.
-
-A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](../Rules/Counteracting.md) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [Magical](Magical.md). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
-
-If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [Manipulate](Manipulate.md) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
-
----
-
-### Actions
-[Change Shape](Change%20Shape), [Change Shape](Change%20Shape), [Change Shape](Change%20Shape)
-
-### Curses
-[Boastful Prince's Scourge](Boastful%20Prince's%20Scourge)
-
-### Equipment
-[Applereed Mutagen](Applereed%20Mutagen), [Apricot of Bestial Might](Apricot%20of%20Bestial%20Might), [Bestial Mutagen](Bestial%20Mutagen), [Cognitive Mutagen](Cognitive%20Mutagen), [Drakeheart Mutagen](Drakeheart%20Mutagen), [Energy Mutagen](Energy%20Mutagen), [Ichthyosis Mutagen](Ichthyosis%20Mutagen), [Infiltrator's Elixir](Infiltrator's%20Elixir), [Juggernaut Mutagen](Juggernaut%20Mutagen), [Potion of Disguise](Potion%20of%20Disguise), [Quicksilver Mutagen](Quicksilver%20Mutagen), [Sea Touch Elixir](Sea%20Touch%20Elixir), [Serene Mutagen](Serene%20Mutagen), [Silvertongue Mutagen](Silvertongue%20Mutagen), [Sixfingers Elixir](Sixfingers%20Elixir), [Spiderfoot Brew](Spiderfoot%20Brew), [Stone Body Mutagen](Stone%20Body%20Mutagen), [War Blood Mutagen](War%20Blood%20Mutagen)
-
-### Feats
-[Animal Rage](Animal%20Rage), [Bat Form](Bat%20Form), [Bone Swarm](Bone%20Swarm), [Core Cannon](Core%20Cannon), [Devil in Plain Sight](Devil%20in%20Plain%20Sight), [Dragon Transformation](Dragon%20Transformation), [Form of the Bat](Form%20of%20the%20Bat), [Giant's Stature](Giant's%20Stature), [Long-Nosed Form](Long-Nosed%20Form), [Rat Form](Rat%20Form), [Ritual Reversion](Ritual%20Reversion), [Titan's Stature](Titan's%20Stature), [Twin Eidolon](Twin%20Eidolon), [Vessel's Form](Vessel's%20Form)
-
-### Focus Spells
-[Apex Companion](../Spells_Rituals/Focus%20Spells/Level%2010/Apex%20Companion.md), [Disperse into Air](../Spells_Rituals/Focus%20Spells/Level%204/Disperse%20into%20Air.md), [Enlarge Companion](../Spells_Rituals/Focus%20Spells/Level%204/Enlarge%20Companion.md), [Familiar Form](../Spells_Rituals/Focus%20Spells/Level%204/Familiar%20Form.md), [Ki Form](../Spells_Rituals/Focus%20Spells/Level%209/Ki%20Form.md), [Magic Warrior Transformation](../Spells_Rituals/Focus%20Spells/Level%202/Magic%20Warrior%20Transformation.md), [Mantis Form](../Spells_Rituals/Focus%20Spells/Level%204/Mantis%20Form.md), [Swarm Form](../Spells_Rituals/Focus%20Spells/Level%204/Swarm%20Form.md), [Tempest Form](../Spells_Rituals/Focus%20Spells/Level%206/Tempest%20Form.md), [Unusual Anatomy](../Spells_Rituals/Focus%20Spells/Level%205/Unusual%20Anatomy.md), [Wild Shape](../Spells_Rituals/Focus%20Spells/Level%201/Wild%20Shape.md)
-
-### Rituals
-[Form of the Sandpoint Devil](../Spells_Rituals/Rituals/Level%206/Form%20of%20the%20Sandpoint%20Devil.md), [Statuette](../Spells_Rituals/Rituals/Level%206/Statuette.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
\ No newline at end of file
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diff --git a/content/Mechanics/Traits/Positive.md b/content/Mechanics/Traits/Positive.md
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----
-alias: vitality
----
-# 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.
-
----
-
-### Equipment
-[Bottled Sunlight](Bottled%20Sunlight), [Celestial Peach](Celestial%20Peach), [Celestial Peachwood Sword](Celestial%20Peachwood%20Sword), [Crown of the Companion](Crown%20of%20the%20Companion), [Enveloping Light](Enveloping%20Light), [Ghost Charge](Ghost%20Charge), [Healing Potion](Healing%20Potion), [Holy Prayer Beads](Holy%20Prayer%20Beads), [Hunter's Brooch](Hunter's%20Brooch), [Life Salt](Life%20Salt), [Wand of Overflowing Life](Wand%20of%20Overflowing%20Life)
-
-### Feats
-[Bless Tonic](Bless%20Tonic), [Cantorian Rejuvenation](Cantorian%20Rejuvenation), [Cantorian Restoration](Cantorian%20Restoration), [Communal Healing](Communal%20Healing), [Consecrated Aura](Consecrated%20Aura), [Death Warden](Death%20Warden), [Morphic Manipulation](Morphic%20Manipulation), [Slayer's Strike](Slayer's%20Strike), [Spirit's Absolution](Spirit's%20Absolution), [Sustaining Steel](Sustaining%20Steel), [Tap Vitality](Tap%20Vitality)
-
-### Focus Spells
-[Delay Affliction](../Spells_Rituals/Focus%20Spells/Level%203/Delay%20Affliction.md), [Eradicate Undeath](../Spells_Rituals/Focus%20Spells/Level%204/Eradicate%20Undeath.md), [Hallowed Ground](../Spells_Rituals/Focus%20Spells/Level%201/Hallowed%20Ground.md), [Heal Animal](../Spells_Rituals/Focus%20Spells/Level%201/Heal%20Animal.md), [Heal Companion](../Spells_Rituals/Focus%20Spells/Level%201/Heal%20Companion.md), [Hero's Defiance](../Spells_Rituals/Focus%20Spells/Level%2010/Hero's%20Defiance.md), [Hymn of Healing](../Spells_Rituals/Focus%20Spells/Level%201/Hymn%20of%20Healing.md), [Lay on Hands](../Spells_Rituals/Focus%20Spells/Level%201/Lay%20on%20Hands.md), [Life Link](../Spells_Rituals/Focus%20Spells/Level%201/Life%20Link.md), [Life-Giving Form](../Spells_Rituals/Focus%20Spells/Level%206/Life-Giving%20Form.md), [Lifelink Surge](../Spells_Rituals/Focus%20Spells/Level%202/Lifelink%20Surge.md), [Nature's Bounty](../Spells_Rituals/Focus%20Spells/Level%204/Nature's%20Bounty.md), [Positive Luminance](../Spells_Rituals/Focus%20Spells/Level%204/Positive%20Luminance.md), [Rebuke Death](../Spells_Rituals/Focus%20Spells/Level%204/Rebuke%20Death.md), [Soothing Mist](../Spells_Rituals/Focus%20Spells/Level%202/Soothing%20Mist.md), [Sun Blade](../Spells_Rituals/Focus%20Spells/Level%202/Sun%20Blade.md), [Wholeness of Body](../Spells_Rituals/Focus%20Spells/Level%202/Wholeness%20of%20Body.md)
-
-### Monsters
-[Eunemvro](Eunemvro), [Gliminal](Gliminal), [Jyoti](Jyoti)
-
-### Planes
-[Positive Energy Plane](Positive%20Energy%20Plane)
-
-### Rituals
-[Mother's Blessing](../Spells_Rituals/Rituals/Level%205/Mother's%20Blessing.md), [Plant Growth](../Spells_Rituals/Rituals/Level%204/Plant%20Growth.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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-# 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.
-
----
-
-### Equipment
-[Abysium](Abysium), [Adamantine](Adamantine), [Cold Iron](../Items/Materials/Cold%20Iron.md), [Cold Iron Blanch](Cold%20Iron%20Blanch), [Darkwood](Darkwood), [Djezet](Djezet), [Dragonhide](Dragonhide), [Grisantian Pelt](Grisantian%20Pelt), [Inubrix](Inubrix), [Mithral](Mithral), [Noqual](Noqual), [Orichalcum](Orichalcum), [Peachwood](Peachwood), [Siccatite](Siccatite), [Silver](../Items/Materials/Silver.md), [Sovereign Steel](Sovereign%20Steel), [Warpglass](Warpglass)
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-# 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.
-
----
-
-### Feats
-[Plot the Future](Plot%20the%20Future), [Read Disaster](Read%20Disaster)
-
-### Focus Spells
-[Cinder Gaze](../Spells_Rituals/Focus%20Spells/Level%201/Cinder%20Gaze.md), [Read Fate](../Spells_Rituals/Focus%20Spells/Level%201/Read%20Fate.md)
-
-### Rituals
-[Commune](../Spells_Rituals/Rituals/Level%206/Commune.md), [Commune with Nature](../Spells_Rituals/Rituals/Level%206/Commune%20with%20Nature.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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-# 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.
-
----
-
-### Actions
-[Change Shape](Change%20Shape), [Energy Emanation](Energy%20Emanation)
-
-### Diseases
-[Bonechill](Bonechill)
-
-### Equipment
-[Barding of the Zephyr](Barding%20of%20the%20Zephyr), [Barkskin Potion](Barkskin%20Potion), [Berserker's Cloak](Berserker's%20Cloak), [Blackaxe](Blackaxe), [Boastful Hunter](Boastful%20Hunter), [Broken Tusk Pendant](Broken%20Tusk%20Pendant), [Chaos Collar](Chaos%20Collar), [Cloak of the False Foe](Cloak%20of%20the%20False%20Foe), [Collar of Empathy](Collar%20of%20Empathy), [Collar of Inconspicuousness](Collar%20of%20Inconspicuousness), [Druid's Vestments](Druid's%20Vestments), [Fleshgem](Fleshgem), [Horseshoes of Speed](Horseshoes%20of%20Speed), [Hosteling Statuette](Hosteling%20Statuette), [Mantle of the Grogrisant](Mantle%20of%20the%20Grogrisant), [Panacea Fruit](Panacea%20Fruit), [Primeval Mistletoe](Primeval%20Mistletoe), [Raven Band](Raven%20Band), [Rowan Rifle](Rowan%20Rifle), [Shadowed Scale](Shadowed%20Scale), [the Jungle Secret](the%20Jungle%20Secret), [Swarmform Collar](Swarmform%20Collar), [Swiftmount Saddle](Swiftmount%20Saddle), [Tiger's Claw](Tiger's%20Claw), [Waverider Barding](Waverider%20Barding)
-
-### Feats
-[Animal Rage](Animal%20Rage), [Animal Skin](Animal%20Skin), [Aquatic Adaptation](Aquatic%20Adaptation), [Beastmaster Bond](Beastmaster%20Bond), [Beastmaster's Call](Beastmaster's%20Call), [Blazing Aura](Blazing%20Aura), [Curse of the Saumen Kar](Curse%20of%20the%20Saumen%20Kar), [Dragon Transformation](Dragon%20Transformation), [Dragon's Rage Wings](Dragon's%20Rage%20Wings), [Eerie Proclamation](Eerie%20Proclamation), [Energize Wings](Energize%20Wings), [Fey Life](Fey%20Life), [Fey's Trickery](Fey's%20Trickery), [Frostbite Runes](Frostbite%20Runes), [Giant's Stature](Giant's%20Stature), [Glory and Valor!](Glory%20and%20Valor!), [Hydraulic Deflection](Hydraulic%20Deflection), [Hydraulic Maneuvers](Hydraulic%20Maneuvers), [Implement's Flight](Implement's%20Flight), [Invoke the Elements](Invoke%20the%20Elements), [Long-Nosed Form](Long-Nosed%20Form), [Morphic Manipulation](Morphic%20Manipulation), [Pact of Fey Glamour](Pact%20of%20Fey%20Glamour), [Primal Evolution](Primal%20Evolution), [Project Persona](Project%20Persona), [Rat Form](Rat%20Form), [Rehydration](Rehydration), [Ritual Reversion](Ritual%20Reversion), [Root to Life](Root%20to%20Life), [Scion Transformation](Scion%20Transformation), [Sheltering Cave](Sheltering%20Cave), [Soaring Flight](Soaring%20Flight), [Tidal Shield](Tidal%20Shield), [Unbreakable Bond](Unbreakable%20Bond), [Water Strider](Water%20Strider), [Wings of Air](Wings%20of%20Air)
-
-### Hazards
-[Mogaru's Breath](Mogaru's%20Breath)
-
-### Monsters
-[Grisantian Lion](Grisantian%20Lion), [Grogrisant](Grogrisant)
-
-### Rituals
-[Mother's Blessing](../Spells_Rituals/Rituals/Level%205/Mother's%20Blessing.md)
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-# 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.
-
----
-
-### Monk Unarmed Attacks
-[Wind Crash](Wind%20Crash)
-
-### Weapons
-[Composite Longbow](Composite%20Longbow), [Composite Shortbow](Composite%20Shortbow), [Daikyu](Daikyu), [Halfling Sling Staff](Halfling%20Sling%20Staff), [Hongali Hornbow](Hongali%20Hornbow), [Sling](Sling), [Sun Shot](Sun%20Shot), [Sun Sling](Sun%20Sling), [Thunder Sling](Thunder%20Sling)
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-# Psychic
-#pf2e/trait
-*Source* Dark Archive pg. 221
-
-This indicates abilities from the psychic class.
-
----
-
-### Actions
-[Calculate Threats](Calculate%20Threats), [Fade into Daydreams](Fade%20into%20Daydreams), [Recall the Teachings](Recall%20the%20Teachings), [Restore the Mind](Restore%20the%20Mind), [Unleash Psyche](Unleash%20Psyche)
-
-### Feats
-[All in your Head](All%20in%20your%20Head), [Ancestral Mind](Ancestral%20Mind), [Astral Tether](Astral%20Tether), [Become Thought](Become%20Thought), [Brain Drain](../Spells_Rituals/Focus%20Spells/Level%201/Brain%20Drain.md), [Cantrip Expansion](Cantrip%20Expansion), [Conscious Spell Specialization](Conscious%20Spell%20Specialization), [Constant Levitation](Constant%20Levitation), [Counter Thought](Counter%20Thought), [Cranial Detonation](Cranial%20Detonation), [Dark Persona's Presence](Dark%20Persona's%20Presence), [Deep Roots](Deep%20Roots), [Deepest Wellspring](Deepest%20Wellspring), [Dream Guise](Dream%20Guise), [Emotional Surge](Emotional%20Surge), [Foreseen **Failure**](Foreseen%20**Failure**), [Homing Beacon](Homing%20Beacon), [Impose Order (Psychic)](Impose%20Order%20(Psychic)), [Inertial Barrier](Inertial%20Barrier), [Irezoko Tattoo](Irezoko%20Tattoo), [Mental Balm](Mental%20Balm), [Mental Buffer](Mental%20Buffer), [Mental Static](Mental%20Static), [Mind over Matter](Mind%20over%20Matter), [No!!!](No!!!), [Parallel Breakthrough](Parallel%20Breakthrough), [Psi Burst](Psi%20Burst), [Psi Catastrophe](Psi%20Catastrophe), [Psi Strikes](Psi%20Strikes), [Psychic Rapport](Psychic%20Rapport), [Remove Presence](Remove%20Presence), [Scour the Library](Scour%20the%20Library), [Shatter Space](Shatter%20Space), [Signature Spell Expansion](Signature%20Spell%20Expansion), [Sixth Sense](Sixth%20Sense), [Steady Spellcasting](Steady%20Spellcasting), [Strain Mind](Strain%20Mind), [Target of Psychic Ire](Target%20of%20Psychic%20Ire), [Thoughtform Summoning](Thoughtform%20Summoning), [Thoughtsense](Thoughtsense), [Twin Psyche](Twin%20Psyche), [Unlimited Potential](Unlimited%20Potential), [Violent Unleash](Violent%20Unleash), [Wandering Thoughts](Wandering%20Thoughts), [Warp Space](Warp%20Space), [Whispering Steps](Whispering%20Steps)
-
-### Focus Spells
-[Astral Rain](../Spells_Rituals/Focus%20Spells/Cantrips/Astral%20Rain.md), [Contagious Idea](../Spells_Rituals/Focus%20Spells/Cantrips/Contagious%20Idea.md), [Dancing Blade](../Spells_Rituals/Focus%20Spells/Cantrips/Dancing%20Blade.md), [Distortion Lens](../Spells_Rituals/Focus%20Spells/Cantrips/Distortion%20Lens.md), [Entropic Wheel](../Spells_Rituals/Focus%20Spells/Cantrips/Entropic%20Wheel.md), [Forbidden Thought](../Spells_Rituals/Focus%20Spells/Cantrips/Forbidden%20Thought.md), [Foresee the Path](../Spells_Rituals/Focus%20Spells/Cantrips/Foresee%20the%20Path.md), [Ghostly Shift](../Spells_Rituals/Focus%20Spells/Cantrips/Ghostly%20Shift.md), [Glimpse Weakness](../Spells_Rituals/Focus%20Spells/Cantrips/Glimpse%20Weakness.md), [Hologram Cage](../Spells_Rituals/Focus%20Spells/Cantrips/Hologram%20Cage.md), [Imaginary Weapon](../Spells_Rituals/Focus%20Spells/Cantrips/Imaginary%20Weapon.md), [Omnidirectional Scan](../Spells_Rituals/Focus%20Spells/Cantrips/Omnidirectional%20Scan.md), [Redistribute Potential](../Spells_Rituals/Focus%20Spells/Cantrips/Redistribute%20Potential.md), [Shatter Mind](../Spells_Rituals/Focus%20Spells/Cantrips/Shatter%20Mind.md), [Telekinetic Rend](../Spells_Rituals/Focus%20Spells/Cantrips/Telekinetic%20Rend.md), [Tesseract Tunnel](../Spells_Rituals/Focus%20Spells/Cantrips/Tesseract%20Tunnel.md), [Thermal Stasis](../Spells_Rituals/Focus%20Spells/Cantrips/Thermal%20Stasis.md), [Vector Screen](../Spells_Rituals/Focus%20Spells/Cantrips/Vector%20Screen.md)
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-# 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.
-
----
-
-### Eidolons
-[Psychopomp Eidolon](../Bestiary/Companions/Eidolons/Psychopomp%20Eidolon.md)
-
-### Monsters
-[Algea](Algea), [Catrina](Catrina), [Esobok](Esobok), [Morrigna](Morrigna), [Nosoi](Nosoi), [Vanth](Vanth), [Yamaraj](Yamaraj)
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-# Ranger
-*Source* Core Rulebook pg. 635 3.0
-
-This indicates abilities from the ranger class.
-
----
-
-### Actions
-[Hunt Prey](Hunt%20Prey)
-
-### Feats
-[Accurate Flurry](Accurate%20Flurry), [Additional Recollection](Additional%20Recollection), [Animal Companion](Animal%20Companion), [Animal Feature](../Spells_Rituals/Focus%20Spells/Level%202/Animal%20Feature.md), [Blind-Fight](Blind-Fight), [Camouflage](Camouflage), [Can't you See?](Can't%20you%20See?), [Companion's Cry](Companion's%20Cry), [Crossbow Ace](Crossbow%20Ace), [Deadly Aim](Deadly%20Aim), [Disrupt Prey](Disrupt%20Prey), [Distracting Shot](Distracting%20Shot), [Double Prey](Double%20Prey), [Eerie Environs](Eerie%20Environs), [Eerie Proclamation](Eerie%20Proclamation), [Eerie Traces](Eerie%20Traces), [Enlarge Companion](../Spells_Rituals/Focus%20Spells/Level%204/Enlarge%20Companion.md), [Ephemeral Tracking](../Spells_Rituals/Focus%20Spells/Level%203/Ephemeral%20Tracking.md), [Far Shot](Far%20Shot), [Farabellus Flip](Farabellus%20Flip), [Favored Enemy](Favored%20Enemy), [Favored Terrain](Favored%20Terrain), [Gravity Weapon](../Spells_Rituals/Focus%20Spells/Level%201/Gravity%20Weapon.md), [Greater Distracting Shot](Greater%20Distracting%20Shot), [Hazard Finder](Hazard%20Finder), [Heal Companion](../Spells_Rituals/Focus%20Spells/Level%201/Heal%20Companion.md), [Hunted Shot](Hunted%20Shot), [Hunter's Aim](Hunter's%20Aim), [Hunter's Luck](../Spells_Rituals/Focus%20Spells/Level%202/Hunter's%20Luck.md), [Hunter's Vision](../Spells_Rituals/Focus%20Spells/Level%205/Hunter's%20Vision.md), [Impossible Flurry](Impossible%20Flurry), [Impossible Snares](Impossible%20Snares), [Impossible Volley](Impossible%20Volley), [Improved Twin Riposte (Ranger)](Improved%20Twin%20Riposte%20(Ranger)), [Incredible Companion (Ranger)](Incredible%20Companion%20(Ranger)), [Irezoko Tattoo](Irezoko%20Tattoo), [Legendary Monster Hunter](Legendary%20Monster%20Hunter), [Legendary Shot](Legendary%20Shot), [Lightning Snares](Lightning%20Snares), [Magic Hide](../Spells_Rituals/Focus%20Spells/Level%201/Magic%20Hide.md), [Manifold Edge](Manifold%20Edge), [Master Monster Hunter](Master%20Monster%20Hunter), [Masterful Companion](Masterful%20Companion), [Mature Animal Companion (Ranger)](Mature%20Animal%20Companion%20(Ranger)), [Mimic Protections](Mimic%20Protections), [Monster Hunter](Monster%20Hunter), [Monster Warden](Monster%20Warden), [Obscured Emergence](Obscured%20Emergence), [Penetrating Shot](Penetrating%20Shot), [Perfect Shot](Perfect%20Shot), [Powerful Snares](Powerful%20Snares), [Quick Draw](Quick%20Draw), [Quick Snares](Quick%20Snares), [Ranger's Bramble](../Spells_Rituals/Focus%20Spells/Level%203/Ranger's%20Bramble.md), [Relentless Stalker](Relentless%20Stalker), [Running Reload](Running%20Reload), [Scout's Warning](Scout's%20Warning), [Second Sting](Second%20Sting), [Sense the Unseen](Sense%20the%20Unseen), [Shadow Hunter](Shadow%20Hunter), [Shared Prey](Shared%20Prey), [Side by Side (Ranger)](Side%20by%20Side%20(Ranger)), [Skirmish Strike](Skirmish%20Strike), [Snap Shot](Snap%20Shot), [Snare Hopping](../Spells_Rituals/Focus%20Spells/Level%201/Snare%20Hopping.md), [Snare Specialist](Snare%20Specialist), [Soothing Mist](../Spells_Rituals/Focus%20Spells/Level%202/Soothing%20Mist.md), [Specialized Companion (Ranger)](Specialized%20Companion%20(Ranger)), [Stealthy Companion](Stealthy%20Companion), [Superior Sight](Superior%20Sight), [Swift Tracker](Swift%20Tracker), [Targeting Shot](Targeting%20Shot), [Terrain Master](Terrain%20Master), [Terrain Transposition](../Spells_Rituals/Focus%20Spells/Level%205/Terrain%20Transposition.md), [Time Dilation Cascade](Time%20Dilation%20Cascade), [To the Ends of the Earth](To%20the%20Ends%20of%20the%20Earth), [Triple Threat](Triple%20Threat), [Twin Parry](Twin%20Parry), [Twin Riposte](Twin%20Riposte), [Twin Takedown](Twin%20Takedown), [Ubiquitous Snares](Ubiquitous%20Snares), [Ultimate Skirmisher](Ultimate%20Skirmisher), [United Assault](United%20Assault), [Warden's Boon](Warden's%20Boon), [Warden's Focus](Warden's%20Focus), [Warden's Guidance](Warden's%20Guidance), [Warden's Step](Warden's%20Step), [Warden's Wellspring](Warden's%20Wellspring), [Wild Empathy](Wild%20Empathy), [Wolf in Sheep's Clothing](Wolf%20in%20Sheep's%20Clothing)
-
-### Focus Spells
-[Animal Feature](../Spells_Rituals/Focus%20Spells/Level%202/Animal%20Feature.md), [Enlarge Companion](../Spells_Rituals/Focus%20Spells/Level%204/Enlarge%20Companion.md), [Ephemeral Tracking](../Spells_Rituals/Focus%20Spells/Level%203/Ephemeral%20Tracking.md), [Gravity Weapon](../Spells_Rituals/Focus%20Spells/Level%201/Gravity%20Weapon.md), [Heal Companion](../Spells_Rituals/Focus%20Spells/Level%201/Heal%20Companion.md), [Hunter's Luck](../Spells_Rituals/Focus%20Spells/Level%202/Hunter's%20Luck.md), [Hunter's Vision](../Spells_Rituals/Focus%20Spells/Level%205/Hunter's%20Vision.md), [Magic Hide](../Spells_Rituals/Focus%20Spells/Level%201/Magic%20Hide.md), [Ranger's Bramble](../Spells_Rituals/Focus%20Spells/Level%203/Ranger's%20Bramble.md), [Snare Hopping](../Spells_Rituals/Focus%20Spells/Level%201/Snare%20Hopping.md), [Soothing Mist](../Spells_Rituals/Focus%20Spells/Level%202/Soothing%20Mist.md), [Terrain Transposition](../Spells_Rituals/Focus%20Spells/Level%205/Terrain%20Transposition.md)
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-# 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.
-
----
-
-### Actions
-[Craft Disharmonic Instrument](../Activities/Craft%20Disharmonic%20Instrument.md), [Harvest Heartsliver](../Rules/Actions/Harvest%20Heartsliver.md), [Learn Name](../Activities/Learn%20Name.md)
-
-### Ancestries
-[Anadi](Anadi), [Android](Android), [Automaton](Automaton), [Beastkin](Beastkin), [Conrasu](Conrasu), [Fleshwarp](Fleshwarp), [Goloma](Goloma), [Poppet](Poppet), [Reflection](Reflection), [Shisk](Shisk), [Shoony](Shoony), [Skeleton](Skeleton), [Sprite](Sprite), [Strix](Strix)
-
-### Backgrounds
-[Aiudara Seeker](../Backgrounds/Aiudara%20Seeker.md), [Amnesiac](../Backgrounds/Amnesiac.md), [Anti-Magical](../Backgrounds/Anti-magical.md), [Astrological Augur](../Backgrounds/Astrological%20Augur.md), [Blessed](../Backgrounds/Blessed.md), [Child of the Twin Village](../Backgrounds/Child%20of%20the%20Twin%20Village.md), [Chosen One](../Backgrounds/Chosen%20One.md), [Cursed](../Backgrounds/Cursed.md), [Discarded Duplicate](../Backgrounds/Discarded%20Duplicate.md), [Doomcaller](../Backgrounds/Doomcaller.md), [Eclipseborn](../Backgrounds/Eclipseborn.md), [Empty Whispers](Empty%20Whispers), [Energy Scarred](../Backgrounds/Energy%20Scarred.md), [Feral Child](../Backgrounds/Feral%20Child.md), [Feybound](../Backgrounds/Feybound.md), [Genie-Blessed](../Backgrounds/Genie-blessed.md), [Haunted](../Backgrounds/Haunted.md), [Hermean Heritor](../Backgrounds/Hermean%20Heritor.md), [Hookclaw Digger](Hookclaw%20Digger), [Legendary Parents](../Backgrounds/Legendary%20Parents.md), [Magical Experiment](../Backgrounds/Magical%20Experiment.md), [Mechanical Symbiosis](../Backgrounds/Mechanical%20Symbiosis.md), [Mystic Tutor](../Backgrounds/Mystic%20Tutor.md), [Nocturnal Navigator](../Backgrounds/Nocturnal%20Navigator.md), [Otherworldly Mission](../Backgrounds/Otherworldly%20Mission.md), [Reborn Soul](../Backgrounds/Reborn%20Soul.md), [Relentless Dedication](../Backgrounds/Relentless%20Dedication.md), [Returned](../Backgrounds/Returned.md), [Revenant](../Backgrounds/Revenant.md), [Royalty](../Backgrounds/Royalty.md), [Ruby Phoenix Fanatic](../Backgrounds/Ruby%20Phoenix%20Fanatic.md), [Saved by Clockwork](../Backgrounds/Saved%20By%20Clockwork.md), [Scion of Slayers](../Backgrounds/Scion%20of%20Slayers.md), [Seer of the Dead](../Backgrounds/Seer%20Of%20The%20Dead.md), [Sign Bound](../Backgrounds/Sign%20Bound.md), [Song of the Deep](../Backgrounds/Song%20Of%20The%20Deep.md), [Starless One](../Backgrounds/Starless%20One.md), [Sun Dancer](../Backgrounds/Sun%20Dancer.md), [Surge Investigator](../Backgrounds/Surge%20Investigator.md), [Tall-Tale](Tall-Tale), [Tech-Reliant](../Backgrounds/Tech-reliant.md), [Tide Watcher](../Backgrounds/Tide%20Watcher.md), [Time Traveler](../Backgrounds/Time%20Traveler.md), [Tomb Born](../Backgrounds/Tomb%20Born.md), [Touched by Dahak](../Backgrounds/Touched%20By%20Dahak.md), [Tyrant Witness](../Backgrounds/Tyrant%20Witness.md), [Willing Host](../Backgrounds/Willing%20Host.md), [Wished Alive](../Backgrounds/Wished%20Alive.md)
-
-### Curses
-[Boastful Prince's Scourge](Boastful%20Prince's%20Scourge), [Enforced Hospitality](Enforced%20Hospitality), [Forbidding Knowledge](Forbidding%20Knowledge), [Rage of the Excommunicant](Rage%20of%20the%20Excommunicant), [Sinful Tongue](Sinful%20Tongue), [Swarming Words](Swarming%20Words), [Thief's Burden](Thief's%20Burden), [Unraveling Skin](Unraveling%20Skin)
-
-### Equipment
-[Abysium](Abysium), [Abysium Armor](Abysium%20Armor), [Abysium Powder](Abysium%20Powder), [Abysium Shield](Abysium%20Shield), [Abysium Weapon](Abysium%20Weapon), [Addiction Suppressant](Addiction%20Suppressant), [Addlebrain](Addlebrain), [Alchemical Atomizer](Alchemical%20Atomizer), [Ambrosia of Undying Hope](Ambrosia%20of%20Undying%20Hope), [Ancestral Echoing](Ancestral%20Echoing), [Animate Dreamer](Animate%20Dreamer), [Antimagic Oil](Antimagic%20Oil), [Appetizing Flavor Snare](Appetizing%20Flavor%20Snare), [Applereed Mutagen](Applereed%20Mutagen), [Arboreal's Revenge](Arboreal's%20Revenge), [Armor of the Holy Warrior](Armor%20of%20the%20Holy%20Warrior), [Bag of Devouring](Bag%20of%20Devouring), [Bag of Weasels](Bag%20of%20Weasels), [Baleblood Draft](Baleblood%20Draft), [Barbed Vest](Barbed%20Vest), [Bellflower Toolbelt](Bellflower%20Toolbelt), [Blackfinger Blight](Blackfinger%20Blight), [Blade of the Rabbit Prince](Blade%20of%20the%20Rabbit%20Prince), [Boastful Hunter](Boastful%20Hunter), [Boots of Dancing](Boots%20of%20Dancing), [Bort's Blessing](Bort's%20Blessing), [Bottomless Purse](Bottomless%20Purse), [Brain Cylinder](Brain%20Cylinder), [Broken Tusk Pendant](Broken%20Tusk%20Pendant), [Cape of the Open Sky](Cape%20of%20the%20Open%20Sky), [Cauldron of Nightmares](Cauldron%20of%20Nightmares), [Celestial Hair](Celestial%20Hair), [Celestial Peach](Celestial%20Peach), [Celestial Peachwood Sword](Celestial%20Peachwood%20Sword), [Clinging Ooze Snare](Clinging%20Ooze%20Snare), [Cloak of Immolation](Cloak%20of%20Immolation), [Clockwork Heels](Clockwork%20Heels), [Clockwork Helm](Clockwork%20Helm), [Clockwork Recorder](Clockwork%20Recorder), [Clockwork Rejuvenator](Clockwork%20Rejuvenator), [Communication Pendants](Communication%20Pendants), [Compass of Transpositional Awareness](Compass%20of%20Transpositional%20Awareness), [Cryolite Eye](Cryolite%20Eye), [Cursed Dreamstone](Cursed%20Dreamstone), [Death Coil](Death%20Coil), [Deck of Many Things](Deck%20of%20Many%20Things), [Deepdread Claw](Deepdread%20Claw), [Demilich Eye Gem](Demilich%20Eye%20Gem), [Demolishing](Demolishing), [Devil's Luck](Devil's%20Luck), [Djezet](Djezet), [Djezet Armor](Djezet%20Armor), [Djezet Dose](Djezet%20Dose), [Djezet Shield](Djezet%20Shield), [Djezet Weapon](Djezet%20Weapon), [Dragonscale Amulet](Dragonscale%20Amulet), [Drover's Band](Drover's%20Band), [Duchy Defender](Duchy%20Defender), [Elder Sign](Elder%20Sign), [Electrocable](Electrocable), [Electromuscular Stimulator](Electromuscular%20Stimulator), [Empathic Cords](Empathic%20Cords), [Erraticannon](Erraticannon), [Explusion Snare](Explusion%20Snare), [Fiendish Teleportation](Fiendish%20Teleportation), [Final Blade](../Items/Artifacts/Final%20Blade.md), [Fire-Douse Snare](Fire-Douse%20Snare), [Forgefather's Seal](Forgefather's%20Seal), [Forgotten Shell](Forgotten%20Shell), [Fungal Armor](Fungal%20Armor), [Galvanic Mortal Coil](Galvanic%20Mortal%20Coil), [Galvasphere](Galvasphere), [Gamepiece Chariot](Gamepiece%20Chariot), [Gearblade](Gearblade), [Genius Diadem](Genius%20Diadem), [Gift of the Poisoned Heart](Gift%20of%20the%20Poisoned%20Heart), [Glorious Plate](Glorious%20Plate), [Gloves of Carelessness](Gloves%20of%20Carelessness), [Godsbreath Bow](Godsbreath%20Bow), [Golden Blade of Mzali](Golden%20Blade%20of%20Mzali), [Golden Rod Memento](Golden%20Rod%20Memento), [Gourd Home](Gourd%20Home), [Grease Snare](Grease%20Snare), [Grisantian Pelt](Grisantian%20Pelt), [Grisantian Pelt Armor](Grisantian%20Pelt%20Armor), [Hag Eye](../Items/Worn%20Items/Other%20Worn%20Items/Hag%20Eye.md), [Halcyon Heart](Halcyon%20Heart), [Hand-Hewed Face](Hand-Hewed%20Face), [Hardened Harrow Deck](Hardened%20Harrow%20Deck), [Heedless Spurs](Heedless%20Spurs), [Honeyscent](Honeyscent), [Horn of the Aoyin](Horn%20of%20the%20Aoyin), [Horn of the Sun Aurochs](Horn%20of%20the%20Sun%20Aurochs), [Hunter's Arrowhead](Hunter's%20Arrowhead), [Hype](Hype), [Ichthyosis Mutagen](Ichthyosis%20Mutagen), [Icy Disposition](Icy%20Disposition), [Immolation Clan Pistol](Immolation%20Clan%20Pistol), [Indestructible Shield](Indestructible%20Shield), [Infernal Health](Infernal%20Health), [Inubrix](Inubrix), [Inubrix Armor](Inubrix%20Armor), [Inubrix Shield](Inubrix%20Shield), [Inubrix Weapon](Inubrix%20Weapon), [Ivory Baton](Ivory%20Baton), [Ixamè's Eye](Ixamè's%20Eye), [Jack's Tattered Cape](Jack's%20Tattered%20Cape), [Jahan Waystone](Jahan%20Waystone), [Key to the Stomach](Key%20to%20the%20Stomach), [Lantern of Empty Light](Lantern%20of%20Empty%20Light), [Librarian's Baton](Librarian's%20Baton), [Lich Soul Cage](Lich%20Soul%20Cage), [Light Writer](Light%20Writer), [Little Love](Little%20Love), [Locket of Sealed Nightmares](Locket%20of%20Sealed%20Nightmares), [Lost Ember](Lost%20Ember), [Lovers' Ink](Lovers'%20Ink), [Luck Blade](Luck%20Blade), [Mad Mammoth's Juke](Mad%20Mammoth's%20Juke), [Martyr's Shield](Martyr's%20Shield), [Medusa Armor](Medusa%20Armor), [Monkey's Paw](Monkey's%20Paw), [Moonstone Diadem](Moonstone%20Diadem), [Necklace of Strangulation](Necklace%20of%20Strangulation), [Net Launcher](Net%20Launcher), [Nightmare Salt](Nightmare%20Salt), [Noqual](Noqual), [Noqual Armor](Noqual%20Armor), [Noqual Shield](Noqual%20Shield), [Noqual Weapon](Noqual%20Weapon), [Nosoi Charm](Nosoi%20Charm), [Noxious Jerkin](Noxious%20Jerkin), [Numerian Steel Breastplate](Numerian%20Steel%20Breastplate), [Oath of the Devoted](Oath%20of%20the%20Devoted), [Orb of Dragonkind](Orb%20of%20Dragonkind), [Orichalcum](Orichalcum), [Orichalcum Armor](Orichalcum%20Armor), [Orichalcum Shield](Orichalcum%20Shield), [Orichalcum Weapon](Orichalcum%20Weapon), [Pact of Blood-Taking](Pact%20of%20Blood-Taking), [Pact-Bound Pistol](Pact-Bound%20Pistol), [Palm Crossbow](Palm%20Crossbow), [Panacea Fruit](Panacea%20Fruit), [Periscopic Viewfinder](Periscopic%20Viewfinder), [Philosopher's Extractor](Philosopher's%20Extractor), [Phoenix Fighting Fan](Phoenix%20Fighting%20Fan), [Phoenix Necklace](Phoenix%20Necklace), [Piercing Whistle Snare](Piercing%20Whistle%20Snare), [Pistol of Wonder](Pistol%20of%20Wonder), [Plasma Hype](Plasma%20Hype), [Poisonous Cloak](Poisonous%20Cloak), [Potion of Annulment](Potion%20of%20Annulment), [Printing Press](Printing%20Press), [Pyronite](Pyronite), [Recovery Bladder](Recovery%20Bladder), [Redpitch Bomb](Redpitch%20Bomb), [Red-Rib Gill Mask](Red-Rib%20Gill%20Mask), [Reforging Shield](Reforging%20Shield), [Right of Retribution](Right%20of%20Retribution), [Ring of Recalcitrant Wishes](Ring%20of%20Recalcitrant%20Wishes), [Ring of Spell Turning](Ring%20of%20Spell%20Turning), [Ring of Truth](Ring%20of%20Truth), [Rock-Braced](Rock-Braced), [Rod of Cancellation](../Items/Held%20Items/Rod%20of%20Cancellation.md), [Rod of Wonder](Rod%20of%20Wonder), [Ruby String](Ruby%20String), [Rusting Snare](Rusting%20Snare), [Sambuca](Sambuca), [Sandstorm Top](Sandstorm%20Top), [Secret-Keeper's Mask](Secret-Keeper's%20Mask), [Self-Emptying Pocket](Self-Emptying%20Pocket), [Shockguard Coil](Shockguard%20Coil), [Shoony Shovel](Shoony%20Shovel), [Shot of the First Vault](Shot%20of%20the%20First%20Vault), [Siccatite](Siccatite), [Siccatite Armor](Siccatite%20Armor), [Siccatite Shield](Siccatite%20Shield), [Siccatite Weapon](Siccatite%20Weapon), [Singing Sword](Singing%20Sword), [Sky Hammer](Sky%20Hammer), [Sky-Piercing Bow](Sky-Piercing%20Bow), [Sloughing Toxin](Sloughing%20Toxin), [Soul Cage](Soul%20Cage), [Sovereign Steel](Sovereign%20Steel), [Sovereign Steel Armor](Sovereign%20Steel%20Armor), [Sovereign Steel Weapon](Sovereign%20Steel%20Weapon), [Speed](Speed), [Sphere of Annihilation](../Items/Artifacts/Sphere%20of%20Annihilation.md), [Spirit Snare](Spirit%20Snare), [Spirit-Singer](Spirit-Singer), [Staff of Power](Staff%20of%20Power), [Staff of the Magi](Staff%20of%20the%20Magi), [Star Chart Tattoo](Star%20Chart%20Tattoo), [Starshot Arrow](Starshot%20Arrow), [Steam Winch](Steam%20Winch), [Steamflight Pack](Steamflight%20Pack), [Stone of Unrivaled Skill](Stone%20of%20Unrivaled%20Skill), [Stone of Weight](Stone%20of%20Weight), [Storm Chair](Storm%20Chair), [Succubus Kiss](Succubus%20Kiss), [Sun Orchid Elixir](Sun%20Orchid%20Elixir), [Sun Orchid Poultice](Sun%20Orchid%20Poultice), [Sun Wheel](Sun%20Wheel), [Sunken Pistol](Sunken%20Pistol), [Swamp Lily Quilt](Swamp%20Lily%20Quilt), [Swirling Sand](Swirling%20Sand), [Talisman of the Sphere](Talisman%20of%20the%20Sphere), [The Whispering Reeds](The%20Whispering%20Reeds), [Tidal Fishhook](Tidal%20Fishhook), [Tiger's Claw](Tiger's%20Claw), [True Name Amulet](True%20Name%20Amulet), [Unending Youth](Unending%20Youth), [Vaccine](Vaccine), [Vestige Lenses](Vestige%20Lenses), [Vial of the Immortal Wellspring](Vial%20of%20the%20Immortal%20Wellspring), [Violet Ray](Violet%20Ray), [Vorpal](Vorpal), [Wand of Caustic Effluence](Wand%20of%20Caustic%20Effluence), [Warpglass](Warpglass), [Warpglass Weapon](Warpglass%20Weapon), [Whisper of the First Lie](Whisper%20of%20the%20First%20Lie), [Wind-up Wings](Wind-up%20Wings), [Wine of the Blood](Wine%20of%20the%20Blood)
-
-### Feats
-[Achaekek's Grip](Achaekek's%20Grip), [Artokus's Fire](Artokus's%20Fire), [Awakened Power](Awakened%20Power), [Azaersi's Roads](Azaersi's%20Roads), [Basic Spellcasting](Basic%20Spellcasting), [Blasting Beams](Blasting%20Beams), [Bone Spikes](Bone%20Spikes), [Cantrip Casting](Cantrip%20Casting), [Chronoskimmer Dedication](Chronoskimmer%20Dedication), [Clockwork Reanimator Dedication](Clockwork%20Reanimator%20Dedication), [Consume Energy](Consume%20Energy), [Crystal Keeper Dedication](Crystal%20Keeper%20Dedication), [Cunning Trickster Mask](Cunning%20Trickster%20Mask), [Curse Maelstrom Dedication](Curse%20Maelstrom%20Dedication), [Devil's Eye](Devil's%20Eye), [Distant Wandering](Distant%20Wandering), [Dormant Eruption](Dormant%20Eruption), [Echo of the Fallen](Echo%20of%20the%20Fallen), [Eerie Flicker](Eerie%20Flicker), [Elysium's Cadence](Elysium's%20Cadence), [Emancipator's Mask](Emancipator's%20Mask), [Enervating Wail](Enervating%20Wail), [Entourage](Entourage), [Expert Spellcasting](Expert%20Spellcasting), [Fading](Fading), [Fey Influence](Fey%20Influence), [Fey Life](Fey%20Life), [Flamboyant Cruelty](Flamboyant%20Cruelty), [For Love, For Lightning](../Spells_Rituals/Focus%20Spells/Level%206/For%20Love,%20For%20Lightning.md), [Ghost Dedication](Ghost%20Dedication), [Ghostly Grasp](Ghostly%20Grasp), [Ghoul Dedication](Ghoul%20Dedication), [Gift of the Hoard](Gift%20of%20the%20Hoard), [Glass Skin](Glass%20Skin), [Grand Medic's Mask](Grand%20Medic's%20Mask), [Greater Awakened Power](Greater%20Awakened%20Power), [High-Speed Regeneration](High-Speed%20Regeneration), [Janatimo's Lessons](Janatimo's%20Lessons), [Jelly Body](Jelly%20Body), [Ka Stone Ritual](Ka%20Stone%20Ritual), [Lich Dedication](Lich%20Dedication), [Lingering Chill](Lingering%20Chill), [Living Vessel Dedication](Living%20Vessel%20Dedication), [Master Spellcasting](Master%20Spellcasting), [Medical Researcher](Medical%20Researcher), [Mummy Dedication](Mummy%20Dedication), [Pactbound Dedication](Pactbound%20Dedication), [Paragon Battle Medicine](Paragon%20Battle%20Medicine), [Petrified Skin](Petrified%20Skin), [Propulsive Leap](Propulsive%20Leap), [Protective Spirit Mask](Protective%20Spirit%20Mask), [Psychic Duelist Dedication](Psychic%20Duelist%20Dedication), [Rain of Embers Stance](Rain%20of%20Embers%20Stance), [Rejuvenation](Rejuvenation), [Rescuer's Press](Rescuer's%20Press), [Reveal Machinations](Reveal%20Machinations), [Reveal True Name](Reveal%20True%20Name), [Runelord Dedication](Runelord%20Dedication), [Sacral Lord](Sacral%20Lord), [Shall Not Falter](Shall%20Not%20Falter), [Shall Not Rout](Shall%20Not%20Rout), [Silver's Refrain](../Spells_Rituals/Focus%20Spells/Cantrips/Silver's%20Refrain.md), [Sink and Swim](Sink%20and%20Swim), [Siphon Life](Siphon%20Life), [Sky Master Mask](Sky%20Master%20Mask), [Stalking Feline Mask](Stalking%20Feline%20Mask), [Storming Breath](Storming%20Breath), [Storyteller's Mask](Storyteller's%20Mask), [Tectonic Stomp](Tectonic%20Stomp), [Thick Hide Mask](Thick%20Hide%20Mask), [Tireless Guide's Mask](Tireless%20Guide's%20Mask), [Titan Swing](Titan%20Swing), [Vampire Dedication](Vampire%20Dedication), [Vernai Training](Vernai%20Training), [Vigilant Mask](Vigilant%20Mask), [Vigil's Walls Rise Anew!](Vigil's%20Walls%20Rise%20Anew!), [Walk on the Wind](Walk%20on%20the%20Wind), [Wellspring Mage Dedication](Wellspring%20Mage%20Dedication), [Wish Alchemy](Wish%20Alchemy), [Zombie Dedication](Zombie%20Dedication)
-
-### Focus Spells
-[Achaekek's Clutch](../Spells_Rituals/Focus%20Spells/Level%204/Achaekek's%20Clutch.md), [Buzzing Bites](../Spells_Rituals/Focus%20Spells/Cantrips/Buzzing%20Bites.md), [Cinder Gaze](../Spells_Rituals/Focus%20Spells/Level%201/Cinder%20Gaze.md), [Electrified Crystal Ward](../Spells_Rituals/Focus%20Spells/Level%203/Electrified%20Crystal%20Ward.md), [Euphoric Renewal](../Spells_Rituals/Focus%20Spells/Level%204/Euphoric%20Renewal.md), [Frenzied Revelry](../Spells_Rituals/Focus%20Spells/Level%201/Frenzied%20Revelry.md), [Glacial Heart](../Spells_Rituals/Focus%20Spells/Level%205/Glacial%20Heart.md), [Hollow Heart](../Spells_Rituals/Focus%20Spells/Level%201/Hollow%20Heart.md), [Inevitable Destination](../Spells_Rituals/Focus%20Spells/Level%204/Inevitable%20Destination.md), [Isolation](../Spells_Rituals/Focus%20Spells/Level%204/Isolation.md), [Over the Coals](../Spells_Rituals/Focus%20Spells/Level%205/Over%20the%20Coals.md), [Pact Broker](../Spells_Rituals/Focus%20Spells/Cantrips/Pact%20Broker.md), [Purifying Veil](../Spells_Rituals/Focus%20Spells/Level%204/Purifying%20Veil.md), [Return the Favor](../Spells_Rituals/Focus%20Spells/Level%203/Return%20the%20Favor.md), [Shaken Confidence](../Spells_Rituals/Focus%20Spells/Level%204/Shaken%20Confidence.md), [Shall not Falter, Shall not Rout](../Spells_Rituals/Focus%20Spells/Level%205/Shall%20not%20Falter,%20Shall%20not%20Rout.md), [Silver's Refrain](../Spells_Rituals/Focus%20Spells/Cantrips/Silver's%20Refrain.md), [Spirit Object](../Spells_Rituals/Focus%20Spells/Cantrips/Spirit%20Object.md), [String of Fate](../Spells_Rituals/Focus%20Spells/Level%201/String%20of%20Fate.md), [Victory Cry](../Spells_Rituals/Focus%20Spells/Level%201/Victory%20Cry.md), [Weaponize Secret](../Spells_Rituals/Focus%20Spells/Level%204/Weaponize%20Secret.md), [Wind Whispers](../Spells_Rituals/Focus%20Spells/Level%204/Wind%20Whispers.md), [Wordsmith](../Spells_Rituals/Focus%20Spells/Level%204/Wordsmith.md)
-
-### Hazards
-[Armageddon Orb](Armageddon%20Orb), [Barzillai's Hounds](Barzillai's%20Hounds), [Collapsing Structure (Ebeshra)](Collapsing%20Structure%20(Ebeshra)), [Crystal Pin](Crystal%20Pin), [Deathly Dream](Deathly%20Dream), [Dragon Pillar](Dragon%20Pillar), [Dragonstorm](Dragonstorm), [Floating Flamethrower](Floating%20Flamethrower), [Freezing Floor Tiles](Freezing%20Floor%20Tiles), [Ileosa's Fifth Manifestation](Ileosa's%20Fifth%20Manifestation), [Ileosa's Sixth Manifestation](Ileosa's%20Sixth%20Manifestation), [Insistent Privacy Fence](Insistent%20Privacy%20Fence), [Lesser Dragonstorm](Lesser%20Dragonstorm), [Ostovite Nest](Ostovite%20Nest), [Phantom Bells](Phantom%20Bells), [Planar Tear](Planar%20Tear), [Quaking Slither](Quaking%20Slither), [Storm Discharge](Storm%20Discharge), [Tree of Dreadful Dreams](Tree%20of%20Dreadful%20Dreams), [Vision of Dahak](Vision%20of%20Dahak)
-
-### Item Curses
-[Arrow Attracting](Arrow%20Attracting), [Arsonous](Arsonous), [Backbiting](Backbiting), [Bloodbiter](Bloodbiter), [Degenerating](Degenerating), [Dependent](Dependent), [Dreary](Dreary), [Erratic Transposing](Erratic%20Transposing), [Grandstanding](Grandstanding), [Overdramatic](Overdramatic), [Raucous](Raucous), [Ravenous](Ravenous), [Staining](Staining), [Withering](Withering)
-
-### Languages
-[Akitonian](Akitonian), [Androffan](Androffan), [Arcadian](Arcadian), [Formian](Formian), [Goloma](Goloma), [Grioth](Grioth), [Hwan](Hwan), [Ikeshti](Ikeshti), [Jistka](Jistka), [Kovintal](Kovintal), [Mi-Go](Mi-Go), [Minatan](Minatan), [Munavri](Munavri), [Okaiyan](Okaiyan), [Rasu](Rasu), [Samsaran](Samsaran), [Sasquatch](Sasquatch), [Senzar](Senzar), [Shae](Shae), [Shisk](Shisk), [Shobhad](Shobhad), [Vanara](Vanara), [Vishkanyan](Vishkanyan), [Wayang](Wayang), [Wyrwood](Wyrwood), [Yithian](Yithian)
-
-### Monsters
-[Adamantine Golem](Adamantine%20Golem), [Agradaemon](Agradaemon), [Aiudara Wraith](Aiudara%20Wraith), [Akata](Akata), [Alapolo](Alapolo), [Alate Ant](Alate%20Ant), [Amalgamite](Amalgamite), [Ammut](Ammut), [Ancient Brine Dragon](Ancient%20Brine%20Dragon), [Ancient Cloud Dragon](Ancient%20Cloud%20Dragon), [Ancient Crystal Dragon](Ancient%20Crystal%20Dragon), [Ancient Forest Dragon](Ancient%20Forest%20Dragon), [Ancient Magma Dragon](Ancient%20Magma%20Dragon), [Ancient Sea Dragon](Ancient%20Sea%20Dragon), [Ancient Sky Dragon](Ancient%20Sky%20Dragon), [Ancient Sovereign Dragon](Ancient%20Sovereign%20Dragon), [Ancient Umbral Dragon](Ancient%20Umbral%20Dragon), [Ancient Underworld Dragon](Ancient%20Underworld%20Dragon), [Android Infiltrator](Android%20Infiltrator), [Angheuvore Flesh-Gnawer](Angheuvore%20Flesh-Gnawer), [Aolaz](Aolaz), [Ararda](Ararda), [Arcane Living Rune](Arcane%20Living%20Rune), [Azmakian Effigy](Azmakian%20Effigy), [Baatamidar](Baatamidar), [Bastion Archon](Bastion%20Archon), [Bone Ship](Bone%20Ship), [Brainchild](Brainchild), [Bright Walker](Bright%20Walker), [Bugul Noz](Bugul%20Noz), [Caligni Vanguard](Caligni%20Vanguard), [Canopy Elder](Canopy%20Elder), [Carbuncle](Carbuncle), [Caustic Monitor](Caustic%20Monitor), [Child of Urgathoa](Child%20of%20Urgathoa), [Chromatic Ooze](Chromatic%20Ooze), [Chyzaedu](Chyzaedu), [Clockwork Amalgam](Clockwork%20Amalgam), [Clockwork Clock Tower](Clockwork%20Clock%20Tower), [Clockwork Door Warden](Clockwork%20Door%20Warden), [Clockwork Dragon](Clockwork%20Dragon), [Clockwork Sphinx](Clockwork%20Sphinx), [Cobblebone Swarm](Cobblebone%20Swarm), [Conqueror Worm](Conqueror%20Worm), [Contemplative Meditant](Contemplative%20Meditant), [Contemplative Mentor](Contemplative%20Mentor), [Corpselight](Corpselight), [Corrupted Relic](Corrupted%20Relic), [Cranium Preserver](Cranium%20Preserver), [Crawling Slurry](Crawling%20Slurry), [Creeping Crone](Creeping%20Crone), [Crimson Worm](Crimson%20Worm), [Crossroads Guardian](Crossroads%20Guardian), [Daelum](Daelum), [Danava Titan](Danava%20Titan), [Demilich](Demilich), [Desecrated Guardian](Desecrated%20Guardian), [Dirge Piper](Dirge%20Piper), [Dreadsong Dancer](Dreadsong%20Dancer), [Elder Sphinx](Elder%20Sphinx), [Elder Wyrmwraith](Elder%20Wyrmwraith), [Elysian Titan](Elysian%20Titan), [Etioling Blightmage](Etioling%20Blightmage), [Fluxwraith](Fluxwraith), [Formian Mageslayer](Formian%20Mageslayer), [Fortune Eater](Fortune%20Eater), [Fossil Golem](Fossil%20Golem), [Gholdako](Gholdako), [Ghoran Manipulator](Ghoran%20Manipulator), [Gliminal](Gliminal), [Gray Death](Gray%20Death), [Green Man](Green%20Man), [Grioth Cultist](Grioth%20Cultist), [Grisantian Lion](Grisantian%20Lion), [Gurgist Mauler](Gurgist%20Mauler), [Guthallath](Guthallath), [Hatred Siktempora](Hatred%20Siktempora), [Hekatonkheires Titan](Hekatonkheires%20Titan), [Horde Lich](Horde%20Lich), [Hound of Tindalos](Hound%20of%20Tindalos), [Howling Spawn](Howling%20Spawn), [Immortal Ichor](Immortal%20Ichor), [Imperfect Automaton](Imperfect%20Automaton), [Inmyeonjo](Inmyeonjo), [Iroran Mummy](Iroran%20Mummy), [Jabberwock](Jabberwock), [Jitterbone Contortionist](Jitterbone%20Contortionist), [Jotund Troll](Jotund%20Troll), [Kadlaka](Kadlaka), [Kirin](Kirin), [Krampus Celebrant](Krampus%20Celebrant), [Kuchisake-Onna](Kuchisake-Onna), [Lesser Death](Lesser%20Death), [Lich](Lich), [Lifeleecher Brawler](Lifeleecher%20Brawler), [Little Man in the Woods](Little%20Man%20in%20the%20Woods), [Loreavor](Loreavor), [Love Siktempora](Love%20Siktempora), [Maharaja](Maharaja), [Mezlan](Mezlan), [Minchgorm](Minchgorm), [Misery Siktempora](Misery%20Siktempora), [Mithral Golem](Mithral%20Golem), [Mothman](Mothman), [Mpeshi](Mpeshi), [Mummy Pharaoh](Mummy%20Pharaoh), [Munavri Spellblade](Munavri%20Spellblade), [Mutant Desert Drake](Mutant%20Desert%20Drake), [Mutant Giant Toad](Mutant%20Giant%20Toad), [Muurfeli](Muurfeli), [Myrucarx](Myrucarx), [Necrohusk](Necrohusk), [Norn](Norn), [Nosferatu Overlord](Nosferatu%20Overlord), [Oil Living Graffiti](Oil%20Living%20Graffiti), [Orochi](Orochi), [Ouroboros](Ouroboros), [Owb Prophet](Owb%20Prophet), [Pale Sovereign](Pale%20Sovereign), [Pale Stranger](Pale%20Stranger), [Peng](Peng), [Phoenix](Phoenix), [Pyronite Ooze](Pyronite%20Ooze), [Queen Sluagh](Queen%20Sluagh), [Quintessivore](Quintessivore), [Qurashith](Qurashith), [Ravener](Ravener), [Ravener Husk](Ravener%20Husk), [Ravenile](Ravenile), [Red Commander Ant](Red%20Commander%20Ant), [Red Guard Ant](Red%20Guard%20Ant), [Relictner Eroder](Relictner%20Eroder), [Remnant of Barzillai](Remnant%20of%20Barzillai), [Rhevanna](Rhevanna), [Riekanoy](Riekanoy), [Rime Sludge](Rime%20Sludge), [Rivka](Rivka), [Runecarved Lich](Runecarved%20Lich), [Sard](Sard), [Scarecophagus](Scarecophagus), [Scarlet Walker](Scarlet%20Walker), [Sceaduinar](Sceaduinar), [Shabti Redeemer](Shabti%20Redeemer), [Shadern Immolator](Shadern%20Immolator), [Shoggoth](Shoggoth), [Shoony Hierarch](Shoony%20Hierarch), [Shoony Militia Member](Shoony%20Militia%20Member), [Shoony Tiller](Shoony%20Tiller), [Shuln](Shuln), [Siabrae](Siabrae), [Simurgh](Simurgh), [Slana](Slana), [Slithering Pit](Slithering%20Pit), [Smog Giant](Smog%20Giant), [Solar](Solar), [Sorcerous Skull Swarm](Sorcerous%20Skull%20Swarm), [Spawn Of Kothogaz](Spawn%20Of%20Kothogaz), [Spirit Turtle](Spirit%20Turtle), [Spiritbound Aluum](Spiritbound%20Aluum), [Spring-Heeled Jack](Spring-Heeled%20Jack), [Stheno Harpist](Stheno%20Harpist), [Strigoi Progenitor](Strigoi%20Progenitor), [Summer Hora](Summer%20Hora), [Summer Hora Queen](Summer%20Hora%20Queen), [Ta'apundo](Ta'apundo), [Tanglebones](Tanglebones), [Terotricus](Terotricus), [Thanatotic Titan](Thanatotic%20Titan), [Thrasfyr](Thrasfyr), [Tidehawk](Tidehawk), [Tolokand](Tolokand), [Toshigami](Toshigami), [Trapjaw Tangle](Trapjaw%20Tangle), [Triumph Siktempora](Triumph%20Siktempora), [Ulgrem-Lurann](Ulgrem-Lurann), [Vazgorlu](Vazgorlu), [Veiled Master](Veiled%20Master), [Vilderavn](Vilderavn), [Virulak Necromancer](Virulak%20Necromancer), [Vishkanya Infiltrator](Vishkanya%20Infiltrator), [Vitalia](Vitalia), [Void Zombie](Void%20Zombie), [Voidglutton](Voidglutton), [Water Orm](Water%20Orm), [Wereant Disciple](Wereant%20Disciple), [Wereant Poisoner](Wereant%20Poisoner), [Wight Commander](Wight%20Commander), [Wyrmwraith](Wyrmwraith), [Wyrwood Sneak](Wyrwood%20Sneak), [Xiuh Couatl](Xiuh%20Couatl), [Xotanispawn](Xotanispawn), [Xulgath Thoughtmaw](Xulgath%20Thoughtmaw), [Yeast Ooze](Yeast%20Ooze), [Yithian](Yithian), [Zinba](Zinba), [Zuipnyrn](Zuipnyrn)
-
-### Rituals
-[Asmodean Wager](../Spells_Rituals/Rituals/Level%206/Asmodean%20Wager.md), [Awaken Portal](../Spells_Rituals/Rituals/Level%203/Awaken%20Portal.md), [Bathe in Blood](../Spells_Rituals/Rituals/Level%208/Bathe%20in%20Blood.md), [Blunt the Final Blade](../Spells_Rituals/Rituals/Level%209/Blunt%20the%20Final%20Blade.md), [Clone](../Spells_Rituals/Rituals/Level%209/Clone.md), [Community Repair](../Spells_Rituals/Rituals/Level%204/Community%20Repair.md), [Construct Mindscape](../Spells_Rituals/Rituals/Level%205/Construct%20Mindscape.md), [Create Demiplane](../Spells_Rituals/Rituals/Level%208/Create%20Demiplane.md), [Empower Ley Line](../Spells_Rituals/Rituals/Level%207/Empower%20Ley%20Line.md), [Establish Nexus](../Spells_Rituals/Rituals/Level%205/Establish%20Nexus.md), [Extract Brain](../Spells_Rituals/Rituals/Level%204/Extract%20Brain.md), [Fantastic Facade](../Spells_Rituals/Rituals/Level%209/Fantastic%20Facade.md), [Fey Abeyance](../Spells_Rituals/Rituals/Level%201/Fey%20Abeyance.md), [Form of the Sandpoint Devil](../Spells_Rituals/Rituals/Level%206/Form%20of%20the%20Sandpoint%20Devil.md), [Mind Swap](../Spells_Rituals/Rituals/Level%205/Mind%20Swap.md), [Mosquito Blight](../Spells_Rituals/Rituals/Level%205/Mosquito%20Blight.md), [Mother's Blessing](../Spells_Rituals/Rituals/Level%205/Mother's%20Blessing.md), [Ravenous Reanimation](../Spells_Rituals/Rituals/Level%207/Ravenous%20Reanimation.md), [Recall Past Life](../Spells_Rituals/Rituals/Level%204/Recall%20Past%20Life.md), [Rite of the Red Star](../Spells_Rituals/Rituals/Level%208/Rite%20of%20the%20Red%20Star.md), [Simulacrum](../Spells_Rituals/Rituals/Level%204/Simulacrum.md), [Statuette](../Spells_Rituals/Rituals/Level%206/Statuette.md), [Tattoo Whispers](../Spells_Rituals/Rituals/Level%203/Tattoo%20Whispers.md), [Waters of Prediction](../Spells_Rituals/Rituals/Level%205/Waters%20of%20Prediction.md), [Word of Recall](../Spells_Rituals/Rituals/Level%207/Word%20of%20Recall.md)
-
-### Spells
-[All is One, One is All](../Spells_Rituals/Arcane_Tradition/Level%208/All%20is%20One,%20One%20is%20All.md), [Antimagic Field](../Spells_Rituals/Arcane_Tradition/Level%208/Antimagic%20Field.md), [Aromatic Lure](../Spells_Rituals/Arcane_Tradition/Level%204/Aromatic%20Lure.md), [Catch Your Name](../Spells_Rituals/Arcane_Tradition/Level%206/Catch%20Your%20Name.md), [Compel True Name](../Spells_Rituals/Arcane_Tradition/Level%204/Compel%20True%20Name.md), [Detect Creator](../Spells_Rituals/Arcane_Tradition/Level%204/Detect%20Creator.md), [Dinosaur Fort](../Spells_Rituals/Arcane_Tradition/Level%2010/Dinosaur%20Fort.md), [Divinity Leech](../Spells_Rituals/Arcane_Tradition/Level%209/Divinity%20Leech.md), [Forgotten Lines](../Spells_Rituals/Arcane_Tradition/Level%204/Forgotten%20Lines.md), [Halcyon Infusion](../Spells_Rituals/Arcane_Tradition/Level%206/Halcyon%20Infusion.md), [Hypnopompic Terrors](../Spells_Rituals/Arcane_Tradition/Level%208/Hypnopompic%20Terrors.md), [Incendiary Fog](../Spells_Rituals/Arcane_Tradition/Level%205/Incendiary%20Fog.md), [Internal Insurrection](../Spells_Rituals/Arcane_Tradition/Level%204/Internal%20Insurrection.md), [Invoke True Name](../Spells_Rituals/Arcane_Tradition/Cantrips/Invoke%20True%20Name.md), [Lure Dream](../Spells_Rituals/Arcane_Tradition/Level%206/Lure%20Dream.md), [Prismatic Shield](../Spells_Rituals/Arcane_Tradition/Level%209/Prismatic%20Shield.md), [Rebounding Barrier](../Spells_Rituals/Arcane_Tradition/Level%204/Rebounding%20Barrier.md), [Return to Essence](../Spells_Rituals/Arcane_Tradition/Level%207/Return%20to%20Essence.md), [Summon Irii](../Spells_Rituals/Arcane_Tradition/Level%208/Summon%20Irii.md), [Summon Kaiju](../Spells_Rituals/Arcane_Tradition/Level%2010/Summon%20Kaiju.md), [Temporal Ward](../Spells_Rituals/Arcane_Tradition/Level%206/Temporal%20Ward.md), [Worm's Repast](../Spells_Rituals/Arcane_Tradition/Level%202/Worm's%20Repast.md)
-
-### Vehicles
-[Airship](Airship), [Ambling Surveyor](Ambling%20Surveyor), [Battery Tower](Battery%20Tower), [Cauldron of Flying](Cauldron%20of%20Flying), [Clockwork Borer](Clockwork%20Borer), [Clockwork Bumblebee](Clockwork%20Bumblebee), [Clockwork Castle](Clockwork%20Castle), [Helepolis](Helepolis), [Hillcross Glider](Hillcross%20Glider), [Mobile Inn](Mobile%20Inn), [Speedster](Speedster), [Steam Cart](Steam%20Cart), [Steam Giant](Steam%20Giant), [Steam Trolley](Steam%20Trolley), [Titanic Stomper](Titanic%20Stomper)
-
-### Weapons
-[Clockwork Macuahuitl](Clockwork%20Macuahuitl), [Shobhad Longrifle](Shobhad%20Longrifle)
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-# 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.
-
----
-
-### Monk Unarmed Attacks
-[Shadow Grasp](Shadow%20Grasp), [Stinging Lash](Stinging%20Lash)
-
-### Weapons
-[Asp Coil](Asp%20Coil), [Bladed Scarf](Bladed%20Scarf), [Bo Staff](Bo%20Staff), [Boarding Pike](Boarding%20Pike), [Elven Branched Spear](Elven%20Branched%20Spear), [Fauchard](Fauchard), [Gill Hook](Gill%20Hook), [Glaive](Glaive), [Gnome Flickmace](Gnome%20Flickmace), [Guisarme](Guisarme), [Halberd](Halberd), [Horsechopper](Horsechopper), [Injection Spear](Injection%20Spear), [Kusarigama](Kusarigama), [Lance](Lance), [Longspear](Longspear), [Meteor Hammer](Meteor%20Hammer), [Naginata](Naginata), [Pantograph Gauntlet](Pantograph%20Gauntlet), [Ranseur](Ranseur), [Scorpion Whip](Scorpion%20Whip), [Whip](Whip), [Whip Claw](Whip%20Claw)
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-# Revelation
-#pf2e/trait
-*Source* Core Rulebook pg. 635 3.0
-
-Effects with this trait see things as they truly are.
-
----
-
-### Equipment
-[Ethersight Ring](Ethersight%20Ring)
-
-### Feats
-[True Perception](True%20Perception)
-
-### Focus Spells
-[Glimpse the Truth](../Spells_Rituals/Focus%20Spells/Level%204/Glimpse%20the%20Truth.md), [Light of Revelation](../Spells_Rituals/Focus%20Spells/Level%202/Light%20of%20Revelation.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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-# 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.
-
----
-
-### Actions
-[Share Senses](Share%20Senses)
-
-### Equipment
-[Calamity Glass](Calamity%20Glass), [Crystal Ball](../Items/Held%20Items/Crystal%20Ball.md), [Earthsight Box](Earthsight%20Box), [Hag Eye](../Items/Worn%20Items/Other%20Worn%20Items/Hag%20Eye.md), [Recording Rod](Recording%20Rod), [Shortbread Spy](Shortbread%20Spy)
-
-### Focus Spells
-[Omnidirectional Scan](../Spells_Rituals/Focus%20Spells/Cantrips/Omnidirectional%20Scan.md), [Pulse of the City](../Spells_Rituals/Focus%20Spells/Level%204/Pulse%20of%20the%20City.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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-
-# Secret
-#pf2e/trait
-*Source* Core Rulebook pg. 636
-
-The GM rolls the check for this ability in secret.
-
----
-
-### Actions
-[Bribe Contact](../Activities/Bribe%20Contact.md), [Conceal an Object](../Rules/Actions/Conceal%20an%20Object.md), [Create Forgery](../Activities/Create%20Forgery.md), [Decipher Writing](../Activities/Decipher%20Writing.md), [Discover](Discover), [Forge Documents](../Activities/Forge%20Documents.md), [Gather Information](../Rules/Actions/Gather%20Information.md), [Gossip](../Activities/Gossip.md), [Hide](../Rules/Actions/Hide.md), [Identify Alchemy](Identify%20Alchemy), [Identify Magic](../Rules/Actions/Identify%20Magic.md), [Impersonate](../Rules/Actions/Impersonate.md), [Learn Name](../Activities/Learn%20Name.md), [Lie](../Rules/Actions/Lie.md), [Recall Knowledge](../Rules/Actions/Recall%20Knowledge.md), [Scout Location](../Activities/Scout%20Location.md), [Seek](../Rules/Actions/Seek.md), [Sense Direction](Sense%20Direction), [Sense Motive](../Rules/Actions/Sense%20Motive.md), [Sneak](../Rules/Actions/Sneak.md)
-
-### Feats
-[Aura Sight](Aura%20Sight), [Battle Assessment](Battle%20Assessment), [Biographical Eye](Biographical%20Eye), [Combat Reading](Combat%20Reading), [Connect the Dots](Connect%20the%20Dots), [Consult the Spirits](Consult%20the%20Spirits), [Educated Assessment](Educated%20Assessment), [Glean Lore](Glean%20Lore), [Preventative Treatment](Preventative%20Treatment), [Recognize Spell](Recognize%20Spell), [Sense Alignment](Sense%20Alignment), [Sow Rumor](Sow%20Rumor), [Spirit Speaker](Spirit%20Speaker)
-
-### Languages
-[Druidic](Druidic)
-
-### Skills
-[Conceal an Object](../Rules/Actions/Conceal%20an%20Object.md), [Create Forgery](../Activities/Create%20Forgery.md), [Gather Information](../Rules/Actions/Gather%20Information.md), [Hide](../Rules/Actions/Hide.md), [Identify Alchemy](Identify%20Alchemy), [Impersonate](../Rules/Actions/Impersonate.md), [Lie](../Rules/Actions/Lie.md), [Sense Direction](Sense%20Direction), [Sneak](../Rules/Actions/Sneak.md)
-
-### Skills (General)
-[Decipher Writing](../Activities/Decipher%20Writing.md), [Identify Magic](../Rules/Actions/Identify%20Magic.md), [Recall Knowledge](../Rules/Actions/Recall%20Knowledge.md)
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diff --git a/content/Mechanics/Traits/Shadow.md b/content/Mechanics/Traits/Shadow.md
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-# 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.
-
----
-
-### Equipment
-[Gloaming Shard](Gloaming%20Shard)
-
-### Feats
-[Clever Shadow](Clever%20Shadow), [Hefting Shadow](Hefting%20Shadow), [Sculpt Shadows](Sculpt%20Shadows), [Shadow Blending](Shadow%20Blending), [Shadow Spell](Shadow%20Spell)
-
-### Focus Spells
-[Clinging Shadows Stance](../Spells_Rituals/Focus%20Spells/Level%204/Clinging%20Shadows%20Stance.md), [Cloak of Shadow](../Spells_Rituals/Focus%20Spells/Level%201/Cloak%20of%20Shadow.md), [Consuming Darkness](../Spells_Rituals/Focus%20Spells/Level%205/Consuming%20Darkness.md), [Darklight](../Spells_Rituals/Focus%20Spells/Level%207/Darklight.md), [Inscrutable Mask](../Spells_Rituals/Focus%20Spells/Level%203/Inscrutable%20Mask.md), [Malicious Shadow](../Spells_Rituals/Focus%20Spells/Level%203/Malicious%20Shadow.md), [Shadow Illusion](../Spells_Rituals/Focus%20Spells/Level%206/Shadow%20Illusion.md), [Shadow Jump](../Spells_Rituals/Focus%20Spells/Level%205/Shadow%20Jump.md), [Steal Shadow](../Spells_Rituals/Focus%20Spells/Level%203/Steal%20Shadow.md)
-
-### Monsters
-[Adult Umbral Dragon](Adult%20Umbral%20Dragon), [Alapolo](Alapolo), [Ancient Umbral Dragon](Ancient%20Umbral%20Dragon), [Betobeto-San](Betobeto-San), [D'ziriak](D'ziriak), [Fetchling Scout](Fetchling%20Scout), [Namorrodor](Namorrodor), [Nasurgeth](Nasurgeth), [Owb](Owb), [Owb Prophet](Owb%20Prophet), [Shadow Drake](Shadow%20Drake), [Shadow Giant](Shadow%20Giant), [Shadow Yai](Shadow%20Yai), [Shae](Shae), [Skull Fairy](Skull%20Fairy), [Strigoi Progenitor](Strigoi%20Progenitor), [Sykever](Sykever), [Urveth](Urveth), [Vanyver](Vanyver), [Wayang Whisperblade](Wayang%20Whisperblade), [Young Umbral Dragon](Young%20Umbral%20Dragon)
-
-### Planes
-[Shadow Plane](Shadow%20Plane)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
\ No newline at end of file
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diff --git a/content/Mechanics/Traits/Shove.md b/content/Mechanics/Traits/Shove.md
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-# Shove
-*Source* Core Rulebook pg. 283 3.0
-
-You can use this weapon to [1 TTRPG/PF2e Wiki/Traits/Shove](1%20TTRPG/PF2e%20Wiki/Traits/Shove) with the 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 check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
-
----
-
-### Weapons
-[Battle Lute](Battle%20Lute), [Boarding Pike](Boarding%20Pike), [Butchering Axe](Butchering%20Axe), [Fighting Stick](Fighting%20Stick), [Greatclub](Greatclub), [Hammer Gun](Hammer%20Gun), [Khakkara](Khakkara), [Light Mace](Light%20Mace), [Mace](Mace), [Mace Multipistol](Mace%20Multipistol), [Maul](Maul), [Pantograph Gauntlet](Pantograph%20Gauntlet), [Rungu](Rungu), [War Lance](War%20Lance), [Warhammer](Warhammer)
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diff --git a/content/Mechanics/Traits/Sleep.md b/content/Mechanics/Traits/Sleep.md
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-# Sleep
-*Source* Core Rulebook pg. 636 3.0
-
-This effect can cause a creature to fall asleep or get drowsy.
-
----
-
-### Curses
-[Curse of Slumber](Curse%20of%20Slumber)
-
-### Equipment
-[Dreaming Round](Dreaming%20Round), [Lethargy Poison](Lethargy%20Poison), [Mirror of Sleeping Vigil](Mirror%20of%20Sleeping%20Vigil), [Sleep Arrow](Sleep%20Arrow), [Slumber Wine](Slumber%20Wine), [Stupor Poison](Stupor%20Poison)
-
-### Focus Spells
-[Sweet Dream](../Spells_Rituals/Focus%20Spells/Level%201/Sweet%20Dream.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
\ No newline at end of file
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diff --git a/content/Mechanics/Traits/Sonic.md b/content/Mechanics/Traits/Sonic.md
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-# 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.
-
-This is different from an [Auditory](Auditory.md) spell, which is effective only if the target can hear it. A sonic effect might deal sonic damage. A creature with this trait has a magical connection to powerful sound.
-
----
-
-### Equipment
-[Horn of Blasting](Horn%20of%20Blasting), [Popdust](Popdust), [Resonating Ammunition](Resonating%20Ammunition), [Sonic Tuning Mace](Sonic%20Tuning%20Mace), [Thundering](../Items/Runes/Weapon%20Property%20Runes/Thundering.md), [Thunderstone](Thunderstone), [Wand of Thundering Echoes](Wand%20of%20Thundering%20Echoes)
-
-### Feats
-[Cross the Final Horizon](Cross%20the%20Final%20Horizon), [Discordant Voice](Discordant%20Voice), [Heaven's Thunder](Heaven's%20Thunder), [Spirit's Anguish](Spirit's%20Anguish), [Thunder Clap](Thunder%20Clap)
-
-### Focus Spells
-[Cry of Destruction](../Spells_Rituals/Focus%20Spells/Level%201/Cry%20of%20Destruction.md), [Pied Piping](../Spells_Rituals/Focus%20Spells/Level%2010/Pied%20Piping.md), [Thunderburst](../Spells_Rituals/Focus%20Spells/Level%203/Thunderburst.md), [Thunderous Strike](../Spells_Rituals/Focus%20Spells/Level%201/Thunderous%20Strike.md), [Victory Cry](../Spells_Rituals/Focus%20Spells/Level%201/Victory%20Cry.md)
-
-### Hazards
-[Phantom Bells](Phantom%20Bells), [Shattering Rune](Shattering%20Rune)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
\ No newline at end of file
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diff --git a/content/Mechanics/Traits/Sorcerer.md b/content/Mechanics/Traits/Sorcerer.md
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-# Sorcerer
-*Source* Core Rulebook pg. 636 3.0
-
-This indicates abilities from the sorcerer class.
-
----
-
-### Feats
-[Advanced Bloodline](Advanced%20Bloodline), [Ancestral Blood Magic](Ancestral%20Blood%20Magic), [Ancestral Mage](Ancestral%20Mage), [Anoint Ally](Anoint%20Ally), [Arcane Evolution](Arcane%20Evolution), [Bespell Weapon](Bespell%20Weapon), [Blessed Blood](Blessed%20Blood), [Blood Component Substitution](Blood%20Component%20Substitution), [Bloodline Conduit](Bloodline%20Conduit), [Bloodline Focus](Bloodline%20Focus), [Bloodline Metamorphosis](Bloodline%20Metamorphosis), [Bloodline Mutation](Bloodline%20Mutation), [Bloodline Perfection](Bloodline%20Perfection), [Bloodline Resistance](Bloodline%20Resistance), [Bloodline Wellspring](Bloodline%20Wellspring), [Cantrip Expansion](Cantrip%20Expansion), [Consecrate Spell](Consecrate%20Spell), [Consume Spell](Consume%20Spell), [Counterspell](Counterspell), [Crossblooded Evolution](Crossblooded%20Evolution), [Dangerous Sorcery](Dangerous%20Sorcery), [Detonating Spell](Detonating%20Spell), [Diverting Vortex](Diverting%20Vortex), [Divine Emissary](Divine%20Emissary), [Divine Evolution](Divine%20Evolution), [Echoing Spell](Echoing%20Spell), [Effortless Concentration](Effortless%20Concentration), [Elaborate Flourish](Elaborate%20Flourish), [Energetic Resonance](Energetic%20Resonance), [Energy Fusion](Energy%20Fusion), [Energy Ward](Energy%20Ward), [Enhanced Familiar](Enhanced%20Familiar), [Entreat with Forebears](Entreat%20with%20Forebears), [Familiar](Familiar), [Greater Bloodline](Greater%20Bloodline), [Greater Crossblooded Evolution](Greater%20Crossblooded%20Evolution), [Greater Mental Evolution](Greater%20Mental%20Evolution), [Greater Physical Evolution](Greater%20Physical%20Evolution), [Greater Spiritual Evolution](Greater%20Spiritual%20Evolution), [Greater Vital Evolution](Greater%20Vital%20Evolution), [Interweave Dispel](Interweave%20Dispel), [Irezoko Tattoo](Irezoko%20Tattoo), [Magic Sense](Magic%20Sense), [Metamagic Mastery](Metamagic%20Mastery), [Occult Evolution](Occult%20Evolution), [Overwhelming Energy](Overwhelming%20Energy), [Primal Evolution](Primal%20Evolution), [Purifying Breeze](Purifying%20Breeze), [Quickened Casting](Quickened%20Casting), [Reach Spell](Reach%20Spell), [Reflect Spell](Reflect%20Spell), [Ruby Resurrection](Ruby%20Resurrection), [Safeguarded Spell](Safeguarded%20Spell), [Scintillating Spell](Scintillating%20Spell), [Shared Sight](Shared%20Sight), [Signature Spell Expansion](Signature%20Spell%20Expansion), [Soulsight](Soulsight), [Spell Relay](Spell%20Relay), [Spell Shroud](Spell%20Shroud), [Split Shot](Split%20Shot), [Steady Spellcasting](Steady%20Spellcasting), [Tenacious Blood Magic](Tenacious%20Blood%20Magic), [Terraforming Spell](Terraforming%20Spell), [Widen Spell](Widen%20Spell)
-
-### Focus Spells
-[Aberrant Whispers](../Spells_Rituals/Focus%20Spells/Level%203/Aberrant%20Whispers.md), [Abyssal Wrath](../Spells_Rituals/Focus%20Spells/Level%205/Abyssal%20Wrath.md), [Ancestral Memories](../Spells_Rituals/Focus%20Spells/Level%201/Ancestral%20Memories.md), [Angelic Halo](../Spells_Rituals/Focus%20Spells/Level%201/Angelic%20Halo.md), [Angelic Wings](../Spells_Rituals/Focus%20Spells/Level%203/Angelic%20Wings.md), [Arcane Countermeasure](../Spells_Rituals/Focus%20Spells/Level%205/Arcane%20Countermeasure.md), [Blinding Beauty](../Spells_Rituals/Focus%20Spells/Level%203/Blinding%20Beauty.md), [Celestial Brand](../Spells_Rituals/Focus%20Spells/Level%205/Celestial%20Brand.md), [Cleansing Flames](../Spells_Rituals/Focus%20Spells/Level%205/Cleansing%20Flames.md), [Consuming Darkness](../Spells_Rituals/Focus%20Spells/Level%205/Consuming%20Darkness.md), [Diabolic Edict](../Spells_Rituals/Focus%20Spells/Level%201/Diabolic%20Edict.md), [Dim the Light](../Spells_Rituals/Focus%20Spells/Level%201/Dim%20the%20Light.md), [Dragon Breath](../Spells_Rituals/Focus%20Spells/Level%203/Dragon%20Breath.md), [Dragon Claws](../Spells_Rituals/Focus%20Spells/Level%201/Dragon%20Claws.md), [Dragon Wings](../Spells_Rituals/Focus%20Spells/Level%205/Dragon%20Wings.md), [Drain Life](../Spells_Rituals/Focus%20Spells/Level%203/Drain%20Life.md), [Elemental Blast](../Spells_Rituals/Focus%20Spells/Level%205/Elemental%20Blast.md), [Elemental Motion](../Spells_Rituals/Focus%20Spells/Level%203/Elemental%20Motion.md), [Elemental Toss](../Spells_Rituals/Focus%20Spells/Level%201/Elemental%20Toss.md), [Embrace the Pit](../Spells_Rituals/Focus%20Spells/Level%203/Embrace%20the%20Pit.md), [Establish Ward](../Spells_Rituals/Focus%20Spells/Level%205/Establish%20Ward.md), [Extend Spell](../Spells_Rituals/Focus%20Spells/Level%203/Extend%20Spell.md), [Faerie Dust](../Spells_Rituals/Focus%20Spells/Level%201/Faerie%20Dust.md), [Fey Disappearance](../Spells_Rituals/Focus%20Spells/Level%203/Fey%20Disappearance.md), [Fey Glamour](../Spells_Rituals/Focus%20Spells/Level%205/Fey%20Glamour.md), [Genie's Veil](../Spells_Rituals/Focus%20Spells/Level%201/Genie's%20Veil.md), [Glutton's Jaw](../Spells_Rituals/Focus%20Spells/Level%201/Glutton's%20Jaw.md), [Grasping Grave](../Spells_Rituals/Focus%20Spells/Level%205/Grasping%20Grave.md), [Heart's Desire](../Spells_Rituals/Focus%20Spells/Level%203/Heart's%20Desire.md), [Hellfire Plume](../Spells_Rituals/Focus%20Spells/Level%205/Hellfire%20Plume.md), [Horrific Visage](../Spells_Rituals/Focus%20Spells/Level%203/Horrific%20Visage.md), [Jealous Hex](../Spells_Rituals/Focus%20Spells/Level%201/Jealous%20Hex.md), [Nymph's Token](../Spells_Rituals/Focus%20Spells/Level%201/Nymph's%20Token.md), [Rejuvenating Flames](../Spells_Rituals/Focus%20Spells/Level%201/Rejuvenating%20Flames.md), [Sepulchral Mask](../Spells_Rituals/Focus%20Spells/Level%201/Sepulchral%20Mask.md), [Shepherd of Souls](../Spells_Rituals/Focus%20Spells/Level%205/Shepherd%20of%20Souls.md), [Shroud of Flame](../Spells_Rituals/Focus%20Spells/Level%203/Shroud%20of%20Flame.md), [Spirit Veil](../Spells_Rituals/Focus%20Spells/Level%203/Spirit%20Veil.md), [Steal Shadow](../Spells_Rituals/Focus%20Spells/Level%203/Steal%20Shadow.md), [Swamp of Sloth](../Spells_Rituals/Focus%20Spells/Level%203/Swamp%20of%20Sloth.md), [Tentacular Limbs](../Spells_Rituals/Focus%20Spells/Level%201/Tentacular%20Limbs.md), [Undeath's Blessing](../Spells_Rituals/Focus%20Spells/Level%201/Undeath's%20Blessing.md), [Unusual Anatomy](../Spells_Rituals/Focus%20Spells/Level%205/Unusual%20Anatomy.md), [Wish-Twisted Form](../Spells_Rituals/Focus%20Spells/Level%205/Wish-Twisted%20Form.md), [You're Mine](../Spells_Rituals/Focus%20Spells/Level%205/You're%20Mine.md)
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-# 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.
-
----
-
-### Monsters
-[Abandoned Zealot](Abandoned%20Zealot), [Banshee](../../../../../60-Wyrmscriber/Gamemaster/Mechanics/Bestiary/Undead/Skeleton-Army/Banshee.md), [Betobeto-San](Betobeto-San), [Binumir](Binumir), [Bright Walker](Bright%20Walker), [Charghar](Charghar), [Corrupted Relic](Corrupted%20Relic), [Cunning Guide](Cunning%20Guide), [Death Coach](Death%20Coach), [Dybbuk](Dybbuk), [Feathered Bear](Feathered%20Bear), [Fluxwraith](Fluxwraith), [Fortune Eater](Fortune%20Eater), [Ghost Commoner](Ghost%20Commoner), [Ghost Mage](Ghost%20Mage), [Ghost Pirate Captain](Ghost%20Pirate%20Captain), [Gliminal](Gliminal), [Grappling Spirit](Grappling%20Spirit), [Gray Death](Gray%20Death), [Hantu Belian](Hantu%20Belian), [Hantu Denai](Hantu%20Denai), [Hungry Ghost](Hungry%20Ghost), [Kodama](Kodama), [Last Guard](Last%20Guard), [Llorona](Llorona), [Muse Phantom](Muse%20Phantom), [Nemhaith](Nemhaith), [Nightmarchers](Nightmarchers), [Phantom Beast](Phantom%20Beast), [Phantom Knight](Phantom%20Knight), [Polong](Polong), [Poltergeist](Poltergeist), [Screaming Sulfur](Screaming%20Sulfur), [Seething Spirit](Seething%20Spirit), [Shikigami](Shikigami), [Sié Goluo](Sié%20Goluo), [Spectral Devil](Spectral%20Devil), [Toshigami](Toshigami), [Waldgeist](Waldgeist), [Witchfire](Witchfire), [Zuishin](Zuishin)
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-# 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.
-
----
-
-### Actions
-[Arcane Cascade](Arcane%20Cascade)
-
-### Feats
-[Buckler Dance](Buckler%20Dance), [Cobra Stance](Cobra%20Stance), [Crane Stance](Crane%20Stance), [Disarming Stance](Disarming%20Stance), [Disruptive Stance](Disruptive%20Stance), [Dragon Stance](Dragon%20Stance), [Dread Marshal Stance](Dread%20Marshal%20Stance), [Dueling Dance (Fighter)](Dueling%20Dance%20(Fighter)), [Dueling Dance (Swashbuckler)](Dueling%20Dance%20(Swashbuckler)), [Everstand Stance](Everstand%20Stance), [Fane's Fourberie](Fane's%20Fourberie), [Gorilla Stance](Gorilla%20Stance), [Graceful Poise](Graceful%20Poise), [Impassable Wall Stance](Impassable%20Wall%20Stance), [Inspiring Marshal Stance](Inspiring%20Marshal%20Stance), [Ironblood Stance](Ironblood%20Stance), [Jellyfish Stance](Jellyfish%20Stance), [Lunging Stance](Lunging%20Stance), [Mobile Shot Stance](Mobile%20Shot%20Stance), [Monastic Archer Stance](Monastic%20Archer%20Stance), [Mountain Stance](Mountain%20Stance), [Multishot Stance](Multishot%20Stance), [Paragon's Guard](Paragon's%20Guard), [Peafowl Stance](Peafowl%20Stance), [Point-Blank Shot](Point-Blank%20Shot), [Powder Punch Stance](Powder%20Punch%20Stance), [Push Back the Dead!](Push%20Back%20the%20Dead!), [Rain of Embers Stance](Rain%20of%20Embers%20Stance), [Reflective Ripple Stance](Reflective%20Ripple%20Stance), [Ricochet Stance (Fighter)](Ricochet%20Stance%20(Fighter)), [Ricochet Stance (Rogue)](Ricochet%20Stance%20(Rogue)), [Rough Terrain Stance](Rough%20Terrain%20Stance), [Shooting Stars Stance](Shooting%20Stars%20Stance), [Six Pillars Stance](Six%20Pillars%20Stance), [Sky and Heaven Stance](Sky%20and%20Heaven%20Stance), [Stoked Flame Stance](Stoked%20Flame%20Stance), [Stumbling Stance](Stumbling%20Stance), [Tangled Forest Stance](Tangled%20Forest%20Stance), [Tiger Stance](Tiger%20Stance), [Twinned Defense (Fighter)](Twinned%20Defense%20(Fighter)), [Twinned Defense (Swashbuckler)](Twinned%20Defense%20(Swashbuckler)), [Vitality-Manipulating Stance](Vitality-Manipulating%20Stance), [Whirling Blade Stance](Whirling%20Blade%20Stance), [Whirlwind Stance](Whirlwind%20Stance), [Wolf Stance](Wolf%20Stance)
-
-### Focus Spells
-[Clinging Shadows Stance](../Spells_Rituals/Focus%20Spells/Level%204/Clinging%20Shadows%20Stance.md), [Wild Winds Stance](../Spells_Rituals/Focus%20Spells/Level%204/Wild%20Winds%20Stance.md)
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-#pf2e/trait
-# Summoned
-**Source.** Core Rulebook pg. 637
-
-A creature called by a spell or effect gains the summoned trait. A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost. It has the minion trait. If it tries to Cast a Spell of equal or higher level than the spell that summoned it, it overpowers the summoning magic, causing its own spell to fail and the summon spell to end. Otherwise, the summoned creature uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its ability. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands.
-
-Immediately when you finish Casting the Spell, the summoned creature uses its 2 actions for that turn. A spawn or other creature generated from a summoned creature returns to its unaltered state (usually a corpse in the case of spawn) once the summoned creature is gone. If it's unclear what this state would be, the GM decides. Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends.
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-# Summoner
-#pf2e/trait
-*Source* Secrets of Magic pg. 254 1.1
-
-This indicates abilities from the summoner class.
-
----
-
-### Actions
-[Act Together](Act%20Together), [Manifest Eidolon](../Rules/Actions/Manifest%20Eidolon.md), [Share Senses](Share%20Senses)
-
-### Feats
-[Advanced Weaponry](Advanced%20Weaponry), [Airborne Form](Airborne%20Form), [Alacritous Action](Alacritous%20Action), [Amphibious Form](Amphibious%20Form), [Blood Frenzy](Blood%20Frenzy), [Bloodletting Claws](Bloodletting%20Claws), [Boost Summons](Boost%20Summons), [Burrowing Form](Burrowing%20Form), [Constricting Hold](Constricting%20Hold), [Defend Summoner](Defend%20Summoner), [Dual Energy Heart](Dual%20Energy%20Heart), [Dual Studies](Dual%20Studies), [Effortless Concentration](Effortless%20Concentration), [Eidolon's Opportunity](Eidolon's%20Opportunity), [1 TTRPG/PF2e Wiki/Feats/General/Eidolon's Wrath](1%20TTRPG/PF2e%20Wiki/Feats/General/Eidolon's%20Wrath), [Energy Heart](Energy%20Heart), [Energy Resistance](Energy%20Resistance), [Eternal Boost](Eternal%20Boost), [Ever-Vigilant Senses](../Feats/General/Ever-Vigilant%20Senses.md), [Expanded Senses](Expanded%20Senses), [Extend Boost](../Spells_Rituals/Focus%20Spells/Level%201/Extend%20Boost.md), [Flexible Transmogrification](Flexible%20Transmogrification), [Glider Form](Glider%20Form), [Grasping Limbs](Grasping%20Limbs), [Hulking Size](Hulking%20Size), [Irezoko Tattoo](Irezoko%20Tattoo), [Legendary Summoner](Legendary%20Summoner), [Lifelink Surge](../Spells_Rituals/Focus%20Spells/Level%202/Lifelink%20Surge.md), [Link Focus](Link%20Focus), [Link Wellspring](Link%20Wellspring), [Magical Adept](../Feats/General/Magical%20Adept.md), [Magical Master](Magical%20Master), [Magical Understudy](../Feats/General/Magical%20Understudy.md), [Master Summoner](Master%20Summoner), [Meld into Eidolon](Meld%20into%20Eidolon), [Merciless Rend](Merciless%20Rend), [Miniaturize](Miniaturize), [Ostentatious Arrival](Ostentatious%20Arrival), [Phase Out](Phase%20Out), [Protective Bond](Protective%20Bond), [Pushing Attack](Pushing%20Attack), [Ranged Combatant](Ranged%20Combatant), [Reactive Dismissal](Reactive%20Dismissal), [Reinforce Eidolon](../Spells_Rituals/Focus%20Spells/Cantrips/Reinforce%20Eidolon.md), [Resilient Shell](Resilient%20Shell), [Share Eidolon Magic](Share%20Eidolon%20Magic), [Shrink Down](Shrink%20Down), [Skilled Partner](Skilled%20Partner), [Spell-Repelling Form](Spell-Repelling%20Form), [Steed Form](Steed%20Form), [Summoner's Call](Summoner's%20Call), [Tandem Movement](Tandem%20Movement), [Tandem Strike](Tandem%20Strike), [Towering Size](Towering%20Size), [Trample](Trample), [Transpose](Transpose), [True Transmogrification](True%20Transmogrification), [Twin Eidolon](Twin%20Eidolon), [Unfetter Eidolon](../Spells_Rituals/Focus%20Spells/Level%201/Unfetter%20Eidolon.md), [Vibration Sense](Vibration%20Sense), [Weighty Impact](Weighty%20Impact)
-
-### Focus Spells
-[Boost Eidolon](../Spells_Rituals/Focus%20Spells/Cantrips/Boost%20Eidolon.md), [1 TTRPG/PF2e Wiki/Feats/General/Eidolon's Wrath](1%20TTRPG/PF2e%20Wiki/Feats/General/Eidolon's%20Wrath), [Evolution Surge](../Spells_Rituals/Focus%20Spells/Level%201/Evolution%20Surge.md), [Extend Boost](../Spells_Rituals/Focus%20Spells/Level%201/Extend%20Boost.md), [Lifelink Surge](../Spells_Rituals/Focus%20Spells/Level%202/Lifelink%20Surge.md), [Reinforce Eidolon](../Spells_Rituals/Focus%20Spells/Cantrips/Reinforce%20Eidolon.md), [Unfetter Eidolon](../Spells_Rituals/Focus%20Spells/Level%201/Unfetter%20Eidolon.md)
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-# 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.
-
----
-
-### Actions
-[Manifest Eidolon](../Rules/Actions/Manifest%20Eidolon.md), [Recall Ammunition](Recall%20Ammunition)
-
-### Equipment
-[Bonmuan Swapping Stone](Bonmuan%20Swapping%20Stone), [Compass of Transpositional Awareness](Compass%20of%20Transpositional%20Awareness), [Fire-Jump Ring](Fire-Jump%20Ring), [Golden Spur](Golden%20Spur), [Headbands of Translocation](Headbands%20of%20Translocation), [Herd Mask](Herd%20Mask), [Jahan Waystone](Jahan%20Waystone), [Juxtaposition Ammunition](Juxtaposition%20Ammunition), [Mad Mammoth's Juke](Mad%20Mammoth's%20Juke), [Paired](Paired), [Retrieval Prism](Retrieval%20Prism), [Ring of Stoneshifting](Ring%20of%20Stoneshifting), [Spiritsight Crossbow](Spiritsight%20Crossbow), [Transposition Ammunition](Transposition%20Ammunition), [Wayfinder](Wayfinder)
-
-### Feats
-[All in your Head](All%20in%20your%20Head), [Black Powder Embodiment](Black%20Powder%20Embodiment), [Call Bonded Item](Call%20Bonded%20Item), [Call Gun](Call%20Gun), [Call Implement](Call%20Implement), [Fading](Fading), [Flame Jump](Flame%20Jump), [Life Leap](Life%20Leap), [Sever Space](Sever%20Space), [Summoner's Call](Summoner's%20Call), [Swap Reflections](Swap%20Reflections), [Transpose](Transpose), [Trespass Teleportation](Trespass%20Teleportation)
-
-### Focus Spells
-[Abundant Step](../Spells_Rituals/Focus%20Spells/Level%204/Abundant%20Step.md), [Dimensional Assault](../Spells_Rituals/Focus%20Spells/Level%201/Dimensional%20Assault.md), [Dimensional Steps](../Spells_Rituals/Focus%20Spells/Level%204/Dimensional%20Steps.md), [Efficient Apport](../Spells_Rituals/Focus%20Spells/Level%201/Efficient%20Apport.md), [Empty Body](../Spells_Rituals/Focus%20Spells/Level%209/Empty%20Body.md), [Shadow Jump](../Spells_Rituals/Focus%20Spells/Level%205/Shadow%20Jump.md), [Snare Hopping](../Spells_Rituals/Focus%20Spells/Level%201/Snare%20Hopping.md), [Terrain Transposition](../Spells_Rituals/Focus%20Spells/Level%205/Terrain%20Transposition.md), [Tesseract Tunnel](../Spells_Rituals/Focus%20Spells/Cantrips/Tesseract%20Tunnel.md)
-
-### Hazards
-[False Step Floor](False%20Step%20Floor), [Planar Tear](Planar%20Tear)
-
-### Rituals
-[Create Demiplane](../Spells_Rituals/Rituals/Level%208/Create%20Demiplane.md), [Rite of the Red Star](../Spells_Rituals/Rituals/Level%208/Rite%20of%20the%20Red%20Star.md), [Teleportation Circle](../Spells_Rituals/Rituals/Level%207/Teleportation%20Circle.md), [Word of Recall](../Spells_Rituals/Rituals/Level%207/Word%20of%20Recall.md)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
-
-### Vehicles
-[Bunta](Bunta)
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-# Thrown
-*Source* Core Rulebook pg. 283 3.0
-
-You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment specified in the weapon’s Range entry.
-
----
-
-### Weapons
-[Aklys](Aklys), [Bladed Diabolo](Bladed%20Diabolo), [Bola](Bola), [Cane Pistol](Cane%20Pistol), [Chakram](Chakram), [Club](Club), [Combat Grapnel](Combat%20Grapnel), [Dagger](Dagger), [Dagger Pistol](Dagger%20Pistol), [Dart](Dart), [Filcher's Fork](Filcher's%20Fork), [Hand Adze](Hand%20Adze), [Hatchet](Hatchet), [Javelin](Javelin), [Juggling Club](Juggling%20Club), [Light Hammer](Light%20Hammer), [Mambele](Mambele), [Rungu](Rungu), [Shuriken](Shuriken), [Spear](Spear), [Starknife](Starknife), [Stiletto Pen](Stiletto%20Pen), [Tamchal Chakram](Tamchal%20Chakram), [Three Peaked Tree](Three%20Peaked%20Tree), [Throwing Knife](Throwing%20Knife), [Trident](Trident)
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-# Transmutation
-*Source* Core Rulebook pg. 637 3.0
-
-Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something’s form.
-
----
-
-### Actions
-[Change Shape](Change%20Shape), [Change Shape](Change%20Shape), [Change Shape](Change%20Shape), [Dutiful Retaliation](Dutiful%20Retaliation)
-
-### Curses
-[Boastful Prince's Scourge](Boastful%20Prince's%20Scourge), [Curse of the Ravenous](Curse%20of%20the%20Ravenous), [Thief's Burden](Thief's%20Burden), [Unending Thirst](Unending%20Thirst)
-
-### Equipment
-[Acrobat's Staff](Acrobat's%20Staff), [Adaptive Cogwheel](Adaptive%20Cogwheel), [Aeon Stone](Aeon%20Stone), [Alchemist Goggles](Alchemist%20Goggles), [Alchemist's Damper](Alchemist's%20Damper), [Amphibious Chair](Amphibious%20Chair), [Anchor Spear](Anchor%20Spear), [Anklets of Alacrity](Anklets%20of%20Alacrity), [Ankylostar](Ankylostar), [Arboreal's Revenge](Arboreal's%20Revenge), [Armbands of Athleticism](Armbands%20of%20Athleticism), [Axe of the Dwarven Lords](Axe%20of%20the%20Dwarven%20Lords), [Bag of Cats](Bag%20of%20Cats), [Barding of the Zephyr](Barding%20of%20the%20Zephyr), [Barding Saddle](Barding%20Saddle), [Basilisk Eye](Basilisk%20Eye), [Bellflower Toolbelt](Bellflower%20Toolbelt), [Belt of Regeneration](Belt%20of%20Regeneration), [Berserker's Cloak](Berserker's%20Cloak), [Bestiary of Metamorphosis](Bestiary%20of%20Metamorphosis), [Big Rock Bullet](Big%20Rock%20Bullet), [Binding Coil](Binding%20Coil), [Bitter](Bitter), [Blade of the Rabbit Prince](Blade%20of%20the%20Rabbit%20Prince), [Boots of Bounding](Boots%20of%20Bounding), [Boots of Elvenkind](Boots%20of%20Elvenkind), [Boots of Speed](Boots%20of%20Speed), [Bracelet of Dashing](Bracelet%20of%20Dashing), [Broom of Flying](Broom%20of%20Flying), [Bubbling Scale](Bubbling%20Scale), [Cape of the Open Sky](Cape%20of%20the%20Open%20Sky), [Celestial Armor](Celestial%20Armor), [Chaos Collar](Chaos%20Collar), [Chimera Thread](Chimera%20Thread), [Cloak of the Bat](Cloak%20of%20the%20Bat), [Cloak of the False Foe](Cloak%20of%20the%20False%20Foe), [Collar of Inconspicuousness](Collar%20of%20Inconspicuousness), [Containment Contraption](Containment%20Contraption), [Cordelia's Construct Key](Cordelia's%20Construct%20Key), [Crafter's Eyepiece](Crafter's%20Eyepiece), [Deck of Many Things](Deck%20of%20Many%20Things), [Dinosaur Boots](Dinosaur%20Boots), [Dragon Turtle Scale](Dragon%20Turtle%20Scale), [Dragonfly Potion](Dragonfly%20Potion), [Dragon's Breath](Dragon's%20Breath), [Druid's Vestments](Druid's%20Vestments), [Dupe's Gold Nugget](Dupe's%20Gold%20Nugget), [Earthglide Cloak](Earthglide%20Cloak), [Effervescent Ampoule](Effervescent%20Ampoule), [Electric Eelskin](Electric%20Eelskin), [Emerald Grasshopper](Emerald%20Grasshopper), [Energized Cartridge](Energized%20Cartridge), [Energy Robe](Energy%20Robe), [Erraticannon](Erraticannon), [Essence Prism](Essence%20Prism), [Extending](Extending), [Extraction Cauldron](Extraction%20Cauldron), [Eyes of the Eagle](Eyes%20of%20the%20Eagle), [Familiar Tattoo](Familiar%20Tattoo), [Fanged](Fanged), [Feather Step Stone](Feather%20Step%20Stone), [Fighter's Fork](Fighter's%20Fork), [Five-Feather Wreath](Five-Feather%20Wreath), [Folding Boat](Folding%20Boat), [Folding Drums](Folding%20Drums), [Fulcrum Lattice](Fulcrum%20Lattice), [Fungal Armor](Fungal%20Armor), [Ganjay Book](Ganjay%20Book), [Garrote Bolt](Garrote%20Bolt), [Gecko Potion](Gecko%20Potion), [Ghost Ammunition](Ghost%20Ammunition), [Ghost Oil](Ghost%20Oil), [Ghost Touch](../Items/Runes/Weapon%20Property%20Runes/Ghost%20Touch.md), [Ghostbane Fulu](Ghostbane%20Fulu), [Ghostly Portal Paint](Ghostly%20Portal%20Paint), [Gloves of Storing](Gloves%20of%20Storing), [Goggles of Night](Goggles%20of%20Night), [Golden Branding Iron](Golden%20Branding%20Iron), [Golden Goose](Golden%20Goose), [Golem Stylus](Golem%20Stylus), [Goz Mask](Goz%20Mask), [Growth Gun](Growth%20Gun), [Handwraps of Mighty Blows](../Items/Worn%20Items/Other%20Worn%20Items/Handwraps%20of%20Mighty%20Blows.md), [Hardened Harrow Deck](Hardened%20Harrow%20Deck), [Horseshoes of Speed](Horseshoes%20of%20Speed), [Hosteling Statuette](Hosteling%20Statuette), [Hunter's Brooch](Hunter's%20Brooch), [Immovable Arm](Immovable%20Arm), [Immovable Rod](Immovable%20Rod), [Immovable Tripod](Immovable%20Tripod), [Implacable](Implacable), [Inexplicable Apparatus](Inexplicable%20Apparatus), [Keen](../Items/Runes/Weapon%20Property%20Runes/Keen.md), [Leopard's Armor](Leopard's%20Armor), [Lifting Belt](Lifting%20Belt), [Lini's Leafstick](Lini's%20Leafstick), [Lion Claw](Lion%20Claw), [Little Love](Little%20Love), [Lodestone Pellet](Lodestone%20Pellet), [Magical Lock Fulu](Magical%20Lock%20Fulu), [Magnetite Scope](Magnetite%20Scope), [Malleable Clay](Malleable%20Clay), [Medusa Armor](Medusa%20Armor), [Medusa's Scream](Medusa's%20Scream), [Mercurial Mantle](Mercurial%20Mantle), [Midday Lantern](Midday%20Lantern), [Monkey Pin](Monkey%20Pin), [Mudlily](Mudlily), [Necklace of Strangulation](Necklace%20of%20Strangulation), [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 Weightlessness](Oil%20of%20Weightlessness), [Onyx Panther](Onyx%20Panther), [Ouroboros Flail](Ouroboros%20Flail), [Penetrating Ammunition](Penetrating%20Ammunition), [Petrification Cannon](Petrification%20Cannon), [Philosopher's Extractor](Philosopher's%20Extractor), [Pillow Shield](Pillow%20Shield), [Poisonous Cloak](Poisonous%20Cloak), [Potion of Disguise](Potion%20of%20Disguise), [Potion of Expeditious Retreat](Potion%20of%20Expeditious%20Retreat), [Potion of Flying](Potion%20of%20Flying), [Potion of Leaping](Potion%20of%20Leaping), [Potion of Quickness](Potion%20of%20Quickness), [Potion of Swimming](Potion%20of%20Swimming), [Potion of Water Breathing](Potion%20of%20Water%20Breathing), [Primeval Mistletoe](Primeval%20Mistletoe), [Quick Runner's Shirt](Quick%20Runner's%20Shirt), [Reducer Round](Reducer%20Round), [Rhino Hide](Rhino%20Hide), [Rhinoceros Mask](Rhinoceros%20Mask), [Ridill](Ridill), [Ring of Climbing](Ring%20of%20Climbing), [Ring of Swimming](Ring%20of%20Swimming), [Ring of the Weary Traveler](Ring%20of%20the%20Weary%20Traveler), [Rope of Climbing](Rope%20of%20Climbing), [Runescribed Disk](Runescribed%20Disk), [Salve of Slipperiness](Salve%20of%20Slipperiness), [Scope of Limning](Scope%20of%20Limning), [Scroll Case of Simplicity](Scroll%20Case%20of%20Simplicity), [Scrollstaff](Scrollstaff), [Serum of Sex Shift](Serum%20of%20Sex%20Shift), [Shadow](Shadow.md), [Shapespeak Mask](Shapespeak%20Mask), [Shifter Prosthesis](Shifter%20Prosthesis), [Shifting](Shifting), [Shrinking Potion](Shrinking%20Potion), [Silhouette Cloak](Silhouette%20Cloak), [Skeleton Key](Skeleton%20Key), [Skittering Mask](Skittering%20Mask), [Sky-Piercing Bow](Sky-Piercing%20Bow), [Skyrider Sword](Skyrider%20Sword), [Slick](Slick), [Slime Whip](Slime%20Whip), [Slippers of Spider Climbing](Slippers%20of%20Spider%20Climbing), [Slippery Ribbon](Slippery%20Ribbon), [Sniper's Bead](Sniper's%20Bead), [Snowshoes of the Long Trek](Snowshoes%20of%20the%20Long%20Trek), [Speed](Speed), [Spellstrike Ammunition](Spellstrike%20Ammunition), [Sphere of Annihilation](../Items/Artifacts/Sphere%20of%20Annihilation.md), [Staff of Nature's Cunning](Staff%20of%20Nature's%20Cunning), [Staff of Transmutation](Staff%20of%20Transmutation), [Staff-Storing Shield](Staff-Storing%20Shield), [Stepping Stone Shot](Stepping%20Stone%20Shot), [Stone Bullet](Stone%20Bullet), [Stonethroat Ammunition](Stonethroat%20Ammunition), [Stormfeather](Stormfeather), [Sure-Step Crampons](Sure-Step%20Crampons), [Swarmform Collar](Swarmform%20Collar), [Tears of the Last Azlanti](Tears%20of%20the%20Last%20Azlanti), [Tidal Fishhook](Tidal%20Fishhook), [Tiger Menuki](Tiger%20Menuki), [Time Shield Potion](Time%20Shield%20Potion), [Tlil Mask](Tlil%20Mask), [Topology Protoplasm](Topology%20Protoplasm), [Torag's Silver Anvil](Torag's%20Silver%20Anvil), [Traveler's Any-Tool](Traveler's%20Any-Tool), [Triton's Conch](Triton's%20Conch), [Twilight Lantern](Twilight%20Lantern), [Twining Staff](Twining%20Staff), [Vapor Sphere](Vapor%20Sphere), [Vaultbreaker's Harness](Vaultbreaker's%20Harness), [Walking Cauldron](Walking%20Cauldron), [Waverider Barding](Waverider%20Barding), [Wayfinder](Wayfinder), [Winder's Ring](Winder's%20Ring), [Winged](Winged), [Winged Boots](Winged%20Boots)
-
-### Feats
-[Animal Rage](Animal%20Rage), [Animal Skin](Animal%20Skin), [Aquatic Adaptation](Aquatic%20Adaptation), [Arcane Propulsion](Arcane%20Propulsion), [Bat Form](Bat%20Form), [Become Thought](Become%20Thought), [Bone Swarm](Bone%20Swarm), [Celestial Wings](Celestial%20Wings), [Core Cannon](Core%20Cannon), [Devil in Plain Sight](Devil%20in%20Plain%20Sight), [Dragon Transformation](Dragon%20Transformation), [Dragon's Rage Wings](Dragon's%20Rage%20Wings), [Energize Wings](Energize%20Wings), [Fiendish Wings](Fiendish%20Wings), [Final Form](Final%20Form), [Fleet Tempo](Fleet%20Tempo), [Form of the Bat](Form%20of%20the%20Bat), [Fused Staff](Fused%20Staff), [Giant's Stature](Giant's%20Stature), [Gift of the Hoard](Gift%20of%20the%20Hoard), [Hydraulic Maneuvers](Hydraulic%20Maneuvers), [Implement's Flight](Implement's%20Flight), [Inspirit Hazard](Inspirit%20Hazard), [Jelly Body](Jelly%20Body), [Long-Nosed Form](Long-Nosed%20Form), [Lunging Spellstrike](Lunging%20Spellstrike), [Magic Arrow](Magic%20Arrow), [Malleable Form](Malleable%20Form), [Petrified Skin](Petrified%20Skin), [Phase Out](Phase%20Out), [Precious Arrow](Precious%20Arrow), [Purge of Moments](Purge%20of%20Moments), [Rat Form](Rat%20Form), [Rehydration](Rehydration), [Ritual Reversion](Ritual%20Reversion), [Scion Transformation](Scion%20Transformation), [Shadow Sight](Shadow%20Sight), [Shielded Tome](Shielded%20Tome), [Shrink Down](Shrink%20Down), [Soaring Flight](Soaring%20Flight), [Song of Grace and Speed](Song%20of%20Grace%20and%20Speed), [Terraforming Spell](Terraforming%20Spell), [Terrain Form](Terrain%20Form), [Titan Swing](Titan%20Swing), [Titan's Stature](Titan's%20Stature), [Turn to Mist](Turn%20to%20Mist), [Twin Eidolon](Twin%20Eidolon), [Unyielding Disguise](Unyielding%20Disguise), [Vessel's Form](Vessel's%20Form), [Walk on the Wind](Walk%20on%20the%20Wind), [Warp Likeness](Warp%20Likeness), [Water Strider](Water%20Strider), [Wings of Air](Wings%20of%20Air)
-
-### Focus Spells
-[Adapt Self](../Spells_Rituals/Focus%20Spells/Level%201/Adapt%20Self.md), [Agile Feet](../Spells_Rituals/Focus%20Spells/Level%201/Agile%20Feet.md), [Ancestral Form](../Spells_Rituals/Focus%20Spells/Level%206/Ancestral%20Form.md), [Animal Feature](../Spells_Rituals/Focus%20Spells/Level%202/Animal%20Feature.md), [Apex Companion](../Spells_Rituals/Focus%20Spells/Level%2010/Apex%20Companion.md), [Artistic Flourish](../Spells_Rituals/Focus%20Spells/Level%204/Artistic%20Flourish.md), [Athletic Rush](../Spells_Rituals/Focus%20Spells/Level%201/Athletic%20Rush.md), [Crushing Ground](../Spells_Rituals/Focus%20Spells/Level%201/Crushing%20Ground.md), [Darkened Eyes](../Spells_Rituals/Focus%20Spells/Level%204/Darkened%20Eyes.md), [Disperse into Air](../Spells_Rituals/Focus%20Spells/Level%204/Disperse%20into%20Air.md), [Dragon Claws](../Spells_Rituals/Focus%20Spells/Level%201/Dragon%20Claws.md), [Dragon Wings](../Spells_Rituals/Focus%20Spells/Level%205/Dragon%20Wings.md), [Embrace the Pit](../Spells_Rituals/Focus%20Spells/Level%203/Embrace%20the%20Pit.md), [Enlarge Companion](../Spells_Rituals/Focus%20Spells/Level%204/Enlarge%20Companion.md), [Evolution Surge](../Spells_Rituals/Focus%20Spells/Level%201/Evolution%20Surge.md), [Familiar Form](../Spells_Rituals/Focus%20Spells/Level%204/Familiar%20Form.md), [Hasted Assault](../Spells_Rituals/Focus%20Spells/Level%207/Hasted%20Assault.md), [Ki Rush](../Spells_Rituals/Focus%20Spells/Level%201/Ki%20Rush.md), [Ki Strike](../Spells_Rituals/Focus%20Spells/Level%201/Ki%20Strike.md), [Localized Quake](../Spells_Rituals/Focus%20Spells/Level%204/Localized%20Quake.md), [Magic Warrior Aspect](../Spells_Rituals/Focus%20Spells/Level%202/Magic%20Warrior%20Aspect.md), [Magic Warrior Transformation](../Spells_Rituals/Focus%20Spells/Level%202/Magic%20Warrior%20Transformation.md), [Mantis Form](../Spells_Rituals/Focus%20Spells/Level%204/Mantis%20Form.md), [Medusa's Wrath](../Spells_Rituals/Focus%20Spells/Level%208/Medusa's%20Wrath.md), [Overstuff](../Spells_Rituals/Focus%20Spells/Level%201/Overstuff.md), [Physical Boost](../Spells_Rituals/Focus%20Spells/Level%201/Physical%20Boost.md), [Precious Metals](../Spells_Rituals/Focus%20Spells/Level%204/Precious%20Metals.md), [Ranger's Bramble](../Spells_Rituals/Focus%20Spells/Level%203/Ranger's%20Bramble.md), [Redact](../Spells_Rituals/Focus%20Spells/Level%201/Redact.md), [Shifting Form](../Spells_Rituals/Focus%20Spells/Level%204/Shifting%20Form.md), [Split the Tongue](../Spells_Rituals/Focus%20Spells/Level%201/Split%20the%20Tongue.md), [Stasis](../Spells_Rituals/Focus%20Spells/Level%204/Stasis.md), [Stormwind Flight](../Spells_Rituals/Focus%20Spells/Level%204/Stormwind%20Flight.md), [Stumbling Curse](../Spells_Rituals/Focus%20Spells/Level%201/Stumbling%20Curse.md), [Swarm Form](../Spells_Rituals/Focus%20Spells/Level%204/Swarm%20Form.md), [Tempest Form](../Spells_Rituals/Focus%20Spells/Level%206/Tempest%20Form.md), [Temporal Distortion](../Spells_Rituals/Focus%20Spells/Level%201/Temporal%20Distortion.md), [Tentacular Limbs](../Spells_Rituals/Focus%20Spells/Level%201/Tentacular%20Limbs.md), [Time Skip](../Spells_Rituals/Focus%20Spells/Level%203/Time%20Skip.md), [Unimpeded Stride](../Spells_Rituals/Focus%20Spells/Level%201/Unimpeded%20Stride.md), [Unusual Anatomy](../Spells_Rituals/Focus%20Spells/Level%205/Unusual%20Anatomy.md), [Vibrant Thorns](../Spells_Rituals/Focus%20Spells/Level%201/Vibrant%20Thorns.md), [Wild Morph](../Spells_Rituals/Focus%20Spells/Level%201/Wild%20Morph.md), [Wild Shape](../Spells_Rituals/Focus%20Spells/Level%201/Wild%20Shape.md), [Wind Jump](../Spells_Rituals/Focus%20Spells/Level%205/Wind%20Jump.md), [Wish-Twisted Form](../Spells_Rituals/Focus%20Spells/Level%205/Wish-Twisted%20Form.md), [Wordsmith](../Spells_Rituals/Focus%20Spells/Level%204/Wordsmith.md)
-
-### Hazards
-[Distortion Mirror](Distortion%20Mirror)
-
-### Item Curses
-[Dependent](Dependent), [Raucous](Raucous), [Staining](Staining)
-
-### Rituals
-[Animate Object](../Spells_Rituals/Rituals/Level%202/Animate%20Object.md), [Blight](../Spells_Rituals/Rituals/Level%204/Blight.md), [Community Repair](../Spells_Rituals/Rituals/Level%204/Community%20Repair.md), [Create Skinstitch](../Spells_Rituals/Rituals/Level%206/Create%20Skinstitch.md), [Establish Nexus](../Spells_Rituals/Rituals/Level%205/Establish%20Nexus.md), [Form of the Sandpoint Devil](../Spells_Rituals/Rituals/Level%206/Form%20of%20the%20Sandpoint%20Devil.md)
-
-### Spells
-[Aberrant Form](../Spells_Rituals/Arcane_Tradition/Level%205/Aberrant%20Form.md), [Aerial Form](../Spells_Rituals/Arcane_Tradition/Level%204/Aerial%20Form.md), [Air Walk](../Spells_Rituals/Arcane_Tradition/Level%204/Air%20Walk.md), [Angel Form](../Spells_Rituals/Arcane_Tradition/Level%207/Angel%20Form.md), [Animal Form](../Spells_Rituals/Arcane_Tradition/Level%202/Animal%20Form.md), [Animate Rope](../Spells_Rituals/Arcane_Tradition/Level%201/Animate%20Rope.md), [Ant Haul](../Spells_Rituals/Arcane_Tradition/Level%201/Ant%20Haul.md), [Avatar](../Spells_Rituals/Arcane_Tradition/Level%2010/Avatar.md), [Baleful Polymorph](../Spells_Rituals/Arcane_Tradition/Level%206/Baleful%20Polymorph.md), [Bestial Curse](../Spells_Rituals/Arcane_Tradition/Level%204/Bestial%20Curse.md), [Blackfinger's Blades](../Spells_Rituals/Arcane_Tradition/Level%205/Blackfinger's%20Blades.md), [Clawsong](../Spells_Rituals/Arcane_Tradition/Level%202/Clawsong.md), [Consecrate Flesh](../Spells_Rituals/Arcane_Tradition/Level%203/Consecrate%20Flesh.md), [Corrosive Body](../Spells_Rituals/Arcane_Tradition/Level%207/Corrosive%20Body.md), [Cosmic Form](../Spells_Rituals/Arcane_Tradition/Level%207/Cosmic%20Form.md), [Curse of Lost Time](../Spells_Rituals/Arcane_Tradition/Level%203/Curse%20of%20Lost%20Time.md), [Daemon Form](../Spells_Rituals/Arcane_Tradition/Level%206/Daemon%20Form.md), [Day's Weight](../Spells_Rituals/Arcane_Tradition/Level%203/Day's%20Weight.md), [Demon Form](../Spells_Rituals/Arcane_Tradition/Level%206/Demon%20Form.md), [Desperate Repair](../Spells_Rituals/Arcane_Tradition/Level%205/Desperate%20Repair.md), [Devil Form](../Spells_Rituals/Arcane_Tradition/Level%206/Devil%20Form.md), [Dinosaur Form](../Spells_Rituals/Arcane_Tradition/Level%204/Dinosaur%20Form.md), [Dismantle](../Spells_Rituals/Arcane_Tradition/Level%202/Dismantle.md), [Dividing Trench](../Spells_Rituals/Arcane_Tradition/Level%203/Dividing%20Trench.md), [Divine Vessel](../Spells_Rituals/Arcane_Tradition/Level%207/Divine%20Vessel.md), [Dragon Form](../Spells_Rituals/Arcane_Tradition/Level%206/Dragon%20Form.md), [Earthbind](../Spells_Rituals/Arcane_Tradition/Level%203/Earthbind.md), [Element Embodied](../Spells_Rituals/Arcane_Tradition/Level%2010/Element%20Embodied.md), [Elemental Form](../Spells_Rituals/Arcane_Tradition/Level%205/Elemental%20Form.md), [Elemental Gift](../Spells_Rituals/Arcane_Tradition/Level%204/Elemental%20Gift.md), [Elephant Form](../Spells_Rituals/Arcane_Tradition/Level%204/Elephant%20Form.md), [Enhance Victuals](../Spells_Rituals/Arcane_Tradition/Level%202/Enhance%20Victuals.md), [Enlarge](../Spells_Rituals/Arcane_Tradition/Level%202/Enlarge.md), [Entangle](../Spells_Rituals/Arcane_Tradition/Level%202/Entangle.md), [Expeditious Excavation](../Spells_Rituals/Arcane_Tradition/Level%202/Expeditious%20Excavation.md), [Fear the Sun](../Spells_Rituals/Arcane_Tradition/Level%202/Fear%20the%20Sun.md), [Feet to Fins](../Spells_Rituals/Arcane_Tradition/Level%203/Feet%20to%20Fins.md), [Fey Form](../Spells_Rituals/Arcane_Tradition/Level%204/Fey%20Form.md), [Fiery Body](../Spells_Rituals/Arcane_Tradition/Level%207/Fiery%20Body.md), [Fleet Step](../Spells_Rituals/Arcane_Tradition/Level%201/Fleet%20Step.md), [Flesh to Stone](../Spells_Rituals/Arcane_Tradition/Level%206/Flesh%20to%20Stone.md), [1 TTRPG/PF2e Wiki/Actions/Fly](1%20TTRPG/PF2e%20Wiki/Actions/Fly), [Gaseous Form](../Spells_Rituals/Arcane_Tradition/Level%204/Gaseous%20Form.md), [Ghostly Weapon](../Spells_Rituals/Arcane_Tradition/Level%203/Ghostly%20Weapon.md), [Gouging Claw](../Spells_Rituals/Arcane_Tradition/Cantrips/Gouging%20Claw.md), [Grisly Growths](../Spells_Rituals/Arcane_Tradition/Level%205/Grisly%20Growths.md), [Hag's Fruit](../Spells_Rituals/Arcane_Tradition/Level%206/Hag's%20Fruit.md), [Haste](../Spells_Rituals/Arcane_Tradition/Level%203/Haste.md), [Healing-Plaster](../Spells_Rituals/Arcane_Tradition/Cantrips/Healing-Plaster.md), [Humanoid Form](../Spells_Rituals/Arcane_Tradition/Level%202/Humanoid%20Form.md), [Insect Form](../Spells_Rituals/Arcane_Tradition/Level%203/Insect%20Form.md), [Iron Gut](../Spells_Rituals/Arcane_Tradition/Level%202/Iron%20Gut.md), [Jump](../Spells_Rituals/Arcane_Tradition/Level%201/Jump.md), [Juvenile Companion](../Spells_Rituals/Arcane_Tradition/Level%201/Juvenile%20Companion.md), [Knock](../Spells_Rituals/Arcane_Tradition/Level%202/Knock.md), [Longstrider](../Spells_Rituals/Arcane_Tradition/Level%201/Longstrider.md), [Loose Time's Arrow](../Spells_Rituals/Arcane_Tradition/Level%202/Loose%20Time's%20Arrow.md), [Magic Fang](../Spells_Rituals/Arcane_Tradition/Level%201/Magic%20Fang.md), [Magic Weapon](../Spells_Rituals/Arcane_Tradition/Level%201/Magic%20Weapon.md), [Mantle of the Frozen Heart](../Spells_Rituals/Arcane_Tradition/Level%205/Mantle%20of%20the%20Frozen%20Heart.md), [Mantle of the Magma Heart](../Spells_Rituals/Arcane_Tradition/Level%205/Mantle%20of%20the%20Magma%20Heart.md), [Meld into Stone](../Spells_Rituals/Arcane_Tradition/Level%203/Meld%20into%20Stone.md), [Mending](../Spells_Rituals/Arcane_Tradition/Level%201/Mending.md), [Monstrosity Form](../Spells_Rituals/Arcane_Tradition/Level%208/Monstrosity%20Form.md), [Moon Frenzy](../Spells_Rituals/Arcane_Tradition/Level%205/Moon%20Frenzy.md), [Morass of Ages](../Spells_Rituals/Arcane_Tradition/Level%204/Morass%20of%20Ages.md), [Nature Incarnate](../Spells_Rituals/Arcane_Tradition/Level%2010/Nature%20Incarnate.md), [Nature's Reprisal](../Spells_Rituals/Arcane_Tradition/Level%206/Nature's%20Reprisal.md), [Nettleskin](../Spells_Rituals/Arcane_Tradition/Level%201/Nettleskin.md), [One with the Land](../Spells_Rituals/Arcane_Tradition/Level%209/One%20with%20the%20Land.md), [Ooze Form](../Spells_Rituals/Arcane_Tradition/Level%203/Ooze%20Form.md), [Pest Form](../Spells_Rituals/Arcane_Tradition/Level%201/Pest%20Form.md), [Plant Form](../Spells_Rituals/Arcane_Tradition/Level%205/Plant%20Form.md), [Primal Herd](../Spells_Rituals/Arcane_Tradition/Level%2010/Primal%20Herd.md), [Pyrotechnics](../Spells_Rituals/Arcane_Tradition/Level%203/Pyrotechnics.md), [Quick Sort](../Spells_Rituals/Arcane_Tradition/Level%201/Quick%20Sort.md), [Quicken Time](../Spells_Rituals/Arcane_Tradition/Level%205/Quicken%20Time.md), [Rapid Adaptation](../Spells_Rituals/Arcane_Tradition/Level%202/Rapid%20Adaptation.md), [Restyle](../Spells_Rituals/Arcane_Tradition/Level%201/Restyle.md), [Rewinding Step](../Spells_Rituals/Arcane_Tradition/Level%205/Rewinding%20Step.md), [Righteous Might](../Spells_Rituals/Arcane_Tradition/Level%206/Righteous%20Might.md), [Rusting Grasp](../Spells_Rituals/Arcane_Tradition/Level%204/Rusting%20Grasp.md), [Shape Stone](../Spells_Rituals/Arcane_Tradition/Level%204/Shape%20Stone.md), [Shape Wood](../Spells_Rituals/Arcane_Tradition/Level%202/Shape%20Wood.md), [Shapechange](../Spells_Rituals/Arcane_Tradition/Level%209/Shapechange.md), [Shifting Sand](../Spells_Rituals/Arcane_Tradition/Level%203/Shifting%20Sand.md), [Shillelagh](../Spells_Rituals/Arcane_Tradition/Level%201/Shillelagh.md), [Shrink](../Spells_Rituals/Arcane_Tradition/Level%202/Shrink.md), [Shrink Item](../Spells_Rituals/Arcane_Tradition/Level%203/Shrink%20Item.md), [Sigil](../Spells_Rituals/Arcane_Tradition/Cantrips/Sigil.md), [Slow](../Spells_Rituals/Arcane_Tradition/Level%203/Slow.md), [Spider Climb](../Spells_Rituals/Arcane_Tradition/Level%202/Spider%20Climb.md), [Stagnate Time](../Spells_Rituals/Arcane_Tradition/Level%205/Stagnate%20Time.md), [Stone to Flesh](../Spells_Rituals/Arcane_Tradition/Level%206/Stone%20to%20Flesh.md), [Summoner's Visage](../Spells_Rituals/Arcane_Tradition/Level%202/Summoner's%20Visage.md), [Swampcall](../Spells_Rituals/Arcane_Tradition/Level%201/Swampcall.md), [Threefold Aspect](../Spells_Rituals/Arcane_Tradition/Level%203/Threefold%20Aspect.md), [Time Jump](../Spells_Rituals/Arcane_Tradition/Level%203/Time%20Jump.md), [Time Pocket](../Spells_Rituals/Arcane_Tradition/Level%203/Time%20Pocket.md), [Time Stop](../Spells_Rituals/Arcane_Tradition/Level%2010/Time%20Stop.md), [Tortoise and the Hare](../Spells_Rituals/Arcane_Tradition/Level%204/Tortoise%20and%20the%20Hare.md), [Transmute Rock and Mud](../Spells_Rituals/Arcane_Tradition/Level%205/Transmute%20Rock%20and%20Mud.md), [Tree Shape](../Spells_Rituals/Arcane_Tradition/Level%202/Tree%20Shape.md), [Variable Gravity](../Spells_Rituals/Arcane_Tradition/Level%204/Variable%20Gravity.md), [Verminous Lure](../Spells_Rituals/Arcane_Tradition/Level%201/Verminous%20Lure.md), [Water Breathing](../Spells_Rituals/Arcane_Tradition/Level%202/Water%20Breathing.md), [Water Walk](../Spells_Rituals/Arcane_Tradition/Level%202/Water%20Walk.md), [Wind Walk](../Spells_Rituals/Arcane_Tradition/Level%208/Wind%20Walk.md)
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-# Trap
-*Source* Core Rulebook pg. 637 3.0
-
-A hazard or item with this trait is constructed to hinder interlopers.
-
----
-
-### Equipment
-[Acid Spitter](Acid%20Spitter), [Alarm Snare](Alarm%20Snare), [Appetizing Flavor Snare](Appetizing%20Flavor%20Snare), [Avalanche of Stones Snare](Avalanche%20of%20Stones%20Snare), [Battering Snare](Battering%20Snare), [Binding Snare](Binding%20Snare), [Biting Snare](Biting%20Snare), [Bleeding Spines Snare](Bleeding%20Spines%20Snare), [Bomb Snare](Bomb%20Snare), [Boom Snare](Boom%20Snare), [Burning Badger Guts Snare](Burning%20Badger%20Guts%20Snare), [Caltrop Snare](Caltrop%20Snare), [Chopping Evisceration Snare](Chopping%20Evisceration%20Snare), [Clinging Ooze Snare](Clinging%20Ooze%20Snare), [Clockwork Monkey](Clockwork%20Monkey), [Clockwork Chirper](Clockwork%20Chirper), [Deadweight Snare](Deadweight%20Snare), [Death Coil](Death%20Coil), [Detonating Gears Snare](Detonating%20Gears%20Snare), [Dream Pollen Snare](Dream%20Pollen%20Snare), [Dust Pods](Dust%20Pods), [Engulfing Snare](Engulfing%20Snare), [Envenomed Snare](Envenomed%20Snare), [Explusion Snare](Explusion%20Snare), [Fang Snare](Fang%20Snare), [Fire Box](Fire%20Box), [Fire-Douse Snare](Fire-Douse%20Snare), [Flame Drake Snare](Flame%20Drake%20Snare), [Flare Snare](Flare%20Snare), [Flying Blade Wheel Snare](Flying%20Blade%20Wheel%20Snare), [Frost Worm Snare](Frost%20Worm%20Snare), [Glittering Snare](Glittering%20Snare), [Grasping Snare](Grasping%20Snare), [Grasping Tree](Grasping%20Tree), [Grease Snare](Grease%20Snare), [Hail of Arrows Snare](Hail%20of%20Arrows%20Snare), [Hampering Snare](Hampering%20Snare), [Hobbling Snare](Hobbling%20Snare), [Hoof Stakes Snare](Hoof%20Stakes%20Snare), [Ice Slick Snare](Ice%20Slick%20Snare), [Instant Evisceration Snare](Instant%20Evisceration%20Snare), [Irritating Thorn Snare](Irritating%20Thorn%20Snare), [Marking Snare](Marking%20Snare), [Mirror-Ball Snare](Mirror-Ball%20Snare), [Mudrock Snare](Mudrock%20Snare), [Nauseating Snare](Nauseating%20Snare), [Noisemaker Snare](Noisemaker%20Snare), [Omnidirectional Spear Snare](Omnidirectional%20Spear%20Snare), [Piercing Whistle Snare](Piercing%20Whistle%20Snare), [Poison Barbs Snare](Poison%20Barbs%20Snare), [Puff Dragon](Puff%20Dragon), [Pummeling Snare](Pummeling%20Snare), [Raining Knives Snare](Raining%20Knives%20Snare), [Rending Snare](Rending%20Snare), [Rock Ripper Snare](Rock%20Ripper%20Snare), [Rusting Snare](Rusting%20Snare), [Scything Blade Snare](Scything%20Blade%20Snare), [Shrapnel Snare](Shrapnel%20Snare), [Signaling Snare](Signaling%20Snare), [Smoke Screen Snare](Smoke%20Screen%20Snare), [Snagging Hook Snare](Snagging%20Hook%20Snare), [Spike Snare](Spike%20Snare), [Spirit Snare](Spirit%20Snare), [Stalker Bane Snare](Stalker%20Bane%20Snare), [Static Snare](Static%20Snare), [Striking Snare](Striking%20Snare), [Stunning Snare](Stunning%20Snare), [Tar Rocket Snare](Tar%20Rocket%20Snare), [Thunder Snare](Thunder%20Snare), [Tin Cobra](Tin%20Cobra), [Torrent Snare](Torrent%20Snare), [Trip Snare](Trip%20Snare), [Warning Snare](Warning%20Snare), [Wet Shock Snare](Wet%20Shock%20Snare)
-
-### Hazards
-[Acid Strongbox Trap](Acid%20Strongbox%20Trap), [Acidic Needle Launcher](Acidic%20Needle%20Launcher), [Armageddon Orb](Armageddon%20Orb), [Auto-Turret](Auto-Turret), [Banshee's Symphony](Banshee's%20Symphony), [Black Powder Bomb](Black%20Powder%20Bomb), [Bottomless Pit](Bottomless%20Pit), [Boulder Deadfall Trap](Boulder%20Deadfall%20Trap), [Caustic Vapor](Caustic%20Vapor), [Centipede Carcasses Trap](Centipede%20Carcasses%20Trap), [Clone Mirrors](Clone%20Mirrors), [Color Spray Trap](Color%20Spray%20Trap), [Confounding Portal](Confounding%20Portal), [Constricting Hall](Constricting%20Hall), [Dahak's Shell](Dahak's%20Shell), [Dahak's Skull](Dahak's%20Skull), [Darkside Mirror](Darkside%20Mirror), [Deathly Dream](Deathly%20Dream), [Death's Slumber Ward](Death's%20Slumber%20Ward), [Dimensional Darkside Mirror](Dimensional%20Darkside%20Mirror), [Disorienting Illusions](Disorienting%20Illusions), [Distortion Mirror](Distortion%20Mirror), [Dragon Pillar](Dragon%20Pillar), [Drowning Pit](Drowning%20Pit), [Electric Latch Rune](../Hazards/Electric%20Latch%20Rune.md), [Electrified Water Ward](Electrified%20Water%20Ward), [Entrapping Chair](Entrapping%20Chair), [Exhaling Portal](Exhaling%20Portal), [Explosive Steam Trap](Explosive%20Steam%20Trap), [Falling Portcullis Trap](Falling%20Portcullis%20Trap), [False Door Trap](False%20Door%20Trap), [False Floor](False%20Floor), [False Step Floor](False%20Step%20Floor), [Fireball Rune](Fireball%20Rune), [Flensing Chute](Flensing%20Chute), [Floating Flamethrower](Floating%20Flamethrower), [Freezing Floor Tiles](Freezing%20Floor%20Tiles), [Frozen Moment](Frozen%20Moment), [Gravehall Trap](Gravehall%20Trap), [Hail of Razor Stones](Hail%20of%20Razor%20Stones), [Hallucination Powder Trap](Hallucination%20Powder%20Trap), [Hammer of Forbiddance](Hammer%20of%20Forbiddance), [Hidden Pit](Hidden%20Pit), [Insistent Privacy Fence](Insistent%20Privacy%20Fence), [Iron Dart Launcher](Iron%20Dart%20Launcher), [Keystone Trap](Keystone%20Trap), [Lava Flume Tubes](Lava%20Flume%20Tubes), [Life-Draining Thunder](Life-Draining%20Thunder), [Luminous Ward](Luminous%20Ward), [Lyzerium Bottle](Lyzerium%20Bottle), [Mental Scream Trap](Mental%20Scream%20Trap), [Mirror Door](Mirror%20Door), [Paradox Engine](Paradox%20Engine), [Pendulum Pit](Pendulum%20Pit), [Pharaoh's Ward](Pharaoh's%20Ward), [Planar Eviction Trap](Planar%20Eviction%20Trap), [Planar Rift](Planar%20Rift), [Poisoned Dart Gallery](Poisoned%20Dart%20Gallery), [Poisoned Lock](Poisoned%20Lock), [Polymorph Trap](Polymorph%20Trap), [Precarious Thunderstone Trap](Precarious%20Thunderstone%20Trap), [Punishing Altar](Punishing%20Altar), [Purple Dye Trap](Purple%20Dye%20Trap), [Quarry Sluiceway](Quarry%20Sluiceway), [Reflected Desires](Reflected%20Desires), [Repeater Crossbow Trap](Repeater%20Crossbow%20Trap), [Rigged Ramen Cart](Rigged%20Ramen%20Cart), [Rockfall Ceiling](Rockfall%20Ceiling), [Scythe Blades](Scythe%20Blades), [Second Chance](Second%20Chance), [Second Kiss Engine](Second%20Kiss%20Engine), [Seismic Spears Trap](Seismic%20Spears%20Trap), [Serpent Ward](Serpent%20Ward), [Shattering Rune](Shattering%20Rune), [Shrinking Hall](Shrinking%20Hall), [Shuffling Hall](Shuffling%20Hall), [Sickle Blades](Sickle%20Blades), [Sigil of Deepest Fears](Sigil%20of%20Deepest%20Fears), [Slamming Door](Slamming%20Door), [Slamming Gate](Slamming%20Gate), [Soul Draining Cage](Soul%20Draining%20Cage), [Spear Launcher](Spear%20Launcher), [Spider Summoning Rune](Spider%20Summoning%20Rune), [Spiked Doorframe](Spiked%20Doorframe), [Spinning Blade Pillar](Spinning%20Blade%20Pillar), [Steam Vents](Steam%20Vents), [Stinger Ward Trap](Stinger%20Ward%20Trap), [Stink-Sap Trap](Stink-Sap%20Trap), [Subduing Gas Chamber](Subduing%20Gas%20Chamber), [Summoning Rune](Summoning%20Rune), [Summoning Rune](Summoning%20Rune), [Telekinetic Swarm Trap](Telekinetic%20Swarm%20Trap), [Thalassophobic Pool](Thalassophobic%20Pool), [Trapped Lathe](Trapped%20Lathe), [Tree of Dreadful Dreams](Tree%20of%20Dreadful%20Dreams), [Vision of Dahak](Vision%20of%20Dahak), [Vorpal Executioner](Vorpal%20Executioner), [Web Lurker Deadfall](Web%20Lurker%20Deadfall), [Web Lurker Noose](Web%20Lurker%20Noose), [Wheel of Misery](Wheel%20of%20Misery), [Wooden Bullets Trap](Wooden%20Bullets%20Trap), [Wrath of the Destroyer](Wrath%20of%20the%20Destroyer)
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-# Trip
-*Source* Core Rulebook pg. 283 3.0
-
-You can use this weapon to [1 TTRPG/PF2e Wiki/Traits/Trip](1%20TTRPG/PF2e%20Wiki/Traits/Trip) with the 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 check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
-
----
-
-### Monk Unarmed Attacks
-[Flowing Wave](Flowing%20Wave)
-
-### Weapons
-[Aklys](Aklys), [Bladed Diabolo](Bladed%20Diabolo), [Bladed Scarf](Bladed%20Scarf), [Bo Staff](Bo%20Staff), [Fauchard](Fauchard), [Flail](Flail), [Gaff](Gaff), [Gnome Amalgam Musket](Gnome%20Amalgam%20Musket), [Gnome Hooked Hammer](Gnome%20Hooked%20Hammer), [Guisarme](Guisarme), [Hook Sword](Hook%20Sword), [Horsechopper](Horsechopper), [Kama](Kama), [Khopesh](Khopesh), [Kukri](Kukri), [Kusarigama](Kusarigama), [Lion Scythe](Lion%20Scythe), [Meteor Hammer](Meteor%20Hammer), [Ogre Hook](Ogre%20Hook), [Scorpion Whip](Scorpion%20Whip), [Scythe](Scythe), [Shauth Lash](Shauth%20Lash), [Sickle](Sickle), [Spiked Chain](Spiked%20Chain), [Tekko-kagi](Tekko-kagi), [Temple Sword](Temple%20Sword), [War Flail](War%20Flail), [Whip](Whip)
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-# 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.
-
----
-
-### Feats
-[Reveal True Name](Reveal%20True%20Name)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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-# 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.
-
----
-
-### Monk Unarmed Attacks
-[Cobra Fang](Cobra%20Fang), [Crane Wing](Crane%20Wing), [Dragon Tail](Dragon%20Tail), [Falling Stone](Falling%20Stone), [Fire Talon](Fire%20Talon), [Flashing Spark](Flashing%20Spark), [Flowing Wave](Flowing%20Wave), [Gorilla Slam](Gorilla%20Slam), [Iron Sweep](Iron%20Sweep), [Lashing Branch](Lashing%20Branch), [Shadow Grasp](Shadow%20Grasp), [Stinging Lash](Stinging%20Lash), [Stumbling Swing](Stumbling%20Swing), [Tiger Claw](Tiger%20Claw), [Vitality Blast](Vitality%20Blast), [Wind Crash](Wind%20Crash), [Wolf Jaw](Wolf%20Jaw)
-
-### Weapons
-[Fist](Fist)
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-# 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.
-
-Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](../Rules/Actions/Recall%20Knowledge.md) checks related to these creature is increased by 2.
-
----
-
-### Actions
-[Destructive Vengeance](Destructive%20Vengeance), [Iron Command](Iron%20Command), [Mesmerizing Performance](Mesmerizing%20Performance), [Selfish Shield](Selfish%20Shield)
-
-### Ancestries
-[Aasimar](Aasimar), [Aphorite](Aphorite), [Azarketi](Azarketi), [Catfolk](Catfolk), [Changeling](Changeling), [Dhampir](Dhampir), [Duskwalker](Duskwalker), [Fetchling](Fetchling), [Ganzi](Ganzi), [Gnoll](Gnoll), [Grippli](Grippli), [Hobgoblin](Hobgoblin), [Ifrit](Ifrit), [Kitsune](Kitsune), [Kobold](Kobold), [Leshy](Leshy), [Lizardfolk](Lizardfolk), [Orc](Orc), [Oread](Oread), [Ratfolk](Ratfolk), [Suli](Suli), [Sylph](Sylph), [Tengu](Tengu), [Tiefling](Tiefling), [Undine](Undine)
-
-### Armor
-[Hellknight Plate](Hellknight%20Plate)
-
-### Backgrounds
-[Able Carter](Able%20Carter), [Alkenstar Outlaw](../Backgrounds/Alkenstar%20Outlaw.md), [Alkenstar Sojourner](../Backgrounds/Alkenstar%20Sojourner.md), [Banished Brighite](../Backgrounds/Banished%20Brighite.md), [Broken Tusk Recruiter](Broken%20Tusk%20Recruiter), [Circuit Judge](../Backgrounds/Circuit%20Judge.md), [Construction Occultist](Construction%20Occultist), [Corpse Stitcher](Corpse%20Stitcher), [Dreamer of the Verdant Moon](../Backgrounds/Dreamer%20Of%20The%20Verdant%20Moon.md), [Ex-Mendevian Crusader](Ex-Mendevian%20Crusader), [Food Trader](Food%20Trader), [Framed in Ferrous Quarter](../Backgrounds/Framed%20in%20Ferrous%20Quarter.md), [Goldhand Arms Dealer](../Backgrounds/Goldhand%20Arms%20Dealer.md), [Inexplicably Expelled](../Backgrounds/Inexplicably%20Expelled.md), [Legacy of the Hammer](../Backgrounds/Legacy%20of%20the%20Hammer.md), [Mammoth Herder](Mammoth%20Herder), [Megafauna Hunter](Megafauna%20Hunter), [Money Counter](Money%20Counter), [Northland Forager](Northland%20Forager), [Press-Ganged (G&G)](Press-Ganged%20(G&G)), [Propaganda Promoter](Propaganda%20Promoter), [Ratted-Out Gun Runner](../Backgrounds/Ratted-Out%20Gun%20Runner.md), [Second Chance Champion](../Backgrounds/Second%20Chance%20Champion.md), [Sheriff](../Backgrounds/Sheriff.md), [Snubbed Out Stoolie](../Backgrounds/Snubbed%20Out%20Stoolie.md), [Songsinger in Training](Songsinger%20in%20Training), [Wanted Witness](../Backgrounds/Wanted%20Witness.md)
-
-### Curses
-[Curse of Potent Poison](Curse%20of%20Potent%20Poison)
-
-### Diseases
-[Blightburn Sickness](../Afflictions/Diseases/Blightburn%20Sickness.md), [Swamp Guts](Swamp%20Guts)
-
-### Equipment
-[Abadar's Flawless Scale](Abadar's%20Flawless%20Scale), [Ablative Armor Plating](Ablative%20Armor%20Plating), [Ablative Shield Plating](Ablative%20Shield%20Plating), [Acid Spitter](Acid%20Spitter), [Acrobat's Staff](Acrobat's%20Staff), [Adamantine](Adamantine), [Adamantine Armor](Adamantine%20Armor), [Adamantine Shield](Adamantine%20Shield), [Adamantine Weapon](Adamantine%20Weapon), [Aeon Stone](Aeon%20Stone), [Air Cartridge Firing System](Air%20Cartridge%20Firing%20System), [Alchemist's Damper](Alchemist's%20Damper), [Alignment Ampoule](Alignment%20Ampoule), [Alluring Scarf](Alluring%20Scarf), [Aluum Charm](Aluum%20Charm), [Amaranthine Pavise](Amaranthine%20Pavise), [Anchor Spear](Anchor%20Spear), [Anchoring](Anchoring), [Ankylostar](Ankylostar), [Anointing Oil](Anointing%20Oil), [Antimagic](Antimagic), [Apricot of Bestial Might](Apricot%20of%20Bestial%20Might), [Aquarium Lamp](Aquarium%20Lamp), [Arctic Vigor](Arctic%20Vigor), [Astrolabe](Astrolabe), [Aurifying Salts](Aurifying%20Salts), [Avalanche of Stones Snare](Avalanche%20of%20Stones%20Snare), [Awakened Metal Shot](Awakened%20Metal%20Shot), [Bag of Cats](Bag%20of%20Cats), [Bane](../Spells_Rituals/Arcane_Tradition/Level%201/Bane.md), [Banner of the Restful](Banner%20of%20the%20Restful), [Barding Saddle](Barding%20Saddle), [Barricade Stone](Barricade%20Stone), [Beckoning Cat Amulet](Beckoning%20Cat%20Amulet), [Belt of the Five Kings](Belt%20of%20the%20Five%20Kings), [Big Rock Bullet](Big%20Rock%20Bullet), [Binding Snare](Binding%20Snare), [Bitter](Bitter), [Black Powder](Black%20Powder), [Black Smear Poison](Black%20Smear%20Poison), [Blade Launcher](Blade%20Launcher), [Blast Boots](Blast%20Boots), [Blast Lance](Blast%20Lance), [Blast Suit](Blast%20Suit), [Blaze](Blaze), [Blessed Ampoule](Blessed%20Ampoule), [Blessed Tattoo](Blessed%20Tattoo), [Blightburn Ward](../Items/Worn%20Items/Other%20Worn%20Items/Blightburn%20Ward.md), [Blindpepper Bolt](Blindpepper%20Bolt), [Blindpepper Bomb](Blindpepper%20Bomb), [Blindpepper Tube](Blindpepper%20Tube), [Bloodbane](Bloodbane), [Bloodletting Kukri](Bloodletting%20Kukri), [Bloodthirsty](Bloodthirsty), [Blue Dragonfly Poison](Blue%20Dragonfly%20Poison), [Body Recovery Kit](Body%20Recovery%20Kit), [Bomb Launcher](Bomb%20Launcher), [Bomber's Saddle](Bomber's%20Saddle), [Bonmuan Swapping Stone](Bonmuan%20Swapping%20Stone), [Book of Translation](Book%20of%20Translation), [Bookthief Brew](Bookthief%20Brew), [Boom Snare](Boom%20Snare), [Bottomless Stein](Bottomless%20Stein), [Boulderhead Bock](Boulderhead%20Bock), [Bountiful Cauldron](Bountiful%20Cauldron), [Breath Blaster](Breath%20Blaster), [Breech Ejectors](Breech%20Ejectors), [Brewer's Regret](Brewer's%20Regret), [Brilliant Rapier](Brilliant%20Rapier), [Brooch of Inspiration](Brooch%20of%20Inspiration), [Brooch of Shielding](Brooch%20of%20Shielding), [Bubbling Scale](Bubbling%20Scale), [Bullhook](Bullhook), [Burning Badger Guts Snare](Burning%20Badger%20Guts%20Snare), [Burnished Plating](Burnished%20Plating), [Busine of Divine Reinforcement](Busine%20of%20Divine%20Reinforcement), [Called (Accessory Rune)](Called%20(Accessory%20Rune)), [Camp Shroud](Camp%20Shroud), [Campaign Stable](Campaign%20Stable), [Candle of Invocation](Candle%20of%20Invocation), [Candle of Truth](Candle%20of%20Truth), [Cape of the Mountebank](Cape%20of%20the%20Mountebank), [Capsaicin Tonic](Capsaicin%20Tonic), [Cartographer's Kit](Cartographer's%20Kit), [Cauterizing Torch](Cauterizing%20Torch), [Cave Worm Repellent](Cave%20Worm%20Repellent), [Chain of the Stilled Spirit](Chain%20of%20the%20Stilled%20Spirit), [Chameleon Suit](Chameleon%20Suit), [Channel Protection Amulet](Channel%20Protection%20Amulet), [Chatterer of Follies](Chatterer%20of%20Follies), [Chime of Opening](Chime%20of%20Opening), [Chopping Evisceration Snare](Chopping%20Evisceration%20Snare), [Cinderclaw Gauntlet](Cinderclaw%20Gauntlet), [Clandestine Cloak](Clandestine%20Cloak), [Clockwork Monkey](Clockwork%20Monkey), [Clockwork Bookshelf](Clockwork%20Bookshelf), [Clockwork Box Packer](Clockwork%20Box%20Packer), [Clockwork Chirper](Clockwork%20Chirper), [Clockwork Cloak](Clockwork%20Cloak), [Clockwork Dial](Clockwork%20Dial), [Clockwork Disguise](Clockwork%20Disguise), [Clockwork Diving Suit](Clockwork%20Diving%20Suit), [Clockwork Goggles](Clockwork%20Goggles), [Clockwork Megaphone](Clockwork%20Megaphone), [Clockwork Spider Bomb](Clockwork%20Spider%20Bomb), [Coded Signal](Coded%20Signal), [Coin of Comfort](Coin%20of%20Comfort), [Cold Comfort](Cold%20Comfort), [Cold Iron Blanch](Cold%20Iron%20Blanch), [Comealong](Comealong), [Communication Bangle](Communication%20Bangle), [Conrasu Coin](Conrasu%20Coin), [Containment Contraption](Containment%20Contraption), [Conundrum Spectacles](Conundrum%20Spectacles), [Cordelia's Construct Key](Cordelia's%20Construct%20Key), [Corpse Compass](Corpse%20Compass), [Corpsecaller Round](Corpsecaller%20Round), [Corpseward Pendant](Corpseward%20Pendant), [Counterfeit Item](Counterfeit%20Item), [Crimson Brand](Crimson%20Brand), [Crown of Insight](Crown%20of%20Insight), [Crown of the Companion](Crown%20of%20the%20Companion), [Crown of the Fire Eater](Crown%20of%20the%20Fire%20Eater), [Crushing](Crushing), [Cryomister](Cryomister), [Crystal Ball](../Items/Held%20Items/Crystal%20Ball.md), [Cunning](Cunning), [Cursebreak Bulwark](Cursebreak%20Bulwark), [Cytillesh](Cytillesh), [Dagger of Eternal Sleep](Dagger%20of%20Eternal%20Sleep), [Dancing](Dancing), [Darkwood](Darkwood), [Darkwood Armor](Darkwood%20Armor), [Darkwood Shield](Darkwood%20Shield), [Darkwood Weapon](Darkwood%20Weapon), [Dawnlight](Dawnlight), [Day Goggles](Day%20Goggles), [Daylight Vapor](Daylight%20Vapor), [Deadweight Snare](Deadweight%20Snare), [Deafening Music Box](Deafening%20Music%20Box), [Death Knell Powder](Death%20Knell%20Powder), [Deathless](Deathless), [Deathless Light](Deathless%20Light), [Deck of Illusions](Deck%20of%20Illusions), [Deck of Mischief](Deck%20of%20Mischief), [Deflecting Branch](Deflecting%20Branch), [Demon Dust](Demon%20Dust), [Deployable Cover](Deployable%20Cover), [Depth Gauge](Depth%20Gauge), [Detect Anathema Fulu](Detect%20Anathema%20Fulu), [Detector Stone](Detector%20Stone), [Deteriorating Dust](Deteriorating%20Dust), [Diluted Hype](Diluted%20Hype), [Dinosaur Boots](Dinosaur%20Boots), [Disintegration Bolt](Disintegration%20Bolt), [Disrupting](Disrupting), [Diviner's Nose Chain](Diviner's%20Nose%20Chain), [Dog-Bone Knife](Dog-Bone%20Knife), [Dragon Rune Bracelet](Dragon%20Rune%20Bracelet), [Dragonfly Potion](Dragonfly%20Potion), [Dragonhide](Dragonhide), [Dragonhide Armor](Dragonhide%20Armor), [Dragonhide Shield](Dragonhide%20Shield), [Dragonplate](Dragonplate), [Dragon's Blood Pudding](Dragon's%20Blood%20Pudding), [Dragon's Breath](Dragon's%20Breath), [Dragon's Crest](Dragon's%20Crest), [Dragon's Eye Charm](Dragon's%20Eye%20Charm), [Dragonslayer's Shield](Dragonslayer's%20Shield), [Drake Rifle](Drake%20Rifle), [Dread](Dread), [Dreadsmoke Thurible](Dreadsmoke%20Thurible), [Dream Pollen Snare](Dream%20Pollen%20Snare), [Dreaming Round](Dreaming%20Round), [Dreamstone](Dreamstone), [Drum of Upheaval](Drum%20of%20Upheaval), [Duelist's Beacon](Duelist's%20Beacon), [Dupe's Gold Nugget](Dupe's%20Gold%20Nugget), [Dust of Corpse Animation](Dust%20of%20Corpse%20Animation), [Dust Pods](Dust%20Pods), [Dwarven Daisy](Dwarven%20Daisy), [Dweomerweave Robe](Dweomerweave%20Robe), [Earthsight Box](Earthsight%20Box), [Effervescent Decoction](Effervescent%20Decoction), [Elixir of Rejuvenation](Elixir%20of%20Rejuvenation), [Elven Chain](Elven%20Chain), [Ember Dust](Ember%20Dust), [Emergency Disguise](Emergency%20Disguise), [Encompassing Lockpick](Encompassing%20Lockpick), [Energizing](Energizing), [Energy Mutagen](Energy%20Mutagen), [Energy Robe](Energy%20Robe), [Enfilading Arrow](Enfilading%20Arrow), [Enveloping Light](Enveloping%20Light), [Envenomed Snare](Envenomed%20Snare), [Eroding Bullet](Eroding%20Bullet), [Ethereal](Ethereal.md), [Etheric Essence Disruptor](Etheric%20Essence%20Disruptor), [Ethersight Ring](Ethersight%20Ring), [Everyneed Pack](Everyneed%20Pack), [Experimental Clothing](Experimental%20Clothing), [Exploration Lens](Exploration%20Lens), [Explosive Mine](Explosive%20Mine), [Extendible Pincer](Extendible%20Pincer), [Extraction Cauldron](Extraction%20Cauldron), [Fairy Bullet](Fairy%20Bullet), [False Death](False%20Death), [False Manacles](False%20Manacles), [False Witness](False%20Witness), [False-Bottomed Mug](False-Bottomed%20Mug), [Familiar Satchel](Familiar%20Satchel), [Fang Snare](Fang%20Snare), [Fanged](Fanged), [Fearweed](Fearweed), [Fingerprinting Kit](Fingerprinting%20Kit), [Fire and Iceberg](Fire%20and%20Iceberg), [Fire Box](Fire%20Box), [Firearm Cleaning Kit](Firearm%20Cleaning%20Kit), [Fire-Jump Ring](Fire-Jump%20Ring), [Flame Drake Snare](Flame%20Drake%20Snare), [Flare Beacon](Flare%20Beacon), [Flaying Knife](Flaying%20Knife), [Fleshgem](Fleshgem), [Floating Shield](Floating%20Shield), [Floorbell](Floorbell), [Folding Boat](Folding%20Boat), [Folding Drums](Folding%20Drums), [Follypops](Follypops), [Force Shield](Force%20Shield), [Forge Warden](Forge%20Warden), [Forgetful Drops](Forgetful%20Drops), [Forgetful Ink](Forgetful%20Ink), [Fortifying Pebble](Fortifying%20Pebble), [Four-Ways Dogslicer](Four-Ways%20Dogslicer), [Frenzy Oil](Frenzy%20Oil), [Frog Chair](Frog%20Chair), [Frost Worm Snare](Frost%20Worm%20Snare), [Fulminating Spear](Fulminating%20Spear), [Fulu Compendium](Fulu%20Compendium), [Gadget Skates](Gadget%20Skates), [Ganjay Book](Ganjay%20Book), [Garrote Bolt](Garrote%20Bolt), [Gecko Pads](Gecko%20Pads), [Genealogy Mask](Genealogy%20Mask), [Ghastly Cauldron](Ghastly%20Cauldron), [Ghostly Portal Paint](Ghostly%20Portal%20Paint), [Ghoul Hide](Ghoul%20Hide), [Gingerbread House](Gingerbread%20House), [Glaive of the Artist](Glaive%20of%20the%20Artist), [Glass Cutter](Glass%20Cutter), [Glittering Scarab](Glittering%20Scarab), [Glittering Snare](Glittering%20Snare), [Gloves of Storing](Gloves%20of%20Storing), [Glue Bullet](Glue%20Bullet), [Gluttonous Spear](Gluttonous%20Spear), [Golden Branding Iron](Golden%20Branding%20Iron), [Golden Legion Epaulet](Golden%20Legion%20Epaulet), [Golden Silencer](Golden%20Silencer), [Golden Spur](Golden%20Spur), [Golden-Cased Bullet](Golden-Cased%20Bullet), [Golem Stylus](Golem%20Stylus), [Gorgon's Breath](Gorgon's%20Breath), [Goz Mask](Goz%20Mask), [Grappling Arrow](Grappling%20Arrow), [Grappling Bolt](Grappling%20Bolt), [Grappling Gun](Grappling%20Gun), [Grasping Snare](Grasping%20Snare), [Grasping Tree](Grasping%20Tree), [Green Gut](Green%20Gut), [Grim Ring](Grim%20Ring), [Grinning Pugwampi](Grinning%20Pugwampi), [Grolna](Grolna), [Growth Gun](Growth%20Gun), [Guardian Shield](Guardian%20Shield), [Gunner's Bandolier](Gunner's%20Bandolier), [Gunner's Saddle](Gunner's%20Saddle), [Gyroscopic Stabilizer](Gyroscopic%20Stabilizer), [Handcuffs](Handcuffs), [Harmonic Hauberk](Harmonic%20Hauberk), [Harpoon Bolt](Harpoon%20Bolt), [Hauling](Hauling), [Headbands of Translocation](Headbands%20of%20Translocation), [Heated Cloak](Heated%20Cloak), [Herd Mask](Herd%20Mask), [Hoax-Hunter's Kit](Hoax-Hunter's%20Kit), [Hobbling Snare](Hobbling%20Snare), [Hollowed Hilt](Hollowed%20Hilt), [Holy Avenger](Holy%20Avenger), [Holy Prayer Beads](Holy%20Prayer%20Beads), [Holy Steam Ball](Holy%20Steam%20Ball), [Hoof Stakes Snare](Hoof%20Stakes%20Snare), [Hopeful](Hopeful), [Hosteling Statuette](Hosteling%20Statuette), [Hunger Oil](Hunger%20Oil), [Ice Slick Snare](Ice%20Slick%20Snare), [Immaculate Holsters](Immaculate%20Holsters), [Immovable Tripod](Immovable%20Tripod), [Impact Foam Chassis](Impact%20Foam%20Chassis), [Impenetrable Scale](Impenetrable%20Scale), [Implacable](Implacable), [Impossible Cake](Impossible%20Cake), [Inspiring Spotlight](Inspiring%20Spotlight), [Instant Fortress](Instant%20Fortress), [Instant Spy](Instant%20Spy), [Invisibility Potion](Invisibility%20Potion), [Invisible Net](Invisible%20Net), [Irritating Thorn Snare](Irritating%20Thorn%20Snare), [Isolation Draught](Isolation%20Draught), [Jawbreaker Shield](Jawbreaker%20Shield), [Jerkin of Liberation](Jerkin%20of%20Liberation), [Junk Bomb](Junk%20Bomb), [Juxtaposition Ammunition](Juxtaposition%20Ammunition), [Keen](../Items/Runes/Weapon%20Property%20Runes/Keen.md), [Kin-Warding](Kin-Warding), [Knapsack of Halflingkind](Knapsack%20of%20Halflingkind), [Knight Captain's Lance](Knight%20Captain's%20Lance), [Knight's Maintenance Kit](Knight's%20Maintenance%20Kit), [Knight's Standard](Knight's%20Standard), [Knight's Tabard](Knight's%20Tabard), [Knockout Dram](Knockout%20Dram), [Kraken's Guard](Kraken's%20Guard), [Lady's Chalice](Lady's%20Chalice), [Lady's Knife](Lady's%20Knife), [Lady's Spiral](Lady's%20Spiral), [Large Bore Modifications](Large%20Bore%20Modifications), [Lastwall Soup](Lastwall%20Soup), [Lawbringer's Lasso](Lawbringer's%20Lasso), [Leopard's Armor](Leopard's%20Armor), [Lethargy Poison](Lethargy%20Poison), [Liar's Demise](Liar's%20Demise), [Liar's Gun](Liar's%20Gun), [Lifeblight Residue](Lifeblight%20Residue), [Lion Badge](Lion%20Badge), [Liquid Gold](Liquid%20Gold), [Lodestone Pellet](Lodestone%20Pellet), [Looter's Lethargy](Looter's%20Lethargy), [Lucky Draw Bandolier](Lucky%20Draw%20Bandolier), [Lucky Kitchen Witch](Lucky%20Kitchen%20Witch), [Lucky Rabbit's Foot](Lucky%20Rabbit's%20Foot), [Mage Bane](Mage%20Bane), [Magnifying Glass of Elucidation](Magnifying%20Glass%20of%20Elucidation), [Malleable Clay](Malleable%20Clay), [Malleable Mixture](Malleable%20Mixture), [Manacles of Persuasion](Manacles%20of%20Persuasion), [Mana-Rattler Liniment](Mana-Rattler%20Liniment), [Marvelous Calliope](Marvelous%20Calliope), [Mask of Mercy](Mask%20of%20Mercy), [Mask of the Cursed Eye](Mask%20of%20the%20Cursed%20Eye), [Material Essence Disruptor](Material%20Essence%20Disruptor), [Mattock of the Titans](Mattock%20of%20the%20Titans), [Membership Cords](Membership%20Cords), [Memory Palace](Memory%20Palace), [Mending Lattice](Mending%20Lattice), [Merchant's Guile](Merchant's%20Guile), [Merciful Charm](Merciful%20Charm), [Metalmist Sphere](Metalmist%20Sphere), [Meteor Shot](Meteor%20Shot), [Metronomic Hammer](Metronomic%20Hammer), [Midday Lantern](Midday%20Lantern), [Mirror of Sleeping Vigil](Mirror%20of%20Sleeping%20Vigil), [Mirror Robe](Mirror%20Robe), [Mirror-Ball Snare](Mirror-Ball%20Snare), [Misdirecting Haversack](Misdirecting%20Haversack), [Miter of Communion](Miter%20of%20Communion), [Mithral](Mithral), [Mithral Armor](Mithral%20Armor), [Mithral Shield](Mithral%20Shield), [Mithral Weapon](Mithral%20Weapon), [Mnemonic Acid](Mnemonic%20Acid), [Moonlit Ink](Moonlit%20Ink), [Mud Bomb](Mud%20Bomb), [Mudlily](Mudlily), [Mudrock Snare](Mudrock%20Snare), [Mutagenic Renovator](Mutagenic%20Renovator), [Necklace of Knives](Necklace%20of%20Knives), [Nethysian Bulwark](Nethysian%20Bulwark), [Nightbreeze Machine](Nightbreeze%20Machine), [Nightmare Cudgel](Nightmare%20Cudgel), [Noisemaker Snare](Noisemaker%20Snare), [North Wind's Night Verse](North%20Wind's%20Night%20Verse), [Oblivion Essence](Oblivion%20Essence), [Oil of Animation](Oil%20of%20Animation), [Oil of Keen Edges](Oil%20of%20Keen%20Edges), [Oil of Object Animation](Oil%20of%20Object%20Animation), [Oily Button](Oily%20Button), [Pacifying](Pacifying), [Pactmaster's Grace](Pactmaster's%20Grace), [Paired](Paired), [Panacea](Panacea), [Paper Shredder](Paper%20Shredder), [Parade Armor](Parade%20Armor), [Parchment of Secrets](Parchment%20of%20Secrets), [Pathfinder's Coin](Pathfinder's%20Coin), [Pathfinder's Pouch](Pathfinder's%20Pouch), [Peachwood](Peachwood), [Peachwood Talisman](Peachwood%20Talisman), [Peachwood Weapon](Peachwood%20Weapon), [Pernicious Spore Bomb](Pernicious%20Spore%20Bomb), [Peshspine Grenade](Peshspine%20Grenade), [Petrification Cannon](Petrification%20Cannon), [Philosopher's Stone](Philosopher's%20Stone), [Pickpocket's Tailoring](Pickpocket's%20Tailoring), [Pillow Shield](Pillow%20Shield), [Plate Armor of the Deep](Plate%20Armor%20of%20the%20Deep), [Pocket Gala](Pocket%20Gala), [Poisoner's Staff](Poisoner's%20Staff), [Political Favor](Political%20Favor), [Popdust](Popdust), [Portable Altar](Portable%20Altar), [Portable Gaming Hall](Portable%20Gaming%20Hall), [Portable Weapon Mount](Portable%20Weapon%20Mount), [Potion of Disguise](Potion%20of%20Disguise), [Potion of Tongues](Potion%20of%20Tongues), [Presentable](Presentable), [Pressure Bomb](Pressure%20Bomb), [Prismatic Plate](Prismatic%20Plate), [Private Workshop](Private%20Workshop), [Psychic Brigandine](Psychic%20Brigandine), [Psychopomp Mask](Psychopomp%20Mask), [Puff Dragon](Puff%20Dragon), [Pummeling Snare](Pummeling%20Snare), [Putrescent Glob](Putrescent%20Glob), [Queasy Lantern](Queasy%20Lantern), [Quick Runner's Shirt](Quick%20Runner's%20Shirt), [Quick Wig](Quick%20Wig), [Quickmelt Slick](Quickmelt%20Slick), [Quickpatch Glue](Quickpatch%20Glue), [Quill of Passage](Quill%20of%20Passage), [Radiant Lance](Radiant%20Lance), [Raining Knives Snare](Raining%20Knives%20Snare), [Rampart Shield](Rampart%20Shield), [Rat-Catcher Trident](Rat-Catcher%20Trident), [Raven Band](Raven%20Band), [Recording Rod](Recording%20Rod), [Reducer Round](Reducer%20Round), [Reflecting Shield](Reflecting%20Shield), [Reflexive Tattoo](Reflexive%20Tattoo), [Reinforced Surcoat](Reinforced%20Surcoat), [Rending Snare](Rending%20Snare), [Repulsion Resin](Repulsion%20Resin), [Rhino Hide Brooch](Rhino%20Hide%20Brooch), [Rhino Shot](Rhino%20Shot), [Rhinoceros Mask](Rhinoceros%20Mask), [Rhythm Bone](Rhythm%20Bone), [Ring of Counterspells](Ring%20of%20Counterspells), [Ring of Discretion](Ring%20of%20Discretion), [Ring of Lies](Ring%20of%20Lies), [Ring of Minor Arcana](Ring%20of%20Minor%20Arcana), [Ring of Stoneshifting](Ring%20of%20Stoneshifting), [Ring of Sustenance](Ring%20of%20Sustenance), [Ring of the Weary Traveler](Ring%20of%20the%20Weary%20Traveler), [Ring of Wizardry](Ring%20of%20Wizardry), [Ringmaster's Staff](Ringmaster's%20Staff), [Robe of Eyes](Robe%20of%20Eyes), [Robe of the Archmagi](Robe%20of%20the%20Archmagi), [Rock Ripper Snare](Rock%20Ripper%20Snare), [Rubbing Set](Rubbing%20Set), [Rune of Sin](Rune%20of%20Sin), [Runescribed Disk](Runescribed%20Disk), [Saints' Balm](Saints'%20Balm), [Sarkorian God-Caller Garb](Sarkorian%20God-Caller%20Garb), [Scarab Cuirass](Scarab%20Cuirass), [Scholarly Journal](Scholarly%20Journal), [Scour](Scour), [Screech Shooter](Screech%20Shooter), [Scroll Case of Simplicity](Scroll%20Case%20of%20Simplicity), [Scrollstaff](Scrollstaff), [Sealing Chest](Sealing%20Chest), [Searing Suture](Searing%20Suture), [Seeking Bracelets](Seeking%20Bracelets), [Self-Immolating Note](Self-Immolating%20Note), [Serrating](Serrating), [Server's Stew](Server's%20Stew), [Shade Hat](Shade%20Hat), [Shapespeak Mask](Shapespeak%20Mask), [Shield Augmentation](Shield%20Augmentation), [Shield of the Unified Legion](Shield%20of%20the%20Unified%20Legion), [Shield Sconce](Shield%20Sconce), [Shining Shield](Shining%20Shield), [Shootist Bandolier](Shootist%20Bandolier), [Shortbread Spy](Shortbread%20Spy), [Shrapnel Snare](Shrapnel%20Snare), [Sibling's Coin](Sibling's%20Coin), [Sight-Theft Grit](Sight-Theft%20Grit), [Silencing Ammunition](Silencing%20Ammunition), [Silent Bell](Silent%20Bell), [Silhouette Cloak](Silhouette%20Cloak), [Silkspinner's Shield](Silkspinner's%20Shield), [Singing Bowl of the Versatile Stance](Singing%20Bowl%20of%20the%20Versatile%20Stance), [Singing Muse](Singing%20Muse), [Singularity Ammunition](Singularity%20Ammunition), [Sinister Knight](Sinister%20Knight), [Sixfingers Elixir](Sixfingers%20Elixir), [Skeptic's Elixir](Skeptic's%20Elixir), [Skinsaw Mask](Skinsaw%20Mask), [Skittering Mask](Skittering%20Mask), [Skull Bomb](Skull%20Bomb), [Sky Serpent Bolt](Sky%20Serpent%20Bolt), [Skyrider Sword](Skyrider%20Sword), [Slime Whip](Slime%20Whip), [Slippery Ribbon](Slippery%20Ribbon), [Smogger](Smogger), [Smoke Fan](Smoke%20Fan), [Smoke Screen Snare](Smoke%20Screen%20Snare), [Snagging](Snagging), [Sneezing Powder](Sneezing%20Powder), [Snowshoes of the Long Trek](Snowshoes%20of%20the%20Long%20Trek), [Society Portrait](Society%20Portrait), [Soft-Landing](Soft-Landing), [South Wind's Scorch Song](South%20Wind's%20Scorch%20Song), [Spangled Rider's Suit](Spangled%20Rider's%20Suit), [Spectacles of Understanding](Spectacles%20of%20Understanding), [Spectral Nightshade](Spectral%20Nightshade), [Spell-Bastion](Spell-Bastion), [Spellcasting](Spellcasting), [Spell-Eating Pitch](Spell-Eating%20Pitch), [Spellender](Spellender), [Spell-Storing](Spell-Storing), [Spider Chair](Spider%20Chair), [Spider Gun](Spider%20Gun), [Spiderfoot Brew](Spiderfoot%20Brew), [Spike Launcher](Spike%20Launcher), [Spiritsight Crossbow](Spiritsight%20Crossbow), [Spiritsight Ring](Spiritsight%20Ring), [Spore Sap](Spore%20Sap), [Spring-Loaded Net Launcher](Spring-Loaded%20Net%20Launcher), [Staff of Enchantment](Staff%20of%20Enchantment), [Staff of Final Rest](Staff%20of%20Final%20Rest), [Staff of Impossible Visions](Staff%20of%20Impossible%20Visions), [Staff of Sieges](Staff%20of%20Sieges), [Staff of the Black Desert](Staff%20of%20the%20Black%20Desert), [Staff of the Dreamlands](Staff%20of%20the%20Dreamlands), [Stalker Bane Snare](Stalker%20Bane%20Snare), [Stalwart's Ring](Stalwart's%20Ring), [Stanching](Stanching), [Star Grenade](Star%20Grenade), [Static Snare](Static%20Snare), [Stepping Stone Shot](Stepping%20Stone%20Shot), [Stole of Civility](Stole%20of%20Civility), [Stone Body Mutagen](Stone%20Body%20Mutagen), [Stone Circle](Stone%20Circle), [Stoneraiser Javelin](Stoneraiser%20Javelin), [Stonethroat Ammunition](Stonethroat%20Ammunition), [Stormbreaker Fulu](Stormbreaker%20Fulu), [Stupor Poison](Stupor%20Poison), [Sturdy Satchel](Sturdy%20Satchel), [Sulfur Bomb](Sulfur%20Bomb), [Sure-Step Crampons](Sure-Step%20Crampons), [Survey Map](Survey%20Map), [Swarmeater's Clasp](Swarmeater's%20Clasp), [Swarmform Collar](Swarmform%20Collar), [Swift Block Cabochon](Swift%20Block%20Cabochon), [Swiftmount Saddle](Swiftmount%20Saddle), [Talisman Cord](Talisman%20Cord), [Tallow Bomb](Tallow%20Bomb), [Tar Rocket Snare](Tar%20Rocket%20Snare), [Tentacle Cannon](Tentacle%20Cannon), [Thieves' Tools](Thieves'%20Tools), [Thousand-Blade Thesis](Thousand-Blade%20Thesis), [Thrice-Fried Mudwings](Thrice-Fried%20Mudwings), [Throwing Shield](Throwing%20Shield), [Thunder Helm](Thunder%20Helm), [Timepiece](Timepiece), [Tin Cobra](Tin%20Cobra), [Tlil Mask](Tlil%20Mask), [Toadskin Salve](Toadskin%20Salve), [Torag's Silver Anvil](Torag's%20Silver%20Anvil), [Torrent Snare](Torrent%20Snare), [Traitor's Ring](Traitor's%20Ring), [Transposition Ammunition](Transposition%20Ammunition), [Traveler's Cloak](Traveler's%20Cloak), [Truth Potion](Truth%20Potion), [Tusk and Fang Chain](Tusk%20and%20Fang%20Chain), [Twigjack Sack](Twigjack%20Sack), [Twilight Lantern](Twilight%20Lantern), [Twining Chains](Twining%20Chains), [Undead Compendium](Undead%20Compendium), [Undead Detection Dye](Undead%20Detection%20Dye), [Undead Scourge](Undead%20Scourge), [Underwater Firing Mechanism](Underwater%20Firing%20Mechanism), [Vampiric Scythe](Vampiric%20Scythe), [Vaultbreaker's Harness](Vaultbreaker's%20Harness), [Vermin Repellent Agent](Vermin%20Repellent%20Agent), [Vexing Vapor](Vexing%20Vapor), [Victory Plate](Victory%20Plate), [Vine of Roses](Vine%20of%20Roses), [Violet Venom](Violet%20Venom), [Voyager's Pack](Voyager's%20Pack), [Waffle Iron](Waffle%20Iron), [Wand of Fey Flames](Wand%20of%20Fey%20Flames), [Wand of Noisome Acid](Wand%20of%20Noisome%20Acid), [Wand of Spiritual Warfare](Wand%20of%20Spiritual%20Warfare), [Wand of Teeming Ghosts](Wand%20of%20Teeming%20Ghosts), [Wand of Thundering Echoes](Wand%20of%20Thundering%20Echoes), [War Blood Mutagen](War%20Blood%20Mutagen), [War Saddle](War%20Saddle), [Warcaller's Chime](Warcaller's%20Chime), [Warding Tattoo](Warding%20Tattoo), [Wardrobe Stone](Wardrobe%20Stone), [Warrior's Training Ring](Warrior's%20Training%20Ring), [Water Bomb](Water%20Bomb), [Water Purifier](Water%20Purifier), [Waterproof Journal](Waterproof%20Journal), [Waverider Barding](Waverider%20Barding), [Wax Key Blank](Wax%20Key%20Blank), [Wayfinder](Wayfinder), [Weeping Midnight](Weeping%20Midnight), [Wet Shock Snare](Wet%20Shock%20Snare), [Whip of Compliance](Whip%20of%20Compliance), [Whisper Briolette](Whisper%20Briolette), [Whistle of Calling](Whistle%20of%20Calling), [Wig of Holding](Wig%20of%20Holding), [Wind-Catcher](Wind-Catcher), [Winder's Ring](Winder's%20Ring), [Wind-Up Cart](Wind-Up%20Cart), [Winterstep Elixir](Winterstep%20Elixir), [Wizard's Tower](Wizard's%20Tower), [Wondrous Figurine](Wondrous%20Figurine), [Wordreaper](Wordreaper), [Wovenwood Shield](Wovenwood%20Shield), [Writ of Authenticity](Writ%20of%20Authenticity), [Yellow Musk Vial](Yellow%20Musk%20Vial)
-
-
-### Feats
-[Adaptive Vision](Adaptive%20Vision), [Adroit Manipulation](Adroit%20Manipulation), [Advanced Order Training](Advanced%20Order%20Training), [Agile Shield Grip](Agile%20Shield%20Grip), [Aldori Duelist Dedication](Aldori%20Duelist%20Dedication), [Alkenstar Agent Dedication](Alkenstar%20Agent%20Dedication), [All of the Animal](All%20of%20the%20Animal), [All the Time in the World](All%20the%20Time%20in%20the%20World), [Alter Ego Dedication](Alter%20Ego%20Dedication), [Ambushing Knockdown](Ambushing%20Knockdown), [Angel of Vindication](Angel%20of%20Vindication), [Animal Trainer Dedication](Animal%20Trainer%20Dedication), [Annihilating Swing](Annihilating%20Swing), [Apex Companion](../Spells_Rituals/Focus%20Spells/Level%2010/Apex%20Companion.md), [Arcane Tattoos](Arcane%20Tattoos), [Astonishing Explosion](Astonishing%20Explosion), [Aura of Despair](Aura%20of%20Despair), [Aura of Unbreakable Virtue](Aura%20of%20Unbreakable%20Virtue), [Aura Sight](Aura%20Sight), [Automatic Writing](Automatic%20Writing), [Avenge in Glory](Avenge%20in%20Glory), [Axial Recall](Axial%20Recall), [Backup Disguise](Backup%20Disguise), [Banishing Blow](Banishing%20Blow), [Beast Dynamo Howl](Beast%20Dynamo%20Howl), [Beast Gunner Dedication](Beast%20Gunner%20Dedication), [Beast Speaker](Beast%20Speaker), [Bellflower Dedication](Bellflower%20Dedication), [Blast Resistance](Blast%20Resistance), [Bloodline Metamorphosis](Bloodline%20Metamorphosis), [Boneyard's Call](Boneyard's%20Call), [Borrow Memories](Borrow%20Memories), [Bright Lion Dedication](Bright%20Lion%20Dedication), [Bullet Dancer Dedication](Bullet%20Dancer%20Dedication), [Bullying Staff](Bullying%20Staff), [Butterfly Blade Dedication](Butterfly%20Blade%20Dedication), [Cathartic Mage Dedication](Cathartic%20Mage%20Dedication), [Cavalier's Banner](Cavalier's%20Banner), [Chemical Purification](Chemical%20Purification), [Chromotherapy](Chromotherapy), [Clan Pistol](Clan%20Pistol), [Climate Adaptation](Climate%20Adaptation), [Cloud Walk](Cloud%20Walk), [Coffin Bound](Coffin%20Bound), [Command Corpse](Command%20Corpse), [Conceited Mindset](Conceited%20Mindset), [Connect the Dots](Connect%20the%20Dots), [Connections](Connections), [Consecrate Spell](Consecrate%20Spell), [Coordinated Distraction](Coordinated%20Distraction), [Corpse Tender Dedication](Corpse%20Tender%20Dedication), [Corpse Tender's Font](Corpse%20Tender's%20Font), [Corpse-Killer's Defiance](Corpse-Killer's%20Defiance), [Corrupted Shield](Corrupted%20Shield), [Courteous Comeback](Courteous%20Comeback), [Crafter's Instinct](Crafter's%20Instinct), [Criminal Connections](Criminal%20Connections), [Cruelty](Cruelty), [Crystal Healing](Crystal%20Healing), [Cut the Bonds](Cut%20the%20Bonds), [Dance of Intercession](Dance%20of%20Intercession), [Deadly Poison Weapon](Deadly%20Poison%20Weapon), [Defensive Needles](Defensive%20Needles), [Defiance Unto Death](Defiance%20Unto%20Death), [Deflecting Cloud](Deflecting%20Cloud), [Demolitionist](../../../../../60-Wyrmscriber/Gamemaster/Mechanics/Backgrounds/Berserker/Demolitionist.md), [Demolitionist Dedication](Demolitionist%20Dedication), [Demonblood Frenzy](Demonblood%20Frenzy), [Demon's Hair](Demon's%20Hair), [Denier of Destruction](Denier%20of%20Destruction), [Deny Support](Deny%20Support), [Detonating Spell](Detonating%20Spell), [Devil's Advocate](Devil's%20Advocate), [Devoted Guardian](Devoted%20Guardian), [Different Worlds](Different%20Worlds), [Divine Emissary](Divine%20Emissary), [Dominating Gaze](Dominating%20Gaze), [Dongun Education](Dongun%20Education), [Dragon Disciple Dedication](Dragon%20Disciple%20Dedication), [Dragon Grip](Dragon%20Grip), [Drive Back](Drive%20Back), [Drow Shootist Dedication](Drow%20Shootist%20Dedication), [Easily Dismissed](Easily%20Dismissed), [Eclipsed Vitality](Eclipsed%20Vitality), [Edgewatch Detective Dedication](Edgewatch%20Detective%20Dedication), [Eerie Proclamation](Eerie%20Proclamation), [Efficient Alchemy (Paragon)](Efficient%20Alchemy%20(Paragon)), [Effortless Reach](Effortless%20Reach), [Eldritch Researcher Dedication](Eldritch%20Researcher%20Dedication), [Electric Counter](Electric%20Counter), [Emblazon Divinity](Emblazon%20Divinity), [Endurance of the Rooted Tree](Endurance%20of%20the%20Rooted%20Tree), [Enduring Debilitation](Enduring%20Debilitation), [Entwined Energy Ki](Entwined%20Energy%20Ki), [Everdistant Defense](Everdistant%20Defense), [Everstand Stance](Everstand%20Stance), [Everstand Strike](Everstand%20Strike), [Explosive Expert](Explosive%20Expert), [Explosive Savant](Explosive%20Savant), [Extradimensional Stash](Extradimensional%20Stash), [Eye of the Arclords](Eye%20of%20the%20Arclords), [Fane's Escape](Fane's%20Escape), [Fane's Fourberie](Fane's%20Fourberie), [Farabellus Flip](Farabellus%20Flip), [Fiendish Form](Fiendish%20Form), [Fiendish Mount](Fiendish%20Mount), [Fire Savvy](Fire%20Savvy), [Firebrand Braggart Dedication](Firebrand%20Braggart%20Dedication), [Firework Technician Dedication](Firework%20Technician%20Dedication), [Focused Juggler](Focused%20Juggler), [Folk Dowsing](Folk%20Dowsing), [Folklorist Dedication](Folklorist%20Dedication), [Forge-Blessed Shot](Forge-Blessed%20Shot), [Forge-Day's Rest](Forge-Day's%20Rest), [Forgotten Presence](Forgotten%20Presence), [Game Hunter Dedication](Game%20Hunter%20Dedication), [Garden Path](Garden%20Path), [Ghost Eater Dedication](Ghost%20Eater%20Dedication), [Ghost Hunter Dedication](Ghost%20Hunter%20Dedication), [Ghost Wrangler](Ghost%20Wrangler), [Golden Body](Golden%20Body), [Golden League Xun Dedication](Golden%20League%20Xun%20Dedication), [Golem Dynamo](Golem%20Dynamo), [Golem Grafter Dedication](Golem%20Grafter%20Dedication), [Gravelands Herbalist](Gravelands%20Herbalist), [Greater Cruelty](Greater%20Cruelty), [Gruesome Strike](Gruesome%20Strike), [Gunslinger Dedication](Gunslinger%20Dedication), [Halcyon Speaker Dedication](Halcyon%20Speaker%20Dedication), [Hallowed Necromancer Dedication](Hallowed%20Necromancer%20Dedication), [Head of the Night Parade](Head%20of%20the%20Night%20Parade), [Heart of the Kaiju](Heart%20of%20the%20Kaiju), [Hellknight Armiger Dedication](Hellknight%20Armiger%20Dedication), [Hellknight Dedication](Hellknight%20Dedication), [Hellknight Order Cross-Training](Hellknight%20Order%20Cross-Training), [Hellknight Signifer Dedication](Hellknight%20Signifer%20Dedication), [Holy Light](Holy%20Light), [Homeward Bound](Homeward%20Bound), [Imbue Mindlessness](Imbue%20Mindlessness), [Impassable Wall Stance](Impassable%20Wall%20Stance), [Impossible Gossip](Impossible%20Gossip), [Improved Command Corpse](Improved%20Command%20Corpse), [Insistent Command](Insistent%20Command), [Inspiring Resilience](Inspiring%20Resilience), [Instrument of Slaughter](Instrument%20of%20Slaughter), [Intuitive Cooperation](Intuitive%20Cooperation), [Inured to Alchemy](Inured%20to%20Alchemy), [Inventor Dedication](Inventor%20Dedication), [Irezoko Tattoo](Irezoko%20Tattoo), [Iron Repercussions](Iron%20Repercussions), [Jalmeri Heavenseeker Dedication](Jalmeri%20Heavenseeker%20Dedication), [Jellyfish Stance](Jellyfish%20Stance), [Juggle](Juggle), [Juggler Dedication](Juggler%20Dedication), [Keep Up Appearances](Keep%20Up%20Appearances), [Knight Reclaimant Dedication](Knight%20Reclaimant%20Dedication), [Knight Vigilant](Knight%20Vigilant), [Knight's Retaliation](Knight's%20Retaliation), [Knock Sense](Knock%20Sense), [Know Oneself](Know%20Oneself), [Kreighton's Cognitive Crossover](Kreighton's%20Cognitive%20Crossover), [Lastwall Sentry Dedication](Lastwall%20Sentry%20Dedication), [Lead the Pack](Lead%20the%20Pack), [Levering Strike](Levering%20Strike), [Light of Revelation](../Spells_Rituals/Focus%20Spells/Level%202/Light%20of%20Revelation.md), [Lightslayer Oath](Lightslayer%20Oath), [Lion Blade Dedication](Lion%20Blade%20Dedication), [Litany of Depravity](../Spells_Rituals/Focus%20Spells/Level%207/Litany%20of%20Depravity.md), [Litany of Self-Interest](../Spells_Rituals/Focus%20Spells/Level%205/Litany%20of%20Self-Interest.md), [Living Monolith Dedication](Living%20Monolith%20Dedication), [Lobbed Attack](Lobbed%20Attack), [Macabre Virtuoso](Macabre%20Virtuoso), [Magaambyan Attendant Dedication](Magaambyan%20Attendant%20Dedication), [Magic Warrior Dedication](Magic%20Warrior%20Dedication), [Mammoth Lord Dedication](Mammoth%20Lord%20Dedication), [Master of the Dead](Master%20of%20the%20Dead), [Mature Trained Companion](Mature%20Trained%20Companion), [Mighty Wings](Mighty%20Wings), [Mimic Protections](Mimic%20Protections), [Miraculous Intervention](Miraculous%20Intervention), [Morphic Manipulation](Morphic%20Manipulation), [Nantambu Chime-Ringer Dedication](Nantambu%20Chime-Ringer%20Dedication), [Necromancer's Visage](Necromancer's%20Visage), [Necromantic Deflection](Necromantic%20Deflection), [Ongoing Selfishness](Ongoing%20Selfishness), [Oozemorph Dedication](Oozemorph%20Dedication), [Opportune Throw](Opportune%20Throw), [Order Training](Order%20Training), [Overwatch Dedication](Overwatch%20Dedication), [Pact of Draconic Fury](Pact%20of%20Draconic%20Fury), [Pact of Eldritch Eyes](Pact%20of%20Eldritch%20Eyes), [Pact of Fey Glamour](Pact%20of%20Fey%20Glamour), [Pact of Infernal Prowess](Pact%20of%20Infernal%20Prowess), [Pact of the Final Breath](Pact%20of%20the%20Final%20Breath), [Pactbinder Dedication](Pactbinder%20Dedication), [Pain Tolerance](Pain%20Tolerance), [Pale Horse](Pale%20Horse), [Pathfinder Agent Dedication](Pathfinder%20Agent%20Dedication), [Pesh Skin](Pesh%20Skin), [Pierce the Light](Pierce%20the%20Light), [Pistol Phenom Dedication](Pistol%20Phenom%20Dedication), [Pivot Strike](Pivot%20Strike), [Plot the Future](Plot%20the%20Future), [Plum Deluge](Plum%20Deluge), [Powder Punch Stance](Powder%20Punch%20Stance), [Practiced Guidance](Practiced%20Guidance), [Prayer-Touched Weapon](Prayer-Touched%20Weapon), [Preventative Treatment](Preventative%20Treatment), [Provocator Dedication](Provocator%20Dedication), [Purifying Breeze](Purifying%20Breeze), [Push Back the Dead!](Push%20Back%20the%20Dead!), [Pyrophilic Recovery](Pyrophilic%20Recovery), [Quah Bond](Quah%20Bond), [Quick Juggler](Quick%20Juggler), [Ravening's Desperation](Ravening's%20Desperation), [Read Psychometric Resonance](Read%20Psychometric%20Resonance), [Read the Land](Read%20the%20Land), [Reclaim Spell](Reclaim%20Spell), [Red Mantis Assassin Dedication](Red%20Mantis%20Assassin%20Dedication), [Reflecting Riposte](Reflecting%20Riposte), [Reflexive Catch](Reflexive%20Catch), [Rejuvenation Token](Rejuvenation%20Token), [Relentless Stalker](Relentless%20Stalker), [Reliable Squire](Reliable%20Squire), [Resilient Mind](Resilient%20Mind), [Retaliatory Cleansing](Retaliatory%20Cleansing), [Ringmaster's Introduction](Ringmaster's%20Introduction), [Ritual Researcher](Ritual%20Researcher), [Ritualist Dedication](Ritualist%20Dedication), [Ruby Resurrection](Ruby%20Resurrection), [Runescarred Dedication](Runescarred%20Dedication), [Saoc Astrology](Saoc%20Astrology), [Scapegoat Parallel Self](Scapegoat%20Parallel%20Self), [Scarecrow](Scarecrow), [Scrollmaster Dedication](Scrollmaster%20Dedication), [Scrounger Dedication](Scrounger%20Dedication), [Scrutinizing Gaze](Scrutinizing%20Gaze), [Secret Speech](Secret%20Speech), [Sense Good](Sense%20Good), [Sense Ki](Sense%20Ki), [Sense Thoughts](Sense%20Thoughts), [Sepulchral Sublimation](Sepulchral%20Sublimation), [Sever Space](Sever%20Space), [Shadowcaster Dedication](Shadowcaster%20Dedication), [Shape of the Cloud Dragon](Shape%20of%20the%20Cloud%20Dragon), [Shaped Contaminant](Shaped%20Contaminant), [Shared Sight](Shared%20Sight), [Shield Wall](Shield%20Wall), [Shift Spell](Shift%20Spell), [Sixth Pillar Dedication](Sixth%20Pillar%20Dedication), [Skeleton Commander](Skeleton%20Commander), [Skeptic's Defense](Skeptic's%20Defense), [Skirt the Light](Skirt%20the%20Light), [Slice and Swipe](Slice%20and%20Swipe), [Smite Good](Smite%20Good), [Smoke Sight](Smoke%20Sight), [Song of the Fallen](../Spells_Rituals/Focus%20Spells/Level%2010/Song%20of%20the%20Fallen.md), [Soulforger Dedication](Soulforger%20Dedication), [Sow Rumor](Sow%20Rumor), [Spark Fist](Spark%20Fist), [Specialized Companion](Specialized%20Companion), [Spell Gem](Spell%20Gem), [Spellmaster Dedication](Spellmaster%20Dedication), [Spellshot Dedication](Spellshot%20Dedication), [Spirit Speaker](Spirit%20Speaker), [Splendid Companion](Splendid%20Companion), [Staff Acrobat Dedication](Staff%20Acrobat%20Dedication), [Staff Sweep](Staff%20Sweep), [Staggering Fire](Staggering%20Fire), [Stalwart Standard](Stalwart%20Standard), [Stasian Smash](Stasian%20Smash), [Steal Essence](Steal%20Essence), [Stella's Stab and Snag](Stella's%20Stab%20and%20Snag), [Sterling Dynamo Dedication](Sterling%20Dynamo%20Dedication), [Stonegate](Stonegate), [Student of Perfection Dedication](Student%20of%20Perfection%20Dedication), [Subtle Shank](Subtle%20Shank), [Suli Amir](Suli%20Amir), [Sun Blade](../Spells_Rituals/Focus%20Spells/Level%202/Sun%20Blade.md), [Superior Sight](Superior%20Sight), [Surface Culture](Surface%20Culture), [Swordmaster Dedication](Swordmaster%20Dedication), [Syu Tak-Nwa's Deadly Hair](Syu%20Tak-Nwa's%20Deadly%20Hair), [Syu Tak-Nwa's Hexed Locks](Syu%20Tak-Nwa's%20Hexed%20Locks), [Syu Tak-Nwa's Skillful Tresses](Syu%20Tak-Nwa's%20Skillful%20Tresses), [Tame Animal](Tame%20Animal), [Tenacious Blood Magic](Tenacious%20Blood%20Magic), [Thaumaturge's Demesne](Thaumaturge's%20Demesne), [Thaumaturgic Ritualist](Thaumaturgic%20Ritualist), [Tiller's Aid](Tiller's%20Aid), [Tiller's Drive](Tiller's%20Drive), [Time Dilation Cascade](Time%20Dilation%20Cascade), [Time Mage Dedication](Time%20Mage%20Dedication), [Towering Growth](Towering%20Growth), [Trapsmith Dedication](Trapsmith%20Dedication), [Trick Driver Dedication](Trick%20Driver%20Dedication), [Truespeech](Truespeech), [Tupilaq Carver](Tupilaq%20Carver), [Turpin Rowe Lumberjack Dedication](Turpin%20Rowe%20Lumberjack%20Dedication), [Tweak Appearances](Tweak%20Appearances), [Unassuming Dedication](Unassuming%20Dedication), [Undead Master Dedication](Undead%20Master%20Dedication), [Underground Network](Underground%20Network), [Undying Conviction](Undying%20Conviction), [Unexpected Sharpshooter Dedication](Unexpected%20Sharpshooter%20Dedication), [United Assault](United%20Assault), [Vehicle Mechanic Dedication](Vehicle%20Mechanic%20Dedication), [Verdant Presence](Verdant%20Presence), [Vicious Vengeance](Vicious%20Vengeance), [Vigilante Dedication](Vigilante%20Dedication), [Viking Shieldbearer](Viking%20Shieldbearer), [Viking Vindicator](Viking%20Vindicator), [Vitality-Manipulating Stance](Vitality-Manipulating%20Stance), [Vivacious Afterimage](Vivacious%20Afterimage), [Wave the Flag](Wave%20the%20Flag), [Whirlwind Stance](Whirlwind%20Stance), [Whirlwind Toss](Whirlwind%20Toss), [Whodunnit?](Whodunnit?), [Wildborn Magic](Wildborn%20Magic), [Wilderness Spotter](Wilderness%20Spotter), [Witch Warden](Witch%20Warden), [Worldsphere Gravity](Worldsphere%20Gravity), [Wronged Monk's Wrath](../Spells_Rituals/Focus%20Spells/Level%205/Wronged%20Monk's%20Wrath.md), [Zephyr Guard Dedication](Zephyr%20Guard%20Dedication)
-
-### Focus Spells
-[Aberrant Whispers](../Spells_Rituals/Focus%20Spells/Level%203/Aberrant%20Whispers.md), [Abundant Step](../Spells_Rituals/Focus%20Spells/Level%204/Abundant%20Step.md), [Abyssal Wrath](../Spells_Rituals/Focus%20Spells/Level%205/Abyssal%20Wrath.md), [Access Lore](../Spells_Rituals/Focus%20Spells/Level%203/Access%20Lore.md), [Agile Feet](../Spells_Rituals/Focus%20Spells/Level%201/Agile%20Feet.md), [Allegro](../Spells_Rituals/Focus%20Spells/Cantrips/Allegro.md), [Ancestral Defense](../Spells_Rituals/Focus%20Spells/Level%203/Ancestral%20Defense.md), [Ancestral Form](../Spells_Rituals/Focus%20Spells/Level%206/Ancestral%20Form.md), [Ancestral Memories](../Spells_Rituals/Focus%20Spells/Level%201/Ancestral%20Memories.md), [Ancestral Touch](../Spells_Rituals/Focus%20Spells/Level%201/Ancestral%20Touch.md), [Angelic Halo](../Spells_Rituals/Focus%20Spells/Level%201/Angelic%20Halo.md), [Angelic Wings](../Spells_Rituals/Focus%20Spells/Level%203/Angelic%20Wings.md), [Animal Feature](../Spells_Rituals/Focus%20Spells/Level%202/Animal%20Feature.md), [Apex Companion](../Spells_Rituals/Focus%20Spells/Level%2010/Apex%20Companion.md), [Appearance of Wealth](../Spells_Rituals/Focus%20Spells/Level%201/Appearance%20of%20Wealth.md), [Arcane Countermeasure](../Spells_Rituals/Focus%20Spells/Level%205/Arcane%20Countermeasure.md), [Armor of Bones](../Spells_Rituals/Focus%20Spells/Level%203/Armor%20of%20Bones.md), [Artistic Flourish](../Spells_Rituals/Focus%20Spells/Level%204/Artistic%20Flourish.md), [Astral Rain](../Spells_Rituals/Focus%20Spells/Cantrips/Astral%20Rain.md), [Athletic Rush](../Spells_Rituals/Focus%20Spells/Level%201/Athletic%20Rush.md), [Augment Summoning](../Spells_Rituals/Focus%20Spells/Level%201/Augment%20Summoning.md), [Battlefield Persistence](../Spells_Rituals/Focus%20Spells/Level%203/Battlefield%20Persistence.md), [Beastmaster Trance](../Spells_Rituals/Focus%20Spells/Level%203/Beastmaster%20Trance.md), [Bit of Luck](../Spells_Rituals/Focus%20Spells/Level%201/Bit%20of%20Luck.md), [Blind Ambition](../Spells_Rituals/Focus%20Spells/Level%201/Blind%20Ambition.md), [Blinding Beauty](../Spells_Rituals/Focus%20Spells/Level%203/Blinding%20Beauty.md), [Blood Ward](../Spells_Rituals/Focus%20Spells/Level%201/Blood%20Ward.md), [Boost Eidolon](../Spells_Rituals/Focus%20Spells/Cantrips/Boost%20Eidolon.md), [Brain Drain](../Spells_Rituals/Focus%20Spells/Level%201/Brain%20Drain.md), [Cackle](../Spells_Rituals/Focus%20Spells/Level%201/Cackle.md), [Call of the Grave](../Spells_Rituals/Focus%20Spells/Level%201/Call%20of%20the%20Grave.md), [Call to Arms](../Spells_Rituals/Focus%20Spells/Level%201/Call%20to%20Arms.md), [Captivating Adoration](../Spells_Rituals/Focus%20Spells/Level%204/Captivating%20Adoration.md), [Cascade Countermeasure](../Spells_Rituals/Focus%20Spells/Level%203/Cascade%20Countermeasure.md), [Celestial Brand](../Spells_Rituals/Focus%20Spells/Level%205/Celestial%20Brand.md), [Champion's Sacrifice](../Spells_Rituals/Focus%20Spells/Level%206/Champion's%20Sacrifice.md), [Charming Touch](../Spells_Rituals/Focus%20Spells/Level%201/Charming%20Touch.md), [Charming Words](../Spells_Rituals/Focus%20Spells/Level%201/Charming%20Words.md), [Claim Undead](../Spells_Rituals/Focus%20Spells/Level%206/Claim%20Undead.md), [Cleansing Flames](../Spells_Rituals/Focus%20Spells/Level%205/Cleansing%20Flames.md), [Clinging Ice](../Spells_Rituals/Focus%20Spells/Cantrips/Clinging%20Ice.md), [Clinging Shadows Stance](../Spells_Rituals/Focus%20Spells/Level%204/Clinging%20Shadows%20Stance.md), [Cloak of Shadow](../Spells_Rituals/Focus%20Spells/Level%201/Cloak%20of%20Shadow.md), [Combustion](../Spells_Rituals/Focus%20Spells/Level%203/Combustion.md), [Commanding Lash](../Spells_Rituals/Focus%20Spells/Level%204/Commanding%20Lash.md), [Competitive Edge](../Spells_Rituals/Focus%20Spells/Level%204/Competitive%20Edge.md), [Consuming Darkness](../Spells_Rituals/Focus%20Spells/Level%205/Consuming%20Darkness.md), [Contagious Idea](../Spells_Rituals/Focus%20Spells/Cantrips/Contagious%20Idea.md), [Counter Performance](../Spells_Rituals/Focus%20Spells/Level%201/Counter%20Performance.md), [Crushing Ground](../Spells_Rituals/Focus%20Spells/Level%201/Crushing%20Ground.md), [Cry of Destruction](../Spells_Rituals/Focus%20Spells/Level%201/Cry%20of%20Destruction.md), [Curse of Death](../Spells_Rituals/Focus%20Spells/Level%205/Curse%20of%20Death.md), [Dance of Darkness](../Spells_Rituals/Focus%20Spells/Level%205/Dance%20of%20Darkness.md), [Dancing Blade](../Spells_Rituals/Focus%20Spells/Cantrips/Dancing%20Blade.md), [Darkened Eyes](../Spells_Rituals/Focus%20Spells/Level%204/Darkened%20Eyes.md), [Darklight](../Spells_Rituals/Focus%20Spells/Level%207/Darklight.md), [Dazzling Flash](../Spells_Rituals/Focus%20Spells/Level%201/Dazzling%20Flash.md), [Death's Call](../Spells_Rituals/Focus%20Spells/Level%201/Death's%20Call.md), [Debilitating Dichotomy](../Spells_Rituals/Focus%20Spells/Level%204/Debilitating%20Dichotomy.md), [Deceiver's Cloak](../Spells_Rituals/Focus%20Spells/Level%203/Deceiver's%20Cloak.md), [Delay Affliction](../Spells_Rituals/Focus%20Spells/Level%203/Delay%20Affliction.md), [Delusional Pride](../Spells_Rituals/Focus%20Spells/Level%204/Delusional%20Pride.md), [Destructive Aura](../Spells_Rituals/Focus%20Spells/Level%204/Destructive%20Aura.md), [Diabolic Edict](../Spells_Rituals/Focus%20Spells/Level%201/Diabolic%20Edict.md), [Dim the Light](../Spells_Rituals/Focus%20Spells/Level%201/Dim%20the%20Light.md), [Dimensional Assault](../Spells_Rituals/Focus%20Spells/Level%201/Dimensional%20Assault.md), [Dimensional Steps](../Spells_Rituals/Focus%20Spells/Level%204/Dimensional%20Steps.md), [Dirge of Doom](../Spells_Rituals/Focus%20Spells/Cantrips/Dirge%20of%20Doom.md), [Discern Secrets](../Spells_Rituals/Focus%20Spells/Cantrips/Discern%20Secrets.md), [Disperse into Air](../Spells_Rituals/Focus%20Spells/Level%204/Disperse%20into%20Air.md), [Distortion Lens](../Spells_Rituals/Focus%20Spells/Cantrips/Distortion%20Lens.md), [Diviner's Sight](../Spells_Rituals/Focus%20Spells/Level%201/Diviner's%20Sight.md), [Downpour](../Spells_Rituals/Focus%20Spells/Level%204/Downpour.md), [Dragon Breath](../Spells_Rituals/Focus%20Spells/Level%203/Dragon%20Breath.md), [Dragon Claws](../Spells_Rituals/Focus%20Spells/Level%201/Dragon%20Claws.md), [Dragon Wings](../Spells_Rituals/Focus%20Spells/Level%205/Dragon%20Wings.md), [Drain Life](../Spells_Rituals/Focus%20Spells/Level%203/Drain%20Life.md), [Dread Aura](../Spells_Rituals/Focus%20Spells/Level%204/Dread%20Aura.md), [Dread Secret](../Spells_Rituals/Focus%20Spells/Level%206/Dread%20Secret.md), [Dreamer's Call](../Spells_Rituals/Focus%20Spells/Level%204/Dreamer's%20Call.md), [Efficient Apport](../Spells_Rituals/Focus%20Spells/Level%201/Efficient%20Apport.md), [1 TTRPG/PF2e Wiki/Feats/General/Eidolon's Wrath](1%20TTRPG/PF2e%20Wiki/Feats/General/Eidolon's%20Wrath), [Elemental Betrayal](../Spells_Rituals/Focus%20Spells/Level%201/Elemental%20Betrayal.md), [Elemental Blast](../Spells_Rituals/Focus%20Spells/Level%205/Elemental%20Blast.md), [Elemental Motion](../Spells_Rituals/Focus%20Spells/Level%203/Elemental%20Motion.md), [Elemental Tempest](../Spells_Rituals/Focus%20Spells/Level%204/Elemental%20Tempest.md), [Elemental Toss](../Spells_Rituals/Focus%20Spells/Level%201/Elemental%20Toss.md), [Embrace the Pit](../Spells_Rituals/Focus%20Spells/Level%203/Embrace%20the%20Pit.md), [Empty Body](../Spells_Rituals/Focus%20Spells/Level%209/Empty%20Body.md), [Enduring Might](../Spells_Rituals/Focus%20Spells/Level%204/Enduring%20Might.md), [Energy Absorption](../Spells_Rituals/Focus%20Spells/Level%204/Energy%20Absorption.md), [Enlarge Companion](../Spells_Rituals/Focus%20Spells/Level%204/Enlarge%20Companion.md), [Entropic Wheel](../Spells_Rituals/Focus%20Spells/Cantrips/Entropic%20Wheel.md), [Ephemeral Tracking](../Spells_Rituals/Focus%20Spells/Level%203/Ephemeral%20Tracking.md), [Eradicate Undeath](../Spells_Rituals/Focus%20Spells/Level%204/Eradicate%20Undeath.md), [Establish Ward](../Spells_Rituals/Focus%20Spells/Level%205/Establish%20Ward.md), [Evil Eye](../Spells_Rituals/Focus%20Spells/Cantrips/Evil%20Eye.md), [Evolution Surge](../Spells_Rituals/Focus%20Spells/Level%201/Evolution%20Surge.md), [Extend Boost](../Spells_Rituals/Focus%20Spells/Level%201/Extend%20Boost.md), [Extend Spell](../Spells_Rituals/Focus%20Spells/Level%203/Extend%20Spell.md), [Eyes of the Dead](../Spells_Rituals/Focus%20Spells/Level%203/Eyes%20of%20the%20Dead.md), [Face in the Crowd](../Spells_Rituals/Focus%20Spells/Level%201/Face%20in%20the%20Crowd.md), [Faerie Dust](../Spells_Rituals/Focus%20Spells/Level%201/Faerie%20Dust.md), [Familiar Form](../Spells_Rituals/Focus%20Spells/Level%204/Familiar%20Form.md), [Fatal Aria](../Spells_Rituals/Focus%20Spells/Level%2010/Fatal%20Aria.md), [Fearful Feast](../Spells_Rituals/Focus%20Spells/Level%204/Fearful%20Feast.md), [Fey Disappearance](../Spells_Rituals/Focus%20Spells/Level%203/Fey%20Disappearance.md), [Fey Glamour](../Spells_Rituals/Focus%20Spells/Level%205/Fey%20Glamour.md), [Fire Ray](../Spells_Rituals/Focus%20Spells/Level%201/Fire%20Ray.md), [Flame Barrier](../Spells_Rituals/Focus%20Spells/Level%204/Flame%20Barrier.md), [Flaming Fusillade](../Spells_Rituals/Focus%20Spells/Level%206/Flaming%20Fusillade.md), [For Love, For Lightning](../Spells_Rituals/Focus%20Spells/Level%206/For%20Love,%20For%20Lightning.md), [Forbidden Thought](../Spells_Rituals/Focus%20Spells/Cantrips/Forbidden%20Thought.md), [Force Bolt](../Spells_Rituals/Focus%20Spells/Level%201/Force%20Bolt.md), [Force Fang](../Spells_Rituals/Focus%20Spells/Level%201/Force%20Fang.md), [Forced Quiet](../Spells_Rituals/Focus%20Spells/Level%201/Forced%20Quiet.md), [Foresee the Path](../Spells_Rituals/Focus%20Spells/Cantrips/Foresee%20the%20Path.md), [Genie's Veil](../Spells_Rituals/Focus%20Spells/Level%201/Genie's%20Veil.md), [Ghostly Shift](../Spells_Rituals/Focus%20Spells/Cantrips/Ghostly%20Shift.md), [Glimpse the Truth](../Spells_Rituals/Focus%20Spells/Level%204/Glimpse%20the%20Truth.md), [Glimpse Weakness](../Spells_Rituals/Focus%20Spells/Cantrips/Glimpse%20Weakness.md), [Glutton's Jaw](../Spells_Rituals/Focus%20Spells/Level%201/Glutton's%20Jaw.md), [Goodberry](../Spells_Rituals/Focus%20Spells/Level%201/Goodberry.md), [Grasping Grave](../Spells_Rituals/Focus%20Spells/Level%205/Grasping%20Grave.md), [Gravity Weapon](../Spells_Rituals/Focus%20Spells/Level%201/Gravity%20Weapon.md), [Hallowed Ground](../Spells_Rituals/Focus%20Spells/Level%201/Hallowed%20Ground.md), [Hand of the Apprentice](../Spells_Rituals/Focus%20Spells/Level%201/Hand%20of%20the%20Apprentice.md), [Hasted Assault](../Spells_Rituals/Focus%20Spells/Level%207/Hasted%20Assault.md), [Heal Animal](../Spells_Rituals/Focus%20Spells/Level%201/Heal%20Animal.md), [Heal Companion](../Spells_Rituals/Focus%20Spells/Level%201/Heal%20Companion.md), [Healer's Blessing](../Spells_Rituals/Focus%20Spells/Level%201/Healer's%20Blessing.md), [Heart's Desire](../Spells_Rituals/Focus%20Spells/Level%203/Heart's%20Desire.md), [Hellfire Plume](../Spells_Rituals/Focus%20Spells/Level%205/Hellfire%20Plume.md), [Heroic Feat](../Spells_Rituals/Focus%20Spells/Level%206/Heroic%20Feat.md), [Hero's Defiance](../Spells_Rituals/Focus%20Spells/Level%2010/Hero's%20Defiance.md), [Hologram Cage](../Spells_Rituals/Focus%20Spells/Cantrips/Hologram%20Cage.md), [Horrific Visage](../Spells_Rituals/Focus%20Spells/Level%203/Horrific%20Visage.md), [House of Imaginary Walls](../Spells_Rituals/Focus%20Spells/Cantrips/House%20of%20Imaginary%20Walls.md), [Hunter's Luck](../Spells_Rituals/Focus%20Spells/Level%202/Hunter's%20Luck.md), [Hunter's Vision](../Spells_Rituals/Focus%20Spells/Level%205/Hunter's%20Vision.md), [Hurtling Stone](../Spells_Rituals/Focus%20Spells/Level%201/Hurtling%20Stone.md), [Hymn of Healing](../Spells_Rituals/Focus%20Spells/Level%201/Hymn%20of%20Healing.md), [Imaginary Weapon](../Spells_Rituals/Focus%20Spells/Cantrips/Imaginary%20Weapon.md), [Impaling Briars](../Spells_Rituals/Focus%20Spells/Level%208/Impaling%20Briars.md), [Incendiary Aura](../Spells_Rituals/Focus%20Spells/Level%201/Incendiary%20Aura.md), [Inscrutable Mask](../Spells_Rituals/Focus%20Spells/Level%203/Inscrutable%20Mask.md), [Inspire Competence](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Competence.md), [Inspire Courage](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Courage.md), [Inspire Defense](../Spells_Rituals/Focus%20Spells/Cantrips/Inspire%20Defense.md), [Inspire Heroics](../Spells_Rituals/Focus%20Spells/Level%204/Inspire%20Heroics.md), [Interstellar Void](../Spells_Rituals/Focus%20Spells/Level%203/Interstellar%20Void.md), [Invisibility Cloak](../Spells_Rituals/Focus%20Spells/Level%204/Invisibility%20Cloak.md), [Invoke the Crimson Oath](../Spells_Rituals/Focus%20Spells/Level%202/Invoke%20the%20Crimson%20Oath.md), [Jealous Hex](../Spells_Rituals/Focus%20Spells/Level%201/Jealous%20Hex.md), [Ki Blast](../Spells_Rituals/Focus%20Spells/Level%203/Ki%20Blast.md), [Ki Form](../Spells_Rituals/Focus%20Spells/Level%209/Ki%20Form.md), [Ki Rush](../Spells_Rituals/Focus%20Spells/Level%201/Ki%20Rush.md), [Ki Strike](../Spells_Rituals/Focus%20Spells/Level%201/Ki%20Strike.md), [Know the Enemy](../Spells_Rituals/Focus%20Spells/Level%204/Know%20the%20Enemy.md), [Lay on Hands](../Spells_Rituals/Focus%20Spells/Level%201/Lay%20on%20Hands.md), [Life Boost](../Spells_Rituals/Focus%20Spells/Level%201/Life%20Boost.md), [Life Link](../Spells_Rituals/Focus%20Spells/Level%201/Life%20Link.md), [Life Siphon](../Spells_Rituals/Focus%20Spells/Level%204/Life%20Siphon.md), [Life-Giving Form](../Spells_Rituals/Focus%20Spells/Level%206/Life-Giving%20Form.md), [Lifelink Surge](../Spells_Rituals/Focus%20Spells/Level%202/Lifelink%20Surge.md), [Lift Nature's Caul](../Spells_Rituals/Focus%20Spells/Level%201/Lift%20Nature's%20Caul.md), [Light of Revelation](../Spells_Rituals/Focus%20Spells/Level%202/Light%20of%20Revelation.md), [Lingering Composition](../Spells_Rituals/Focus%20Spells/Level%201/Lingering%20Composition.md), [Litany against Sloth](../Spells_Rituals/Focus%20Spells/Level%205/Litany%20against%20Sloth.md), [Litany Against Wrath](../Spells_Rituals/Focus%20Spells/Level%203/Litany%20Against%20Wrath.md), [Litany of Depravity](../Spells_Rituals/Focus%20Spells/Level%207/Litany%20of%20Depravity.md), [Litany of Righteousness](../Spells_Rituals/Focus%20Spells/Level%207/Litany%20of%20Righteousness.md), [Litany of Self-Interest](../Spells_Rituals/Focus%20Spells/Level%205/Litany%20of%20Self-Interest.md), [Localized Quake](../Spells_Rituals/Focus%20Spells/Level%204/Localized%20Quake.md), [Loremaster's Etude](../Spells_Rituals/Focus%20Spells/Level%201/Loremaster's%20Etude.md), [Lucky Break](../Spells_Rituals/Focus%20Spells/Level%204/Lucky%20Break.md), [Magic Hide](../Spells_Rituals/Focus%20Spells/Level%201/Magic%20Hide.md), [Magic Warrior Aspect](../Spells_Rituals/Focus%20Spells/Level%202/Magic%20Warrior%20Aspect.md), [Magic Warrior Transformation](../Spells_Rituals/Focus%20Spells/Level%202/Magic%20Warrior%20Transformation.md), [Magic's Vessel](../Spells_Rituals/Focus%20Spells/Level%201/Magic's%20Vessel.md), [Malicious Shadow](../Spells_Rituals/Focus%20Spells/Level%203/Malicious%20Shadow.md), [Malignant Sustenance](../Spells_Rituals/Focus%20Spells/Level%204/Malignant%20Sustenance.md), [Manifold Lives](../Spells_Rituals/Focus%20Spells/Level%206/Manifold%20Lives.md), [Mantis Form](../Spells_Rituals/Focus%20Spells/Level%204/Mantis%20Form.md), [Medusa's Wrath](../Spells_Rituals/Focus%20Spells/Level%208/Medusa's%20Wrath.md), [Moonbeam](../Spells_Rituals/Focus%20Spells/Level%201/Moonbeam.md), [Moonlight Bridge](../Spells_Rituals/Focus%20Spells/Level%206/Moonlight%20Bridge.md), [Mystic Beacon](../Spells_Rituals/Focus%20Spells/Level%204/Mystic%20Beacon.md), [Nature's Bounty](../Spells_Rituals/Focus%20Spells/Level%204/Nature's%20Bounty.md), [Needle of Vengeance](../Spells_Rituals/Focus%20Spells/Level%201/Needle%20of%20Vengeance.md), [Nudge Fate](../Spells_Rituals/Focus%20Spells/Cantrips/Nudge%20Fate.md), [Nymph's Token](../Spells_Rituals/Focus%20Spells/Level%201/Nymph's%20Token.md), [Ode to Ouroboros](../Spells_Rituals/Focus%20Spells/Level%205/Ode%20to%20Ouroboros.md), [Omnidirectional Scan](../Spells_Rituals/Focus%20Spells/Cantrips/Omnidirectional%20Scan.md), [Ordained Purpose](../Spells_Rituals/Focus%20Spells/Level%204/Ordained%20Purpose.md), [Overstuff](../Spells_Rituals/Focus%20Spells/Level%201/Overstuff.md), [Path of Least Resistance](../Spells_Rituals/Focus%20Spells/Level%204/Path%20of%20Least%20Resistance.md), [Perfect Strike](../Spells_Rituals/Focus%20Spells/Level%202/Perfect%20Strike.md), [Perfected Form](../Spells_Rituals/Focus%20Spells/Level%204/Perfected%20Form.md), [Perfected Mind](../Spells_Rituals/Focus%20Spells/Level%201/Perfected%20Mind.md), [Personal Blizzard](../Spells_Rituals/Focus%20Spells/Level%203/Personal%20Blizzard.md), [Phase Familiar](../Spells_Rituals/Focus%20Spells/Level%201/Phase%20Familiar.md), [Physical Boost](../Spells_Rituals/Focus%20Spells/Level%201/Physical%20Boost.md), [Pied Piping](../Spells_Rituals/Focus%20Spells/Level%2010/Pied%20Piping.md), [Positive Luminance](../Spells_Rituals/Focus%20Spells/Level%204/Positive%20Luminance.md), [Powerful Inhalation](../Spells_Rituals/Focus%20Spells/Level%203/Powerful%20Inhalation.md), [Practice Makes Perfect](../Spells_Rituals/Focus%20Spells/Level%201/Practice%20Makes%20Perfect.md), [Precious Metals](../Spells_Rituals/Focus%20Spells/Level%204/Precious%20Metals.md), [Primal Summons](../Spells_Rituals/Focus%20Spells/Level%206/Primal%20Summons.md), [Protective Ward](../Spells_Rituals/Focus%20Spells/Level%201/Protective%20Ward.md), [Protector's Sacrifice](../Spells_Rituals/Focus%20Spells/Level%201/Protector's%20Sacrifice.md), [Protector's Sphere](../Spells_Rituals/Focus%20Spells/Level%204/Protector's%20Sphere.md), [Pulse of the City](../Spells_Rituals/Focus%20Spells/Level%204/Pulse%20of%20the%20City.md), [Pulverizing Cascade](../Spells_Rituals/Focus%20Spells/Level%203/Pulverizing%20Cascade.md), [Pushing Gust](../Spells_Rituals/Focus%20Spells/Level%201/Pushing%20Gust.md), [Quivering Palm](../Spells_Rituals/Focus%20Spells/Level%208/Quivering%20Palm.md), [Ranger's Bramble](../Spells_Rituals/Focus%20Spells/Level%203/Ranger's%20Bramble.md), [Read Fate](../Spells_Rituals/Focus%20Spells/Level%201/Read%20Fate.md), [Rebuke Death](../Spells_Rituals/Focus%20Spells/Level%204/Rebuke%20Death.md), [Redistribute Potential](../Spells_Rituals/Focus%20Spells/Cantrips/Redistribute%20Potential.md), [Reinforce Eidolon](../Spells_Rituals/Focus%20Spells/Cantrips/Reinforce%20Eidolon.md), [Rejuvenating Flames](../Spells_Rituals/Focus%20Spells/Level%201/Rejuvenating%20Flames.md), [Restorative Moment](../Spells_Rituals/Focus%20Spells/Level%205/Restorative%20Moment.md), [Retributive Pain](../Spells_Rituals/Focus%20Spells/Level%204/Retributive%20Pain.md), [Rising Surf](../Spells_Rituals/Focus%20Spells/Level%201/Rising%20Surf.md), [Runic Impression](../Spells_Rituals/Focus%20Spells/Level%204/Runic%20Impression.md), [Safeguard Secret](../Spells_Rituals/Focus%20Spells/Level%204/Safeguard%20Secret.md), [Savor the Sting](../Spells_Rituals/Focus%20Spells/Level%201/Savor%20the%20Sting.md), [Scholarly Recollection](../Spells_Rituals/Focus%20Spells/Level%201/Scholarly%20Recollection.md), [Sepulchral Mask](../Spells_Rituals/Focus%20Spells/Level%201/Sepulchral%20Mask.md), [Shadow Illusion](../Spells_Rituals/Focus%20Spells/Level%206/Shadow%20Illusion.md), [Shadow Jump](../Spells_Rituals/Focus%20Spells/Level%205/Shadow%20Jump.md), [Shadow's Web](../Spells_Rituals/Focus%20Spells/Level%207/Shadow's%20Web.md), [Shambling Horror](../Spells_Rituals/Focus%20Spells/Level%206/Shambling%20Horror.md), [Shared Nightmare](../Spells_Rituals/Focus%20Spells/Level%204/Shared%20Nightmare.md), [Shatter Mind](../Spells_Rituals/Focus%20Spells/Cantrips/Shatter%20Mind.md), [Shepherd of Souls](../Spells_Rituals/Focus%20Spells/Level%205/Shepherd%20of%20Souls.md), [Shielding Strike](../Spells_Rituals/Focus%20Spells/Level%201/Shielding%20Strike.md), [Shifting Form](../Spells_Rituals/Focus%20Spells/Level%204/Shifting%20Form.md), [Shooting Star](../Spells_Rituals/Focus%20Spells/Level%201/Shooting%20Star.md), [Shroud of Flame](../Spells_Rituals/Focus%20Spells/Level%203/Shroud%20of%20Flame.md), [Shroud of Night](../Spells_Rituals/Focus%20Spells/Cantrips/Shroud%20of%20Night.md), [Snare Hopping](../Spells_Rituals/Focus%20Spells/Level%201/Snare%20Hopping.md), [Song of Marching](../Spells_Rituals/Focus%20Spells/Cantrips/Song%20of%20Marching.md), [Song of Strength](../Spells_Rituals/Focus%20Spells/Cantrips/Song%20of%20Strength.md), [Song of the Fallen](../Spells_Rituals/Focus%20Spells/Level%2010/Song%20of%20the%20Fallen.md), [Soothing Ballad](../Spells_Rituals/Focus%20Spells/Level%207/Soothing%20Ballad.md), [Soothing Mist](../Spells_Rituals/Focus%20Spells/Level%202/Soothing%20Mist.md), [Soothing Words](../Spells_Rituals/Focus%20Spells/Level%201/Soothing%20Words.md), [Soul Siphon](../Spells_Rituals/Focus%20Spells/Level%201/Soul%20Siphon.md), [Speaking Sky](../Spells_Rituals/Focus%20Spells/Level%206/Speaking%20Sky.md), [Spellmaster's Ward](../Spells_Rituals/Focus%20Spells/Level%205/Spellmaster's%20Ward.md), [Spinning Staff](../Spells_Rituals/Focus%20Spells/Level%201/Spinning%20Staff.md), [Spirit Veil](../Spells_Rituals/Focus%20Spells/Level%203/Spirit%20Veil.md), [Splash of Art](../Spells_Rituals/Focus%20Spells/Level%201/Splash%20of%20Art.md), [Split the Tongue](../Spells_Rituals/Focus%20Spells/Level%201/Split%20the%20Tongue.md), [Spray of Stars](../Spells_Rituals/Focus%20Spells/Level%201/Spray%20of%20Stars.md), [Steal Shadow](../Spells_Rituals/Focus%20Spells/Level%203/Steal%20Shadow.md), [Steal the Sky](../Spells_Rituals/Focus%20Spells/Level%205/Steal%20the%20Sky.md), [Stoke the Heart](../Spells_Rituals/Focus%20Spells/Cantrips/Stoke%20the%20Heart.md), [Stone Lance](../Spells_Rituals/Focus%20Spells/Level%203/Stone%20Lance.md), [Storm Lord](../Spells_Rituals/Focus%20Spells/Level%209/Storm%20Lord.md), [Stormwind Flight](../Spells_Rituals/Focus%20Spells/Level%204/Stormwind%20Flight.md), [Stumbling Curse](../Spells_Rituals/Focus%20Spells/Level%201/Stumbling%20Curse.md), [Subjugate Undead](../Spells_Rituals/Focus%20Spells/Level%203/Subjugate%20Undead.md), [Sudden Shift](../Spells_Rituals/Focus%20Spells/Level%201/Sudden%20Shift.md), [Sun Blade](../Spells_Rituals/Focus%20Spells/Level%202/Sun%20Blade.md), [Sun's Fury](../Spells_Rituals/Focus%20Spells/Level%203/Sun's%20Fury.md), [Swamp of Sloth](../Spells_Rituals/Focus%20Spells/Level%203/Swamp%20of%20Sloth.md), [Sweet Dream](../Spells_Rituals/Focus%20Spells/Level%201/Sweet%20Dream.md), [Symphony of the Unfettered Heart](../Spells_Rituals/Focus%20Spells/Level%205/Symphony%20of%20the%20Unfettered%20Heart.md), [Take its Course](../Spells_Rituals/Focus%20Spells/Level%204/Take%20its%20Course.md), [Telekinetic Rend](../Spells_Rituals/Focus%20Spells/Cantrips/Telekinetic%20Rend.md), [Tempest Form](../Spells_Rituals/Focus%20Spells/Level%206/Tempest%20Form.md), [Tempest Surge](../Spells_Rituals/Focus%20Spells/Level%201/Tempest%20Surge.md), [Tempest Touch](../Spells_Rituals/Focus%20Spells/Level%201/Tempest%20Touch.md), [Temporal Distortion](../Spells_Rituals/Focus%20Spells/Level%201/Temporal%20Distortion.md), [Tempt Fate](../Spells_Rituals/Focus%20Spells/Level%204/Tempt%20Fate.md), [Tentacular Limbs](../Spells_Rituals/Focus%20Spells/Level%201/Tentacular%20Limbs.md), [Terrain Transposition](../Spells_Rituals/Focus%20Spells/Level%205/Terrain%20Transposition.md), [Tesseract Tunnel](../Spells_Rituals/Focus%20Spells/Cantrips/Tesseract%20Tunnel.md), [Thermal Stasis](../Spells_Rituals/Focus%20Spells/Cantrips/Thermal%20Stasis.md), [Thunderburst](../Spells_Rituals/Focus%20Spells/Level%203/Thunderburst.md), [Thunderous Strike](../Spells_Rituals/Focus%20Spells/Level%201/Thunderous%20Strike.md), [Tidal Surge](../Spells_Rituals/Focus%20Spells/Level%201/Tidal%20Surge.md), [Time Skip](../Spells_Rituals/Focus%20Spells/Level%203/Time%20Skip.md), [Touch of Corruption](../Spells_Rituals/Focus%20Spells/Level%201/Touch%20of%20Corruption.md), [Touch of Obedience](../Spells_Rituals/Focus%20Spells/Level%201/Touch%20of%20Obedience.md), [Touch of the Moon](../Spells_Rituals/Focus%20Spells/Level%204/Touch%20of%20the%20Moon.md), [Touch of Undeath](../Spells_Rituals/Focus%20Spells/Level%201/Touch%20of%20Undeath.md), [Transcribe Moment](../Spells_Rituals/Focus%20Spells/Level%204/Transcribe%20Moment.md), [Traveler's Transit](../Spells_Rituals/Focus%20Spells/Level%204/Traveler's%20Transit.md), [Trickster's Twin](../Spells_Rituals/Focus%20Spells/Level%204/Trickster's%20Twin.md), [Triple Time](../Spells_Rituals/Focus%20Spells/Cantrips/Triple%20Time.md), [Unblinking Flame Revelation](../Spells_Rituals/Focus%20Spells/Level%203/Unblinking%20Flame%20Revelation.md), [Unbreaking Wave Advance](../Spells_Rituals/Focus%20Spells/Level%203/Unbreaking%20Wave%20Advance.md), [Undeath's Blessing](../Spells_Rituals/Focus%20Spells/Level%201/Undeath's%20Blessing.md), [Unfetter Eidolon](../Spells_Rituals/Focus%20Spells/Level%201/Unfetter%20Eidolon.md), [Unfolding Wind Rush](../Spells_Rituals/Focus%20Spells/Level%203/Unfolding%20Wind%20Rush.md), [Unimpeded Stride](../Spells_Rituals/Focus%20Spells/Level%201/Unimpeded%20Stride.md), [Unity](../Spells_Rituals/Focus%20Spells/Level%204/Unity.md), [Untwisting Iron Buffer](../Spells_Rituals/Focus%20Spells/Level%203/Untwisting%20Iron%20Buffer.md), [Unusual Anatomy](../Spells_Rituals/Focus%20Spells/Level%205/Unusual%20Anatomy.md), [Updraft](../Spells_Rituals/Focus%20Spells/Level%201/Updraft.md), [Vector Screen](../Spells_Rituals/Focus%20Spells/Cantrips/Vector%20Screen.md), [Veil of Confidence](../Spells_Rituals/Focus%20Spells/Level%201/Veil%20of%20Confidence.md), [Veil of Dreams](../Spells_Rituals/Focus%20Spells/Level%201/Veil%20of%20Dreams.md), [Vibrant Thorns](../Spells_Rituals/Focus%20Spells/Level%201/Vibrant%20Thorns.md), [Vigilant Eye](../Spells_Rituals/Focus%20Spells/Level%204/Vigilant%20Eye.md), [Vision of Weakness](../Spells_Rituals/Focus%20Spells/Level%202/Vision%20of%20Weakness.md), [Waking Nightmare](../Spells_Rituals/Focus%20Spells/Level%201/Waking%20Nightmare.md), [Warped Terrain](../Spells_Rituals/Focus%20Spells/Level%201/Warped%20Terrain.md), [Weapon Surge](../Spells_Rituals/Focus%20Spells/Level%201/Weapon%20Surge.md), [Whirling Flames](../Spells_Rituals/Focus%20Spells/Level%203/Whirling%20Flames.md), [Wholeness of Body](../Spells_Rituals/Focus%20Spells/Level%202/Wholeness%20of%20Body.md), [Wild Morph](../Spells_Rituals/Focus%20Spells/Level%201/Wild%20Morph.md), [Wild Shape](../Spells_Rituals/Focus%20Spells/Level%201/Wild%20Shape.md), [Wild Winds Stance](../Spells_Rituals/Focus%20Spells/Level%204/Wild%20Winds%20Stance.md), [Wildfire](../Spells_Rituals/Focus%20Spells/Level%201/Wildfire.md), [Wilding Word](../Spells_Rituals/Focus%20Spells/Cantrips/Wilding%20Word.md), [Wind Jump](../Spells_Rituals/Focus%20Spells/Level%205/Wind%20Jump.md), [Wish-Twisted Form](../Spells_Rituals/Focus%20Spells/Level%205/Wish-Twisted%20Form.md), [Word of Freedom](../Spells_Rituals/Focus%20Spells/Level%204/Word%20of%20Freedom.md), [Word of Truth](../Spells_Rituals/Focus%20Spells/Level%201/Word%20of%20Truth.md), [Wronged Monk's Wrath](../Spells_Rituals/Focus%20Spells/Level%205/Wronged%20Monk's%20Wrath.md), [You're Mine](../Spells_Rituals/Focus%20Spells/Level%205/You're%20Mine.md), [Zeal for Battle](../Spells_Rituals/Focus%20Spells/Level%204/Zeal%20for%20Battle.md)
-
-### Hazards
-[Agitated Carnivorous Plants](Agitated%20Carnivorous%20Plants), [Auto-Turret](Auto-Turret), [Black Powder Bomb](Black%20Powder%20Bomb), [Boulder Deadfall Trap](Boulder%20Deadfall%20Trap), [Flensing Chute](Flensing%20Chute), [Iron Dart Launcher](Iron%20Dart%20Launcher), [Malevolent Mannequins](Malevolent%20Mannequins), [Planar Eviction Trap](Planar%20Eviction%20Trap), [Second Kiss Engine](Second%20Kiss%20Engine), [Serpent Ward](Serpent%20Ward), [Sickle Blades](Sickle%20Blades), [Spider Summoning Rune](Spider%20Summoning%20Rune), [Steam Vents](Steam%20Vents), [Stinger Ward Trap](Stinger%20Ward%20Trap), [Venom Pool](Venom%20Pool)
-
-### Languages
-[Abyssal](Abyssal), [Adlet](Adlet), [Aklo](Aklo), [Alghollthu](Alghollthu), [Amurrun](Amurrun), [Anadi](Anadi), [Anugobu](Anugobu), [Aquan](Aquan), [Arboreal](Arboreal), [Auran](Auran), [Azlanti](Azlanti), [Boggard](Boggard), [Calda](Calda), [Caligni](Caligni), [Celestial](Celestial.md), [Cyclops](../../../../../60-Wyrmscriber/Gamemaster/World/Species/Cyclops.md), [Daemonic](Daemonic), [Destrachan](Destrachan), [D'ziriak](D'ziriak), [Ekujae](Ekujae), [Erutaki](Erutaki), [Garundi](Garundi), [Girtablilu](Girtablilu), [Gnoll](Gnoll), [Grippli](Grippli), [Hallit](Hallit), [Ignan](Ignan), [Infernal](Infernal), [Iruxi](Iruxi), [Jistkan](Jistkan), [Jyoti](Jyoti), [Kelish](Kelish), [Kibwani](Kibwani), [Kitsune](Kitsune), [Lirgeni](Lirgeni), [Mwangi](Mwangi.md), [Mzunu](Mzunu), [Nagaji](Nagaji), [Necril](Necril), [Ocotan](Ocotan), [Osiriani](Osiriani), [Protean](Protean), [Requian](Requian), [Shadowtongue](Shadowtongue), [Shoanti](Shoanti), [Shoony](Shoony), [Skald](Skald), [Sphinx](Sphinx), [Strix](Strix), [Tengu](Tengu), [Terran](Terran), [Thassilonian](Thassilonian), [Tien](Tien), [Utopian](Utopian), [Varisian](Varisian), [Varki](Varki), [Vudrani](Vudrani), [Xanmba](Xanmba), [Ysoki](Ysoki)
-
-### Monsters
-[Aapoph Serpentfolk](Aapoph%20Serpentfolk), [Adachros](Adachros), [Adult Brine Dragon](Adult%20Brine%20Dragon), [Adult Cloud Dragon](Adult%20Cloud%20Dragon), [Adult Crystal Dragon](Adult%20Crystal%20Dragon), [Adult Forest Dragon](Adult%20Forest%20Dragon), [Adult Magma Dragon](Adult%20Magma%20Dragon), [Adult Sea Dragon](Adult%20Sea%20Dragon), [Adult Sky Dragon](Adult%20Sky%20Dragon), [Adult Sovereign Dragon](Adult%20Sovereign%20Dragon), [Adult Umbral Dragon](Adult%20Umbral%20Dragon), [Adult Underworld Dragon](Adult%20Underworld%20Dragon), [Ahuizotl](Ahuizotl), [Ahvothian](Ahvothian), [Aigamuxa](Aigamuxa), [Alchemical Golem](Alchemical%20Golem), [Alghollthu Master](Alghollthu%20Master), [Aluum Enforcer](Aluum%20Enforcer), [Anadi Elder](Anadi%20Elder), [Anadi Fateweaver](Anadi%20Fateweaver), [Anadi Hunter](Anadi%20Hunter), [Anadi Lurker](Anadi%20Lurker), [Anadi Sage](Anadi%20Sage), [Anadi Seeker](Anadi%20Seeker), [Ancient Black Dragon](Ancient%20Black%20Dragon), [Ancient Blue Dragon](Ancient%20Blue%20Dragon), [Ancient Brass Dragon](Ancient%20Brass%20Dragon), [Ancient Bronze Dragon](Ancient%20Bronze%20Dragon), [Ancient Copper Dragon](Ancient%20Copper%20Dragon), [Ancient Gold Dragon](Ancient%20Gold%20Dragon), [Ancient Green Dragon](Ancient%20Green%20Dragon), [Ancient Red Dragon](Ancient%20Red%20Dragon), [Ancient Silver Dragon](Ancient%20Silver%20Dragon), [Ancient White Dragon](Ancient%20White%20Dragon), [Animate Dream](Animate%20Dream), [Anugobu Apprentice](Anugobu%20Apprentice), [Anugobu Wondercrafter](Anugobu%20Wondercrafter), [Arboreal Snag](Arboreal%20Snag), [Augnagar](Augnagar), [Avarek](Avarek), [Azure Worm](Azure%20Worm), [Banshee](../../../../../60-Wyrmscriber/Gamemaster/Mechanics/Bestiary/Undead/Skeleton-Army/Banshee.md), [Baobhan Sith](Baobhan%20Sith), [Barnacle Ghoul](Barnacle%20Ghoul), [Bauble Beast](Bauble%20Beast), [Berberoka](Berberoka), [Betobeto-San](Betobeto-San), [Bida](Bida), [Blink Dog](Blink%20Dog), [Blodeuwedd](Blodeuwedd), [Bodak](Bodak), [Bog Strider](Bog%20Strider), [Bogey](Bogey), [Bogeyman](Bogeyman), [Bone Croupier](Bone%20Croupier), [Bone Prophet](Bone%20Prophet), [Bone Skipper Swarm](Bone%20Skipper%20Swarm), [Brain Collector](Brain%20Collector), [Bregdi](Bregdi), [Bugaboo](Bugaboo), [Bul-Gae](Bul-Gae), [Bythos](Bythos), [Cadaverous Rake](Cadaverous%20Rake), [Cairn Linnorm](Cairn%20Linnorm), [Cairn Wight](Cairn%20Wight), [Caligni Caller](Caligni%20Caller), [Caligni Slayer](Caligni%20Slayer), [Calikang](Calikang), [Camarach](Camarach), [Carrion Golem](Carrion%20Golem), [Cat Sith](Cat%20Sith), [Caulborn](Caulborn), [Cavern Troll](Cavern%20Troll), [Charghar](Charghar), [Chattering Jaws](Chattering%20Jaws), [Chernobue](Chernobue), [Children Of Mhar](Children%20Of%20Mhar), [Chimera](Chimera), [Clay Golem](Clay%20Golem), [Clockwork Assassin](Clockwork%20Assassin), [Clockwork Brewer](Clockwork%20Brewer), [Clockwork Buccaneer](Clockwork%20Buccaneer), [Clockwork Disposer](Clockwork%20Disposer), [Clockwork Fabricator](Clockwork%20Fabricator), [Clockwork Handler](Clockwork%20Handler), [Clockwork Hunter](Clockwork%20Hunter), [Clockwork Mage](Clockwork%20Mage), [Clockwork Puppeteer](Clockwork%20Puppeteer), [Clockwork Soldier](Clockwork%20Soldier), [Clockwork Spy](Clockwork%20Spy), [Coil Spy](Coil%20Spy), [Consonite Choir](Consonite%20Choir), [Contemplative](Contemplative), [Crag Linnorm](Crag%20Linnorm), [Cu Sith](Cu%20Sith), [Culdewen](Culdewen), [Cyclops](../../../../../60-Wyrmscriber/Gamemaster/World/Species/Cyclops.md), [Cythnigot](Cythnigot), [Dalos](Dalos), [Dark Naga](Dark%20Naga), [Death Coach](Death%20Coach), [Deathless Hierophant of Urgathoa](Deathless%20Hierophant%20of%20Urgathoa), [Deepwater Dhuthorex](Deepwater%20Dhuthorex), [Denizen of Leng](Denizen%20of%20Leng), [Dero Magister](Dero%20Magister), [Devourer](Devourer), [Divine Warden Of Brigh](Divine%20Warden%20Of%20Brigh), [Divine Warden Of Nethys](Divine%20Warden%20Of%20Nethys), [Djinni](Djinni), [Doorwarden](Doorwarden), [Doppelganger](Doppelganger), [Dracolisk](Dracolisk), [Dragon's Blood Puffball](Dragon's%20Blood%20Puffball), [Dragonscarred Dead](Dragonscarred%20Dead), [Drainberry Bush](Drainberry%20Bush), [Dramofir](Dramofir), [Dread Dhuthorex](Dread%20Dhuthorex), [Dread Wisp](Dread%20Wisp), [Drenchdead](Drenchdead), [Dreshkan](Dreshkan), [Dromornis](Dromornis), [Drow Hunter](Drow%20Hunter), [Drow Shootist](Drow%20Shootist), [Drow Warden](Drow%20Warden), [Dryad Queen](Dryad%20Queen), [Duende](Duende), [Dullahan](Dullahan), [Dust Mephit](Dust%20Mephit), [Dweomercat](Dweomercat), [Dybbuk](Dybbuk), [Efreeti](Efreeti), [Elemental Vessel](Elemental%20Vessel), [Water](Water.md), [Emperor Bird](Emperor%20Bird), [Eunemvro](Eunemvro), [Excorion](Excorion), [Faceless Butcher](Faceless%20Butcher), [Faerie Dragon](Faerie%20Dragon), [Faithless Ecclesiarach](Faithless%20Ecclesiarach), [Fallen Champion](Fallen%20Champion), [Feral Skull Swarm](Feral%20Skull%20Swarm), [Fjord Linnorm](Fjord%20Linnorm), [Flesh Golem](Flesh%20Golem), [Flickerwisp](Flickerwisp), [Floating Femur](Floating%20Femur), [Forge-Spurned](Forge-Spurned), [Formian Queen](Formian%20Queen), [Froghemoth](Froghemoth), [Frost Troll](Frost%20Troll), [Fuming Sludge](Fuming%20Sludge), [Gashadokuro](Gashadokuro), [Gathlain Wanderer](Gathlain%20Wanderer), [Gbahali](Gbahali), [Ghostly Mob](Ghostly%20Mob), [Giant Aukashungi](Giant%20Aukashungi), [Giant Bone Skipper](Giant%20Bone%20Skipper), [Giant Hippocampus](Giant%20Hippocampus), [Giant Silverfish](Giant%20Silverfish), [Gibtanius](Gibtanius), [Gibtas Bounder](Gibtas%20Bounder), [Gibtas Spawn Swarm](Gibtas%20Spawn%20Swarm), [Gimmerling](Gimmerling), [Glass Golem](Glass%20Golem), [Gluttonworm](Gluttonworm), [Gnagrif](Gnagrif), [Golgopo](Golgopo), [Gorgon](Gorgon), [Gosreg](Gosreg), [Grappling Spirit](Grappling%20Spirit), [Grauladon](Grauladon), [Grave Hag](Grave%20Hag), [Graveknight Captain](Graveknight%20Captain), [Graveknight Champion](Graveknight%20Champion), [Graveknight Warmaster](Graveknight%20Warmaster), [Graveshell](Graveshell), [Great Cyclops](Great%20Cyclops), [Greater Barghest](Greater%20Barghest), [Grioth Scout](Grioth%20Scout), [Grootslang](Grootslang), [Groplit](Groplit), [Guardian Naga](Guardian%20Naga), [Guecubu](Guecubu), [Gumiho](Gumiho), [Hadrinnex](Hadrinnex), [Hantu Belian](Hantu%20Belian), [Hantu Denai](Hantu%20Denai), [Harmona](Harmona), [Harrow Doll](Harrow%20Doll), [Hellbound Attorney](Hellbound%20Attorney), [Hellcrown](Hellcrown), [Herecite of Zevgavizeb](Herecite%20of%20Zevgavizeb), [Herexen](Herexen), [Hesperid Queen](Hesperid%20Queen), [Hive Mother](Hive%20Mother), [Hodag](Hodag), [Huldra](Huldra), [Hunter Wight](Hunter%20Wight), [Hyakume](Hyakume), [Ice Golem](Ice%20Golem), [Ice Linnorm](Ice%20Linnorm), [Ice Mephit](Ice%20Mephit), [Ice Mummy](Ice%20Mummy), [Ichor Slinger](Ichor%20Slinger), [I'iko Dragon](I'iko%20Dragon), [Incutilis](Incutilis), [Intellect Devourer](Intellect%20Devourer), [Iridescent Elephant](Iridescent%20Elephant), [Iron Golem](Iron%20Golem), [Isqulug](Isqulug), [Izfiitar](Izfiitar), [Jorogumo](Jorogumo), [Karumzek](Karumzek), [Karumzek Swarm](Karumzek%20Swarm), [Khefak Scuttler](Khefak%20Scuttler), [Kilia Mwibo](Kilia%20Mwibo), [Kobold Tunnelrunner](Kobold%20Tunnelrunner), [Kongamato](Kongamato), [Korred](Korred), [Kraken](Kraken), [Kun](Kun), [Kurnugian Jackal](Kurnugian%20Jackal), [Kurobozu](Kurobozu), [Lagofir](Lagofir), [Lampad Queen](Lampad%20Queen), [Last Guard](Last%20Guard), [Leng Ghoul](Leng%20Ghoul), [Leng Spider](Leng%20Spider), [Leydroth](Leydroth), [Living Sap](Living%20Sap), [Loblobi](Loblobi), [Lophiithu](Lophiithu), [Lovelorn](Lovelorn), [Lunar Naga](Lunar%20Naga), [Lusca](Lusca), [Maliadi](Maliadi), [Mamlambo](Mamlambo), [Manticore Paaridar](Manticore%20Paaridar), [Mari Lwyd](Mari%20Lwyd), [Marid](Marid), [Megaloceros](Megaloceros), [Megalodon](Megalodon), [Mi-Go](Mi-Go), [Mix Couatl](Mix%20Couatl), [Mokele-Mbembe](Mokele-Mbembe), [Moon Hag](Moon%20Hag), [Moonflower](Moonflower), [Morlock Cultist](Morlock%20Cultist), [Morlock Engineer](Morlock%20Engineer), [Mulventok](Mulventok), [Mummy Prophet of Set](Mummy%20Prophet%20of%20Set), [Muse Phantom](Muse%20Phantom), [Naiad Queen](Naiad%20Queen), [Najra Lizard](Najra%20Lizard), [Necromunculus](Necromunculus), [Nemhaith](Nemhaith), [Nenchuuj](Nenchuuj), [Neothelid](Neothelid), [Nightgaunt](Nightgaunt), [Nosferatu Malefactor](Nosferatu%20Malefactor), [Nosferatu Thrall](Nosferatu%20Thrall), [Nyogoth](Nyogoth), [Obrousian](Obrousian), [Obsidian Golem](Obsidian%20Golem), [Ogre Hurler](Ogre%20Hurler), [Omox](Omox), [Onryo](Onryo), [Ooze Mephit](Ooze%20Mephit), [Owb](Owb), [Penqual](Penqual), [Phalanx Of Phalanges](Phalanx%20Of%20Phalanges), [Phantom Beast](Phantom%20Beast), [Phantom Knight](Phantom%20Knight), [Planetar](Planetar), [Polong](Polong), [Popobawa](Popobawa), [Poracha](Poracha), [Prairie Drake](Prairie%20Drake), [Precentor](Precentor), [Prowler Wight](Prowler%20Wight), [Pukwudgie](Pukwudgie), [Quetz Couatl](Quetz%20Couatl), [Quickling](Quickling), [Radiant Warden](Radiant%20Warden), [Raktavarna](Raktavarna), [Reaper Skull Puffball](Reaper%20Skull%20Puffball), [Remorhaz](Remorhaz), [Rhu-Chalik](Rhu-Chalik), [Roiling Incant](Roiling%20Incant), [Roper](Roper), [Roru](Roru), [Rune Giant](Rune%20Giant), [Rust Hag](Rust%20Hag), [Rust Ooze](Rust%20Ooze), [Sanzuwu](Sanzuwu), [Sasquatch](Sasquatch), [Saurian Warmonger](Saurian%20Warmonger), [Saurian Worldwatcher](Saurian%20Worldwatcher), [Scalathrax](Scalathrax), [Scalliwing](Scalliwing), [Scrabbling Ribcage](Scrabbling%20Ribcage), [Screaming Sulfur](Screaming%20Sulfur), [Scrit](Scrit), [Sea Serpent](Sea%20Serpent), [Seetangeist](Seetangeist), [Seething Spirit](Seething%20Spirit), [Serpentfolk Granitescale](Serpentfolk%20Granitescale), [Serpentfolk Venom Caller](Serpentfolk%20Venom%20Caller), [Seugathi Reality Warper](Seugathi%20Reality%20Warper), [Seugathi Servant](Seugathi%20Servant), [Shaitan](Shaitan), [Shanrigol Behemoth](Shanrigol%20Behemoth), [Shantak](Shantak), [Shatterling](Shatterling), [Shoal Linnorm](Shoal%20Linnorm), [Shobhad Enforcer](Shobhad%20Enforcer), [Shobhad Sniper](Shobhad%20Sniper), [Shock Zombie](Shock%20Zombie), [Shoggti](Shoggti), [Shulsaga](Shulsaga), [Siege Shard](Siege%20Shard), [Silverfish Swarm](Silverfish%20Swarm), [Skinstitch](Skinstitch), [Skull Fairy](Skull%20Fairy), [Skulltaker](Skulltaker), [Sluagh Reaper](Sluagh%20Reaper), [Smog Wraith](Smog%20Wraith), [Sordesdaemon](Sordesdaemon), [Soul Eater](Soul%20Eater), [Spellskein](Spellskein), [Spirit Naga](Spirit%20Naga), [Ssumzili](Ssumzili), [Steam Mephit](Steam%20Mephit), [Sthira](Sthira), [Stone Golem](Stone%20Golem), [Stone Lion](Stone%20Lion), [Stone Lion Cub](Stone%20Lion%20Cub), [Strix Kinmate](Strix%20Kinmate), [Sturzstromer](Sturzstromer), [Stygira](Stygira), [Sunburst Corpse](Sunburst%20Corpse), [Svartalfar Killer](Svartalfar%20Killer), [Taiga Linnorm](Taiga%20Linnorm), [Tar Ooze](Tar%20Ooze), [Tar Zombie Mammoth](Tar%20Zombie%20Mammoth), [Tar Zombie Predator](Tar%20Zombie%20Predator), [Tar Zombie Snatcher](Tar%20Zombie%20Snatcher), [Tarn Linnorm](Tarn%20Linnorm), [Tattoo Guardian](Tattoo%20Guardian), [Teraphant](Teraphant), [Terwa Chosen](Terwa%20Chosen), [Terwa Prodigy](Terwa%20Prodigy), [Terwa Star Reader](Terwa%20Star%20Reader), [Thasteron Khefak](Thasteron%20Khefak), [Thulgant](Thulgant), [Thunderbird](Thunderbird), [Tikbalang](Tikbalang), [Tixitog](Tixitog), [Tombstone Troll](Tombstone%20Troll), [Tor Linnorm](Tor%20Linnorm), [Two-Headed Troll](Two-Headed%20Troll), [Tzitzimitl](Tzitzimitl), [Umasi](Umasi), [Umonlee](Umonlee), [Vampire Mastermind](Vampire%20Mastermind), [Vanara Disciple](Vanara%20Disciple), [Vaultbreaker Ooze](Vaultbreaker%20Ooze), [Vavakia](Vavakia), [Vetalarana Manipulator](Vetalarana%20Manipulator), [Virulak Villager](Virulak%20Villager), [Viskithrel](Viskithrel), [Vrolikai](Vrolikai), [Vrykolakas Ancient](Vrykolakas%20Ancient), [Waldgeist](Waldgeist), [Warsworn](Warsworn), [Wayang Whisperblade](Wayang%20Whisperblade), [Wendigo](Wendigo), [Werebear](Werebear), [Weykoward](Weykoward), [Witchfire](Witchfire), [Witchwyrd](Witchwyrd), [Wood Golem](Wood%20Golem), [Worm That Walks Cultist](Worm%20That%20Walks%20Cultist), [Xill](Xill), [Xilvirek](Xilvirek), [Xulgath Deepmouth](Xulgath%20Deepmouth), [Xulgath Stoneliege](Xulgath%20Stoneliege), [Yaganty](Yaganty), [Yamaraj](Yamaraj), [Yeti](Yeti), [Young Brine Dragon](Young%20Brine%20Dragon), [Young Cloud Dragon](Young%20Cloud%20Dragon), [Young Crystal Dragon](Young%20Crystal%20Dragon), [Young Forest Dragon](Young%20Forest%20Dragon), [Young Linnorm](Young%20Linnorm), [Young Magma Dragon](Young%20Magma%20Dragon), [Young Sea Dragon](Young%20Sea%20Dragon), [Young Sky Dragon](Young%20Sky%20Dragon), [Young Sovereign Dragon](Young%20Sovereign%20Dragon), [Young Umbral Dragon](Young%20Umbral%20Dragon), [Young Underworld Dragon](Young%20Underworld%20Dragon), [Zealborn](Zealborn), [Zombie Lord](Zombie%20Lord), [Zyss Serpentfolk](Zyss%20Serpentfolk)
-
-### Rituals
-[Abyssal Pact](../Spells_Rituals/Rituals/Level%201/Abyssal%20Pact.md), [Angelic Messenger](../Spells_Rituals/Rituals/Level%201/Angelic%20Messenger.md), [Animate Object](../Spells_Rituals/Rituals/Level%202/Animate%20Object.md), [Arcane Weaving](../Spells_Rituals/Rituals/Level%203/Arcane%20Weaving.md), [Astral Projection](../Spells_Rituals/Rituals/Level%205/Astral%20Projection.md), [Atone](../Spells_Rituals/Rituals/Level%204/Atone.md), [Awaken Animal](../Spells_Rituals/Rituals/Level%206/Awaken%20Animal.md), [Awaken Object](../Spells_Rituals/Rituals/Level%206/Awaken%20Object.md), [Bacchanalia](../Spells_Rituals/Rituals/Level%206/Bacchanalia.md), [Blight](../Spells_Rituals/Rituals/Level%204/Blight.md), [Call Spirit](../Spells_Rituals/Rituals/Level%205/Call%20Spirit.md), [Commune](../Spells_Rituals/Rituals/Level%206/Commune.md), [Commune with Nature](../Spells_Rituals/Rituals/Level%206/Commune%20with%20Nature.md), [Concealment's Curtain](../Spells_Rituals/Rituals/Level%204/Concealment's%20Curtain.md), [Consecrate](../Spells_Rituals/Rituals/Level%202/Consecrate.md), [Contact Friends](../Spells_Rituals/Rituals/Level%203/Contact%20Friends.md), [Control Weather](../Spells_Rituals/Rituals/Level%208/Control%20Weather.md), [Create Skinstitch](../Spells_Rituals/Rituals/Level%206/Create%20Skinstitch.md), [Create Undead](../Spells_Rituals/Rituals/Level%202/Create%20Undead.md), [Daemonic Pact](../Spells_Rituals/Rituals/Level%201/Daemonic%20Pact.md), [Div Pact](../Spells_Rituals/Rituals/Level%201/Div%20Pact.md), [Dread Ambience](../Spells_Rituals/Rituals/Level%205/Dread%20Ambience.md), [Elemental Sentinel](../Spells_Rituals/Rituals/Level%201/Elemental%20Sentinel.md), [Freedom](../Spells_Rituals/Rituals/Level%208/Freedom.md), [Garden of Death](../Spells_Rituals/Rituals/Level%204/Garden%20of%20Death.md), [Geas](../Spells_Rituals/Rituals/Level%203/Geas.md), [Guardian's Aegis](../Spells_Rituals/Rituals/Level%203/Guardian's%20Aegis.md), [Heartbond](../Spells_Rituals/Rituals/Level%202/Heartbond.md), [Heroes' Feast](../Spells_Rituals/Rituals/Level%205/Heroes'%20Feast.md), [Ideal Mimicry](../Spells_Rituals/Rituals/Level%206/Ideal%20Mimicry.md), [Imprisonment](../Spells_Rituals/Rituals/Level%208/Imprisonment.md), [Infernal Pact](../Spells_Rituals/Rituals/Level%201/Infernal%20Pact.md), [Inveigle](../Spells_Rituals/Rituals/Level%202/Inveigle.md), [Legend Lore](../Spells_Rituals/Rituals/Level%207/Legend%20Lore.md), [Lucky Month](../Spells_Rituals/Rituals/Level%202/Lucky%20Month.md), [Mindscape Door](../Spells_Rituals/Rituals/Level%203/Mindscape%20Door.md), [Mystic Carriage](../Spells_Rituals/Rituals/Level%203/Mystic%20Carriage.md), [Oblivious Expulsion](../Spells_Rituals/Rituals/Level%205/Oblivious%20Expulsion.md), [Owb Pact](../Spells_Rituals/Rituals/Level%203/Owb%20Pact.md), [Planar Ally](../Spells_Rituals/Rituals/Level%205/Planar%20Ally.md), [Planar Binding](../Spells_Rituals/Rituals/Level%206/Planar%20Binding.md), [Plant Growth](../Spells_Rituals/Rituals/Level%204/Plant%20Growth.md), [Portrait of Spite](../Spells_Rituals/Rituals/Level%205/Portrait%20of%20Spite.md), [Primal Call](../Spells_Rituals/Rituals/Level%206/Primal%20Call.md), [Purify Soul Path](../Spells_Rituals/Rituals/Level%202/Purify%20Soul%20Path.md), [Reincarnate](../Spells_Rituals/Rituals/Level%203/Reincarnate.md), [Rest Eternal](../Spells_Rituals/Rituals/Level%204/Rest%20Eternal.md), [Resurrect](../Spells_Rituals/Rituals/Level%205/Resurrect.md), [Supreme Connection](../Spells_Rituals/Rituals/Level%207/Supreme%20Connection.md), [Teleportation Circle](../Spells_Rituals/Rituals/Level%207/Teleportation%20Circle.md), [Terminate Bloodline](../Spells_Rituals/Rituals/Level%206/Terminate%20Bloodline.md), [The World's a Stage](../Spells_Rituals/Rituals/Level%205/The%20World's%20a%20Stage.md), [Unseen Custodians](../Spells_Rituals/Rituals/Level%203/Unseen%20Custodians.md), [2023-01-23 Daily Dungeon23](2023-01-23%20Daily%20Dungeon23.md), [Ward Domain](../Spells_Rituals/Rituals/Level%206/Ward%20Domain.md)
-
-### Spells
-[Airburst](../Spells_Rituals/Arcane_Tradition/Level%201/Airburst.md), [Astral Labyrinth](../Spells_Rituals/Arcane_Tradition/Level%209/Astral%20Labyrinth.md), [Aura of the Unremarkable](../Spells_Rituals/Arcane_Tradition/Level%206/Aura%20of%20the%20Unremarkable.md), [Bind Soul](../Spells_Rituals/Arcane_Tradition/Level%209/Bind%20Soul.md), [Blackfinger's Blades](../Spells_Rituals/Arcane_Tradition/Level%205/Blackfinger's%20Blades.md), [Blightburn Blast](../Spells_Rituals/Arcane_Tradition/Level%207/Blightburn%20Blast.md), [Blind Eye](../Spells_Rituals/Arcane_Tradition/Level%205/Blind%20Eye.md), [Blood Duplicate](../Spells_Rituals/Arcane_Tradition/Level%202/Blood%20Duplicate.md), [Blood Feast](../Spells_Rituals/Arcane_Tradition/Level%205/Blood%20Feast.md), [Bone Spray](../Spells_Rituals/Arcane_Tradition/Level%202/Bone%20Spray.md), [Boneshaker](../Spells_Rituals/Arcane_Tradition/Level%202/Boneshaker.md), [Breath of Drought](../Spells_Rituals/Arcane_Tradition/Level%202/Breath%20of%20Drought.md), [Call the Blood](../Spells_Rituals/Arcane_Tradition/Level%204/Call%20the%20Blood.md), [Caster's Imposition](../Spells_Rituals/Arcane_Tradition/Level%203/Caster's%20Imposition.md), [Circle of Protection](../Spells_Rituals/Arcane_Tradition/Level%203/Circle%20of%20Protection.md), [Clawsong](../Spells_Rituals/Arcane_Tradition/Level%202/Clawsong.md), [Cloak of Light](../Spells_Rituals/Arcane_Tradition/Level%204/Cloak%20of%20Light.md), [Clownish Curse](../Spells_Rituals/Arcane_Tradition/Level%204/Clownish%20Curse.md), [Consecrate Flesh](../Spells_Rituals/Arcane_Tradition/Level%203/Consecrate%20Flesh.md), [Control Sand](../Spells_Rituals/Arcane_Tradition/Level%207/Control%20Sand.md), [Crusade](../Spells_Rituals/Arcane_Tradition/Level%209/Crusade.md), [Dancing Shield](../Spells_Rituals/Arcane_Tradition/Level%202/Dancing%20Shield.md), [Daydreamer's Curse](../Spells_Rituals/Arcane_Tradition/Level%204/Daydreamer's%20Curse.md), [Deluge](../Spells_Rituals/Arcane_Tradition/Level%208/Deluge.md), [Desperate Repair](../Spells_Rituals/Arcane_Tradition/Level%205/Desperate%20Repair.md), [Detect Alignment](../Spells_Rituals/Arcane_Tradition/Level%201/Detect%20Alignment.md), [Detect Poison](../Spells_Rituals/Arcane_Tradition/Level%201/Detect%20Poison.md), [Detect Scrying](../Spells_Rituals/Arcane_Tradition/Level%204/Detect%20Scrying.md), [Devour Life](../Spells_Rituals/Arcane_Tradition/Level%208/Devour%20Life.md), [Dimensional Lock](../Spells_Rituals/Arcane_Tradition/Level%207/Dimensional%20Lock.md), [Discern Lies](../Spells_Rituals/Arcane_Tradition/Level%204/Discern%20Lies.md), [Discern Location](../Spells_Rituals/Arcane_Tradition/Level%208/Discern%20Location.md), [Disjunction](../Spells_Rituals/Arcane_Tradition/Level%209/Disjunction.md), [Dividing Trench](../Spells_Rituals/Arcane_Tradition/Level%203/Dividing%20Trench.md), [Dominate](../Spells_Rituals/Arcane_Tradition/Level%206/Dominate.md), [Drop Dead](../Spells_Rituals/Arcane_Tradition/Level%205/Drop%20Dead.md), [Ectoplasmic Expulsion](../Spells_Rituals/Arcane_Tradition/Level%205/Ectoplasmic%20Expulsion.md), [Elephant Form](../Spells_Rituals/Arcane_Tradition/Level%204/Elephant%20Form.md), [Empathic Link](../Spells_Rituals/Arcane_Tradition/Level%202/Empathic%20Link.md), [Enhance Senses](../Spells_Rituals/Arcane_Tradition/Level%204/Enhance%20Senses.md), [Entrancing Eyes](../Spells_Rituals/Arcane_Tradition/Level%207/Entrancing%20Eyes.md), [Erase Trail](../Spells_Rituals/Arcane_Tradition/Level%202/Erase%20Trail.md), [Ethereal Jaunt](../Spells_Rituals/Arcane_Tradition/Level%207/Ethereal%20Jaunt.md), [Exchange Image](../Spells_Rituals/Arcane_Tradition/Level%201/Exchange%20Image.md), [False Nature](../Spells_Rituals/Arcane_Tradition/Level%204/False%20Nature.md), [False Vision](../Spells_Rituals/Arcane_Tradition/Level%205/False%20Vision.md), [Far Sight](../Spells_Rituals/Arcane_Tradition/Level%203/Far%20Sight.md), [Favorable Review](../Spells_Rituals/Arcane_Tradition/Level%204/Favorable%20Review.md), [Fear the Sun](../Spells_Rituals/Arcane_Tradition/Level%202/Fear%20the%20Sun.md), [Forced Mercy](../Spells_Rituals/Arcane_Tradition/Level%201/Forced%20Mercy.md), [Friendfetch](../Spells_Rituals/Arcane_Tradition/Level%201/Friendfetch.md), [Gasping Marsh](../Spells_Rituals/Arcane_Tradition/Level%203/Gasping%20Marsh.md), [Gate](../Spells_Rituals/Arcane_Tradition/Level%2010/Gate.md), [Ghostly Tragedy](../Spells_Rituals/Arcane_Tradition/Level%204/Ghostly%20Tragedy.md), [Girzanje's March](../Spells_Rituals/Arcane_Tradition/Level%204/Girzanje's%20March.md), [Glibness](../Spells_Rituals/Arcane_Tradition/Level%204/Glibness.md), [Globe of Invulnerability](../Spells_Rituals/Arcane_Tradition/Level%204/Globe%20of%20Invulnerability.md), [Grave Impressions](../Spells_Rituals/Arcane_Tradition/Level%202/Grave%20Impressions.md), [Gray Shadow](../Spells_Rituals/Arcane_Tradition/Level%206/Gray%20Shadow.md), [Gritty Wheeze](../Spells_Rituals/Arcane_Tradition/Level%201/Gritty%20Wheeze.md), [Hag's Fruit](../Spells_Rituals/Arcane_Tradition/Level%206/Hag's%20Fruit.md), [Hallucinatory Terrain](../Spells_Rituals/Arcane_Tradition/Level%204/Hallucinatory%20Terrain.md), [Horrifying Blood Loss](../Spells_Rituals/Arcane_Tradition/Level%202/Horrifying%20Blood%20Loss.md), [Imp Sting](../Spells_Rituals/Arcane_Tradition/Level%202/Imp%20Sting.md), [Impart Empathy](../Spells_Rituals/Arcane_Tradition/Level%202/Impart%20Empathy.md), [Impeccable Flow](../Spells_Rituals/Arcane_Tradition/Level%202/Impeccable%20Flow.md), [Inside Ropes](../Spells_Rituals/Arcane_Tradition/Cantrips/Inside%20Ropes.md), [Join Pasts](../Spells_Rituals/Arcane_Tradition/Cantrips/Join%20Pasts.md), [Leng Sting](../Spells_Rituals/Arcane_Tradition/Level%207/Leng%20Sting.md), [Life Pact](../Spells_Rituals/Arcane_Tradition/Level%203/Life%20Pact.md), [Linnorm Sting](../Spells_Rituals/Arcane_Tradition/Level%209/Linnorm%20Sting.md), [Locate](../Spells_Rituals/Arcane_Tradition/Level%203/Locate.md), [Lock Item](../Spells_Rituals/Arcane_Tradition/Level%202/Lock%20Item.md), [Magic Aura](../Spells_Rituals/Arcane_Tradition/Level%201/Magic%20Aura.md), [Magic Mailbox](../Spells_Rituals/Arcane_Tradition/Level%204/Magic%20Mailbox.md), [Magical Fetters](../Spells_Rituals/Arcane_Tradition/Level%203/Magical%20Fetters.md), [Magnificent Mansion](../Spells_Rituals/Arcane_Tradition/Level%207/Magnificent%20Mansion.md), [Martyr's Intervention](../Spells_Rituals/Arcane_Tradition/Level%203/Martyr's%20Intervention.md), [Maze of Locked Doors](../Spells_Rituals/Arcane_Tradition/Level%207/Maze%20of%20Locked%20Doors.md), [Mind Blank](../Spells_Rituals/Arcane_Tradition/Level%208/Mind%20Blank.md), [Mind Games](../Spells_Rituals/Arcane_Tradition/Level%202/Mind%20Games.md), [Mind Probe](../Spells_Rituals/Arcane_Tradition/Level%205/Mind%20Probe.md), [Mind Reading](../Spells_Rituals/Arcane_Tradition/Level%203/Mind%20Reading.md), [Mirecloak](../Spells_Rituals/Arcane_Tradition/Level%205/Mirecloak.md), [Modify Memory](../Spells_Rituals/Arcane_Tradition/Level%204/Modify%20Memory.md), [Moonburst](../Spells_Rituals/Arcane_Tradition/Level%207/Moonburst.md), [Moonlight Ray](../Spells_Rituals/Arcane_Tradition/Level%203/Moonlight%20Ray.md), [Necrotic Radiation](../Spells_Rituals/Arcane_Tradition/Level%204/Necrotic%20Radiation.md), [Nettleskin](../Spells_Rituals/Arcane_Tradition/Level%201/Nettleskin.md), [Nondetection](../Spells_Rituals/Arcane_Tradition/Level%203/Nondetection.md), [Nudge the Odds](../Spells_Rituals/Arcane_Tradition/Level%201/Nudge%20the%20Odds.md), [Pack Attack](../Spells_Rituals/Arcane_Tradition/Level%202/Pack%20Attack.md), [Painted Scout](../Spells_Rituals/Arcane_Tradition/Level%203/Painted%20Scout.md), [Passwall](../Spells_Rituals/Arcane_Tradition/Level%205/Passwall.md), [Penumbral Disguise](../Spells_Rituals/Arcane_Tradition/Level%202/Penumbral%20Disguise.md), [Perseis's Precautions](../Spells_Rituals/Arcane_Tradition/Level%203/Perseis's%20Precautions.md), [Personal Rain Cloud](../Spells_Rituals/Arcane_Tradition/Level%201/Personal%20Rain%20Cloud.md), [Pillar of Water](../Spells_Rituals/Arcane_Tradition/Level%203/Pillar%20of%20Water.md), [Pillars of Sand](../Spells_Rituals/Arcane_Tradition/Level%205/Pillars%20of%20Sand.md), [Plane Shift](../Spells_Rituals/Arcane_Tradition/Level%207/Plane%20Shift.md), [1 TTRPG/PF2e Wiki/Traits/Possession](1%20TTRPG/PF2e%20Wiki/Traits/Possession), [Power Word Blind](../Spells_Rituals/Arcane_Tradition/Level%207/Power%20Word%20Blind.md), [Power Word Kill](../Spells_Rituals/Arcane_Tradition/Level%209/Power%20Word%20Kill.md), [Power Word Stun](../Spells_Rituals/Arcane_Tradition/Level%208/Power%20Word%20Stun.md), [Private Sanctum](../Spells_Rituals/Arcane_Tradition/Level%204/Private%20Sanctum.md), [Protection](../Spells_Rituals/Arcane_Tradition/Level%201/Protection.md), [Prying Survey](../Spells_Rituals/Arcane_Tradition/Level%208/Prying%20Survey.md), [Purifying Icicle](../Spells_Rituals/Arcane_Tradition/Level%201/Purifying%20Icicle.md), [Pyrotechnics](../Spells_Rituals/Arcane_Tradition/Level%203/Pyrotechnics.md), [Radiant Beam](../Spells_Rituals/Arcane_Tradition/Level%204/Radiant%20Beam.md), [Radiant Field](../Spells_Rituals/Arcane_Tradition/Level%202/Radiant%20Field.md), [Raise Dead](../Spells_Rituals/Arcane_Tradition/Level%206/Raise%20Dead.md), [Rally Point](../Spells_Rituals/Arcane_Tradition/Level%203/Rally%20Point.md), [Ravening Maw](../Spells_Rituals/Arcane_Tradition/Level%205/Ravening%20Maw.md), [Read Omens](../Spells_Rituals/Arcane_Tradition/Level%204/Read%20Omens.md), [Remake](../Spells_Rituals/Arcane_Tradition/Level%2010/Remake.md), [Return Beacon](../Spells_Rituals/Arcane_Tradition/Level%205/Return%20Beacon.md), [Reverse Gravity](../Spells_Rituals/Arcane_Tradition/Level%207/Reverse%20Gravity.md), [Rime Slick](../Spells_Rituals/Arcane_Tradition/Level%202/Rime%20Slick.md), [Ritual Obstruction](../Spells_Rituals/Arcane_Tradition/Level%205/Ritual%20Obstruction.md), [Rope Trick](../Spells_Rituals/Arcane_Tradition/Level%204/Rope%20Trick.md), [Sage's Curse](../Spells_Rituals/Arcane_Tradition/Level%204/Sage's%20Curse.md), [Scouring Pulse](../Spells_Rituals/Arcane_Tradition/Level%205/Scouring%20Pulse.md), [Scouring Sand](../Spells_Rituals/Arcane_Tradition/Level%201/Scouring%20Sand.md), [1 TTRPG/PF2e Wiki/Traits/Scrying](1%20TTRPG/PF2e%20Wiki/Traits/Scrying), [Sea Surge](../Spells_Rituals/Arcane_Tradition/Level%202/Sea%20Surge.md), [Shadow Walk](../Spells_Rituals/Arcane_Tradition/Level%205/Shadow%20Walk.md), [Shadow Zombie](../Spells_Rituals/Arcane_Tradition/Level%202/Shadow%20Zombie.md), [Sign of Conviction](../Spells_Rituals/Arcane_Tradition/Level%203/Sign%20of%20Conviction.md), [Spell Turning](../Spells_Rituals/Arcane_Tradition/Level%207/Spell%20Turning.md), [Spiritual Anamnesis](../Spells_Rituals/Arcane_Tradition/Level%204/Spiritual%20Anamnesis.md), [Spiritual Attunement](../Spells_Rituals/Arcane_Tradition/Level%204/Spiritual%20Attunement.md), [Stone Tell](../Spells_Rituals/Arcane_Tradition/Level%206/Stone%20Tell.md), [Stormburst](../Spells_Rituals/Arcane_Tradition/Level%205/Stormburst.md), [Sudden Bolt](../Spells_Rituals/Arcane_Tradition/Level%202/Sudden%20Bolt.md), [Sudden Recollection](../Spells_Rituals/Arcane_Tradition/Level%203/Sudden%20Recollection.md), [Swallow Light](../Spells_Rituals/Arcane_Tradition/Level%202/Swallow%20Light.md), [Swampcall](../Spells_Rituals/Arcane_Tradition/Level%201/Swampcall.md), [Swarming Wasp Stings](../Spells_Rituals/Arcane_Tradition/Level%204/Swarming%20Wasp%20Stings.md), [Synchronize Steps](../Spells_Rituals/Arcane_Tradition/Level%201/Synchronize%20Steps.md), [Talking Corpse](../Spells_Rituals/Arcane_Tradition/Level%204/Talking%20Corpse.md), [Teeth to Terror](../Spells_Rituals/Arcane_Tradition/Level%202/Teeth%20to%20Terror.md), [Telepathic Bond](../Spells_Rituals/Arcane_Tradition/Level%205/Telepathic%20Bond.md), [Teleport](../Spells_Rituals/Arcane_Tradition/Level%206/Teleport.md), [Temporal Twin](../Spells_Rituals/Arcane_Tradition/Level%203/Temporal%20Twin.md), [Tongues](../Spells_Rituals/Arcane_Tradition/Level%205/Tongues.md), [Tree Stride](../Spells_Rituals/Arcane_Tradition/Level%205/Tree%20Stride.md), [Umbral Mindtheft](../Spells_Rituals/Arcane_Tradition/Level%202/Umbral%20Mindtheft.md), [Undermine Reality](../Spells_Rituals/Arcane_Tradition/Level%208/Undermine%20Reality.md), [Undetectable Alignment](../Spells_Rituals/Arcane_Tradition/Level%202/Undetectable%20Alignment.md), [Unseasonable Squall](../Spells_Rituals/Arcane_Tradition/Level%203/Unseasonable%20Squall.md), [Upheaval](../Spells_Rituals/Arcane_Tradition/Level%209/Upheaval.md), [Verdant Sprout](../Spells_Rituals/Arcane_Tradition/Level%201/Verdant%20Sprout.md), [Verminous Lure](../Spells_Rituals/Arcane_Tradition/Level%201/Verminous%20Lure.md), [Vicious Jealousy](../Spells_Rituals/Arcane_Tradition/Level%202/Vicious%20Jealousy.md), [Wall of Radiance](../Spells_Rituals/Arcane_Tradition/Level%203/Wall%20of%20Radiance.md), [Wall of Shadow](../Spells_Rituals/Arcane_Tradition/Level%203/Wall%20of%20Shadow.md), [Wall of Virtue](../Spells_Rituals/Arcane_Tradition/Level%203/Wall%20of%20Virtue.md), [Web of Influence](../Spells_Rituals/Arcane_Tradition/Level%204/Web%20of%20Influence.md), [Wyvern Sting](../Spells_Rituals/Arcane_Tradition/Level%205/Wyvern%20Sting.md), [Zero Gravity](../Spells_Rituals/Arcane_Tradition/Level%206/Zero%20Gravity.md), [Zone of Truth](../Spells_Rituals/Arcane_Tradition/Level%203/Zone%20of%20Truth.md)
-
-### Vehicles
-[Adaptable Paddleboat](Adaptable%20Paddleboat), [Apparatus of the Octopus](Apparatus%20of%20the%20Octopus), [Armored Carriage](Armored%20Carriage), [Automated Cycle](Automated%20Cycle), [Bathysphere](Bathysphere), [Cliff Crawler](Cliff%20Crawler), [Clockwork Hopper](Clockwork%20Hopper), [Clockwork Wagon](Clockwork%20Wagon), [Clunkerjunker](Clunkerjunker), [Firefly](Firefly), [Firework Pogo](Firework%20Pogo), [Glider](Glider), [Sand Barge](Sand%20Barge), [Sand Diver](Sand%20Diver), [Sand Racer](Sand%20Racer), [Shark Diver](Shark%20Diver), [Siege Tower](Siege%20Tower), [Sky Chariot](Sky%20Chariot), [Heavy](Heavy), [Sky Chariot](Sky%20Chariot), [1 TTRPG/PF2e Wiki/Traits/Light](1%20TTRPG/PF2e%20Wiki/Traits/Light), [Sky Chariot](Sky%20Chariot), [Medium](Medium), [Snail Coach](Snail%20Coach), [Strider](Strider), [Velocipede](Velocipede)
-
-### Weapons
-[Air repeater](Air%20repeater), [Aklys](Aklys), [Alchemical Crossbow](Alchemical%20Crossbow), [Aldori Dueling Sword](Aldori%20Dueling%20Sword), [Arquebus](Arquebus), [Asp Coil](Asp%20Coil), [Axe Musket](Axe%20Musket), [Backpack Ballista](Backpack%20Ballista), [Backpack Ballista Bolts](Backpack%20Ballista%20Bolts), [Backpack Catapult](Backpack%20Catapult), [Backpack Catapult Stones](Backpack%20Catapult%20Stones), [Battle Lute](Battle%20Lute), [Big Boom Gun](Big%20Boom%20Gun), [Black Powder Knuckle Dusters](Black%20Powder%20Knuckle%20Dusters), [Bladed Diabolo](Bladed%20Diabolo), [Bladed Gauntlet](Bladed%20Gauntlet), [Bladed Hoop](Bladed%20Hoop), [Bladed Scarf](Bladed%20Scarf), [Blunderbuss](Blunderbuss), [Boarding Axe](Boarding%20Axe), [Boarding Pike](Boarding%20Pike), [Bola](Bola), [Butchering Axe](Butchering%20Axe), [Butterfly Sword](Butterfly%20Sword), [Buugeng](Buugeng), [Cane Pistol](Cane%20Pistol), [Clan Dagger](Clan%20Dagger), [Clan Pistol](Clan%20Pistol), [Claw Blade](Claw%20Blade), [Coat Pistol](Coat%20Pistol), [Combat Grapnel](Combat%20Grapnel), [Dagger Pistol](Dagger%20Pistol), [Daikyu](Daikyu), [Dart Umbrella](Dart%20Umbrella), [Dogslicer](Dogslicer), [Double-barreled Musket](Double-barreled%20Musket), [Double-Barreled Pistol](Double-Barreled%20Pistol), [Dragon Mouth Pistol](Dragon%20Mouth%20Pistol), [Dueling Pistol](Dueling%20Pistol), [Dueling Spear](Dueling%20Spear), [Dwarven Scattergun](Dwarven%20Scattergun), [Dwarven War Axe](Dwarven%20War%20Axe), [Elven Branched Spear](Elven%20Branched%20Spear), [Elven Curve Blade](Elven%20Curve%20Blade), [Explosive Dogslicer](Explosive%20Dogslicer), [Fangwire](Fangwire), [Fighting Fan](Fighting%20Fan), [Fighting Stick](Fighting%20Stick), [Filcher's Fork](Filcher's%20Fork), [Fire Lance](Fire%20Lance), [Fire Poi](Fire%20Poi), [Firearm Ammunition (10 rounds)](Firearm%20Ammunition%20(10%20rounds)), [Firearm Ammunition (5 rounds)](Firearm%20Ammunition%20(5%20rounds)), [Flingflenser](Flingflenser), [Flintlock Musket](Flintlock%20Musket), [Flintlock Pistol](Flintlock%20Pistol), [Gill Hook](Gill%20Hook), [Gnome Amalgam Musket](Gnome%20Amalgam%20Musket), [Gnome Flickmace](Gnome%20Flickmace), [Gnome Hooked Hammer](Gnome%20Hooked%20Hammer), [Gun Sword](Gun%20Sword), [Halfling Sling Staff](Halfling%20Sling%20Staff), [Hammer Gun](Hammer%20Gun), [Hand Cannon](Hand%20Cannon), [Harmona Gun](Harmona%20Gun), [Hongali Hornbow](Hongali%20Hornbow), [Hook Sword](Hook%20Sword), [Horsechopper](Horsechopper), [Injection Spear](Injection%20Spear), [Jezail](Jezail), [Juggling Club](Juggling%20Club), [Kama](Kama), [Karambit](Karambit), [Katana](Katana), [Katar](Katar), [Khakkara](Khakkara), [Khopesh](Khopesh), [Kukri](Kukri), [Kusarigama](Kusarigama), [Leiomano](Leiomano), [Lion Scythe](Lion%20Scythe), [Long Air Repeater](Long%20Air%20Repeater), [Mace Multipistol](Mace%20Multipistol), [Magazine (Air Repeater)](Magazine%20(Air%20Repeater)), [Magazine (Long Air Repeater)](Magazine%20(Long%20Air%20Repeater)), [Mambele](Mambele), [Mithral Tree](Mithral%20Tree), [Naginata](Naginata), [Nightstick](Nightstick), [Nine-Ring Sword](Nine-Ring%20Sword), [Nunchaku](Nunchaku), [Ogre Hook](Ogre%20Hook), [Orc Knuckle Dagger](Orc%20Knuckle%20Dagger), [Orc Necksplitter](Orc%20Necksplitter), [Pantograph Gauntlet](Pantograph%20Gauntlet), [Pepperbox](Pepperbox), [Piercing Wind](Piercing%20Wind), [Piranha Kiss](Piranha%20Kiss), [Poi](Poi), [Polytool](Polytool), [Rapier Pistol](Rapier%20Pistol), [Repeating Crossbow](Repeating%20Crossbow), [Repeating Crossbow Magazine](Repeating%20Crossbow%20Magazine), [Repeating Hand Crossbow](Repeating%20Hand%20Crossbow), [Repeating Hand Crossbow Magazine](Repeating%20Hand%20Crossbow%20Magazine), [Repeating Heavy Crossbow](Repeating%20Heavy%20Crossbow), [Repeating Heavy Crossbow Magazine](Repeating%20Heavy%20Crossbow%20Magazine), [Rhoka Sword](Rhoka%20Sword), [Sai](Sai), [Sawtooth Saber](Sawtooth%20Saber), [Scorpion Whip](Scorpion%20Whip), [Shauth Blade](Shauth%20Blade), [Shauth Lash](Shauth%20Lash), [Shears](Shears), [Shuriken](Shuriken), [Sickle-Saber](Sickle-Saber), [Slide Pistol](Slide%20Pistol), [Spiked Chain](Spiked%20Chain), [Spiral Rapier](Spiral%20Rapier), [Spoon Gun](Spoon%20Gun), [Stiletto Pen](Stiletto%20Pen), [Sun Shot](Sun%20Shot), [Sun Sling](Sun%20Sling), [Switchscythe](Switchscythe), [Tamchal Chakram](Tamchal%20Chakram), [Taw Launcher](Taw%20Launcher), [Tekko-kagi](Tekko-kagi), [Temple Sword](Temple%20Sword), [Tengu Gale Blade](Tengu%20Gale%20Blade), [Three Peaked Tree](Three%20Peaked%20Tree), [Thunder Sling](Thunder%20Sling), [Thundermace](Thundermace), [Tonfa](Tonfa), [Tri-Bladed Katar](Tri-Bladed%20Katar), [Tricky Pick](Tricky%20Pick), [Umbrella Injector](Umbrella%20Injector), [Urumi](Urumi), [Wakizashi](Wakizashi), [War Lance](War%20Lance), [Whip Claw](Whip%20Claw), [Wind and Fire Wheel](Wind%20and%20Fire%20Wheel), [Wish Blade](Wish%20Blade), [Wish Knife](Wish%20Knife)
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-# 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.
-
-Undead creatures are damaged by [Positive](Positive.md) energy, are healed by [Negative](Negative.md) energy, and don't benefit from [Healing](Healing.md) effects.
-
----
-
-### Ancestries
-[Skeleton](Skeleton)
-
-### Eidolons
-[Undead Eidolon](../Bestiary/Companions/Eidolons/Undead%20Eidolon.md)
-
-### Monsters
-[Abandoned Zealot](Abandoned%20Zealot), [Aiudara Wraith](Aiudara%20Wraith), [Arboreal Snag](Arboreal%20Snag), [Attic Whisperer](Attic%20Whisperer), [Banshee](../../../../../60-Wyrmscriber/Gamemaster/Mechanics/Bestiary/Undead/Skeleton-Army/Banshee.md), [Barnacle Ghoul](Barnacle%20Ghoul), [Baykok](Baykok), [Beetle Carapace](Beetle%20Carapace), [Bhuta](Bhuta), [Binumir](Binumir), [Bodak](Bodak), [Bog Mummy](Bog%20Mummy), [Bone Croupier](Bone%20Croupier), [Bone Ship](Bone%20Ship), [Bright Walker](Bright%20Walker), [Cadaverous Rake](Cadaverous%20Rake), [Cairn Wight](Cairn%20Wight), [Charghar](Charghar), [Child of Urgathoa](Child%20of%20Urgathoa), [Chimpanzee Visitant](Chimpanzee%20Visitant), [Clacking Skull Swarm](Clacking%20Skull%20Swarm), [Cobblebone Swarm](Cobblebone%20Swarm), [Combusted](Combusted), [Corpselight](Corpselight), [Corpseroot](Corpseroot), [Corrupted Relic](Corrupted%20Relic), [Crawling Hand](Crawling%20Hand), [Creeping Crone](Creeping%20Crone), [Daqqanoenyent](Daqqanoenyent), [Death Coach](Death%20Coach), [Deathless Acolyte of Urgathoa](Deathless%20Acolyte%20of%20Urgathoa), [Deathless Hierophant of Urgathoa](Deathless%20Hierophant%20of%20Urgathoa), [Decrepit Mummy](Decrepit%20Mummy), [Demilich](Demilich), [Devourer](Devourer), [Dirge Piper](Dirge%20Piper), [Dragonscarred Dead](Dragonscarred%20Dead), [Drake Skeleton](Drake%20Skeleton), [Draugr](Draugr), [Dread Wraith](Dread%20Wraith), [Drenchdead](Drenchdead), [Dullahan](Dullahan), [Dybbuk](Dybbuk), [Ecorche](Ecorche), [Elder Wyrmwraith](Elder%20Wyrmwraith), [Excorion](Excorion), [Faithless Ecclesiarach](Faithless%20Ecclesiarach), [Fallen Champion](Fallen%20Champion), [Feral Skull Swarm](Feral%20Skull%20Swarm), [Festering Gnasher](Festering%20Gnasher), [Festrog](Festrog), [Fiddling Bones](Fiddling%20Bones), [Flaming Skull](Flaming%20Skull), [Fluxwraith](Fluxwraith), [Forge-Spurned](Forge-Spurned), [Fortune Eater](Fortune%20Eater), [Gallowdead](Gallowdead), [Gashadokuro](Gashadokuro), [Geist](Geist), [Ghast](Ghast), [Gholdako](Gholdako), [Ghost Commoner](Ghost%20Commoner), [Ghost Mage](Ghost%20Mage), [Ghost Pirate Captain](Ghost%20Pirate%20Captain), [Ghostly Mob](Ghostly%20Mob), [Ghoul](Ghoul), [Ghul](Ghul), [Giant Crawling Hand](Giant%20Crawling%20Hand), [Grappling Spirit](Grappling%20Spirit), [Graveknight](Graveknight), [Graveknight Captain](Graveknight%20Captain), [Graveknight Champion](Graveknight%20Champion), [Graveknight Warmaster](Graveknight%20Warmaster), [Gray Death](Gray%20Death), [Greater Shadow](Greater%20Shadow), [Grim Reaper](Grim%20Reaper), [Guecubu](Guecubu), [Harpy Skeleton](Harpy%20Skeleton), [Hellcrown](Hellcrown), [Herecite of Zevgavizeb](Herecite%20of%20Zevgavizeb), [Herexen](Herexen), [Hollow Serpent](Hollow%20Serpent), [Horde Lich](Horde%20Lich), [Hungry Ghost](Hungry%20Ghost), [Hunter Wight](Hunter%20Wight), [Husk Zombie](Husk%20Zombie), [Ice Mummy](Ice%20Mummy), [Ichor Slinger](Ichor%20Slinger), [Iffdahsil](Iffdahsil), [Iroran Mummy](Iroran%20Mummy), [Iruxi Ossature](Iruxi%20Ossature), [Kurobozu](Kurobozu), [Lacedon](Lacedon), [Last Guard](Last%20Guard), [Leng Ghoul](Leng%20Ghoul), [Lesser Death](Lesser%20Death), [Lich](Lich), [Lion Visitant](Lion%20Visitant), [Little Man in the Woods](Little%20Man%20in%20the%20Woods), [Llorona](Llorona), [Lovelorn](Lovelorn), [Minister Of Tumult](Minister%20Of%20Tumult), [Mohrg](Mohrg), [Mummified Cat](Mummified%20Cat), [Mummy Guardian](Mummy%20Guardian), [Mummy Pharaoh](Mummy%20Pharaoh), [Mummy Prophet of Set](Mummy%20Prophet%20of%20Set), [Muse Phantom](Muse%20Phantom), [Namorrodor](Namorrodor), [Nasurgeth](Nasurgeth), [Necrohusk](Necrohusk), [Necromunculus](Necromunculus), [Nemhaith](Nemhaith), [Nightmarchers](Nightmarchers), [Nosferatu Malefactor](Nosferatu%20Malefactor), [Nosferatu Overlord](Nosferatu%20Overlord), [Obrousian](Obrousian), [Onryo](Onryo), [Pale Sovereign](Pale%20Sovereign), [Pale Stranger](Pale%20Stranger), [Plague Zombie](Plague%20Zombie), [Polong](Polong), [Poltergeist](Poltergeist), [Predatory Rabbit](Predatory%20Rabbit), [Priest of Kabriri](Priest%20of%20Kabriri), [Provincial Jiang-Shi](Provincial%20Jiang-Shi), [Prowler Wight](Prowler%20Wight), [Queen Sluagh](Queen%20Sluagh), [Ravener](Ravener), [Ravener Husk](Ravener%20Husk), [Raw Nerve](Raw%20Nerve), [Remnant of Barzillai](Remnant%20of%20Barzillai), [Revenant](../Backgrounds/Revenant.md), [Runecarved Lich](Runecarved%20Lich), [Scorned Hound](Scorned%20Hound), [Seetangeist](Seetangeist), [Seething Spirit](Seething%20Spirit), [Severed Head](Severed%20Head), [Shadow](Shadow.md), [Shambler Troop](Shambler%20Troop), [Shanrigol Behemoth](Shanrigol%20Behemoth), [Shanrigol Heap](Shanrigol%20Heap), [Shock Zombie](Shock%20Zombie), [Shredskin](Shredskin), [Siabrae](Siabrae), [Silent Stalker](Silent%20Stalker), [Skaveling](Skaveling), [Skeletal Champion](Skeletal%20Champion), [Skeletal Giant](Skeletal%20Giant), [Skeletal Horse](Skeletal%20Horse), [Skeletal Hulk](Skeletal%20Hulk), [Skeletal Mage](Skeletal%20Mage), [Skeletal Soldier](Skeletal%20Soldier), [Skeletal Titan](Skeletal%20Titan), [Skeleton Guard](Skeleton%20Guard), [Skeleton Infantry](Skeleton%20Infantry), [Skulltaker](Skulltaker), [Sluagh Reaper](Sluagh%20Reaper), [Smog Wraith](Smog%20Wraith), [Sorcerous Skull Swarm](Sorcerous%20Skull%20Swarm), [Soulbound Ruin](Soulbound%20Ruin), [Specter](Specter), [Spectral Devil](Spectral%20Devil), [Squirming Swill](Squirming%20Swill), [Sthira](Sthira), [Strigoi Progenitor](Strigoi%20Progenitor), [Sulfur Zombie](Sulfur%20Zombie), [Sunburst Corpse](Sunburst%20Corpse), [Sykever](Sykever), [Tanglebones](Tanglebones), [Tar Zombie Mammoth](Tar%20Zombie%20Mammoth), [Tar Zombie Predator](Tar%20Zombie%20Predator), [Tar Zombie Snatcher](Tar%20Zombie%20Snatcher), [Taunting Skull](Taunting%20Skull), [Tormented](Tormented), [Totenmaske](Totenmaske), [Trailgaunt](Trailgaunt), [Tyrannosaurus Skeleton](Tyrannosaurus%20Skeleton), [Tzitzimitl](Tzitzimitl), [Ulgrem-Axaan](Ulgrem-Axaan), [Unrisen](Unrisen), [Urveth](Urveth), [Vampire Count](Vampire%20Count), [Vampire Mastermind](Vampire%20Mastermind), [Vampire Spawn](Vampire%20Spawn), [Vanyver](Vanyver), [Vetalarana Emergent](Vetalarana%20Emergent), [Vetalarana Manipulator](Vetalarana%20Manipulator), [Virulak Necromancer](Virulak%20Necromancer), [Virulak Villager](Virulak%20Villager), [Void Zombie](Void%20Zombie), [Vrykolakas Ancient](Vrykolakas%20Ancient), [Vrykolakas Master](Vrykolakas%20Master), [Vrykolakas Spawn](Vrykolakas%20Spawn), [Waldgeist](Waldgeist), [Warsworn](Warsworn), [Wight](Wight), [Wight Commander](Wight%20Commander), [Witchfire](Witchfire), [Withered](Withered), [Wolf Skeleton](Wolf%20Skeleton), [Wraith](Wraith), [Wyrmwraith](Wyrmwraith), [Zealborn](Zealborn), [Zombie Brute](Zombie%20Brute), [Zombie Dragon](Zombie%20Dragon), [Zombie Hulk](Zombie%20Hulk), [Zombie Lord](Zombie%20Lord), [Zombie Mammoth](Zombie%20Mammoth), [Zombie Owlbear](Zombie%20Owlbear), [Zombie Shambler](Zombie%20Shambler), [Zombie Snake](Zombie%20Snake)
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-# 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.
-
----
-
-### Actions
-[Follow the Expert](../Activities/Follow%20the%20Expert.md), [Point Out](../Rules/Actions/Point%20Out.md)
-
-### Activities
-[Follow the Expert](../Activities/Follow%20the%20Expert.md)
-
-### Curses
-[Slayer's Haunt](Slayer's%20Haunt)
-
-### Equipment
-[Basilisk Eye](Basilisk%20Eye), [Blindpepper Bomb](Blindpepper%20Bomb), [Blindpepper Tube](Blindpepper%20Tube), [Dancing Scarf](Dancing%20Scarf), [Dread](Dread), [Flare Snare](Flare%20Snare), [Glittering Snare](Glittering%20Snare), [Mirror-Ball Snare](Mirror-Ball%20Snare), [Mistform Elixir](Mistform%20Elixir), [Ring of Discretion](Ring%20of%20Discretion)
-
-### Feats
-[Black Powder Flash](Black%20Powder%20Flash), [Cavalier's Banner](Cavalier's%20Banner), [Command Attention](Command%20Attention), [Contagious Rage](Contagious%20Rage), [Coordinated Charge](Coordinated%20Charge), [Cringe](Cringe), [Dazzling Block](Dazzling%20Block), [Eagle Eyes](Eagle%20Eyes), [Empathetic Plea](Empathetic%20Plea), [Fake Out](Fake%20Out), [Fey's Trickery](Fey's%20Trickery), [Instinctive Obfuscation](Instinctive%20Obfuscation), [Mesmerizing Gaze](Mesmerizing%20Gaze), [Portentous Spell](Portentous%20Spell), [Project Persona](Project%20Persona), [Radiant Burst](Radiant%20Burst), [Radiate Glory](Radiate%20Glory), [Rallying Charge](Rallying%20Charge), [Reach for the Sky](Reach%20for%20the%20Sky), [Reassuring Presence](Reassuring%20Presence), [Semblance of Life](Semblance%20of%20Life), [Share Rage](Share%20Rage), [Triangulate](Triangulate), [Vivacious Afterimage](Vivacious%20Afterimage), [Warped Reflection](Warped%20Reflection), [Wave the Flag](Wave%20the%20Flag)
-
-### Focus Spells
-[Blinding Beauty](../Spells_Rituals/Focus%20Spells/Level%203/Blinding%20Beauty.md), [Captivating Adoration](../Spells_Rituals/Focus%20Spells/Level%204/Captivating%20Adoration.md), [Dazzling Flash](../Spells_Rituals/Focus%20Spells/Level%201/Dazzling%20Flash.md), [Ephemeral Hazards](../Spells_Rituals/Focus%20Spells/Level%204/Ephemeral%20Hazards.md), [Face in the Crowd](../Spells_Rituals/Focus%20Spells/Level%201/Face%20in%20the%20Crowd.md), [Ghostly Transcription](../Spells_Rituals/Focus%20Spells/Level%204/Ghostly%20Transcription.md), [Horrific Visage](../Spells_Rituals/Focus%20Spells/Level%203/Horrific%20Visage.md), [House of Imaginary Walls](../Spells_Rituals/Focus%20Spells/Cantrips/House%20of%20Imaginary%20Walls.md), [Lift Nature's Caul](../Spells_Rituals/Focus%20Spells/Level%201/Lift%20Nature's%20Caul.md), [Sepulchral Mask](../Spells_Rituals/Focus%20Spells/Level%201/Sepulchral%20Mask.md), [Shadow Illusion](../Spells_Rituals/Focus%20Spells/Level%206/Shadow%20Illusion.md), [Splash of Art](../Spells_Rituals/Focus%20Spells/Level%201/Splash%20of%20Art.md), [Trickster's Twin](../Spells_Rituals/Focus%20Spells/Level%204/Trickster's%20Twin.md), [Warped Terrain](../Spells_Rituals/Focus%20Spells/Level%201/Warped%20Terrain.md)
-
-### Hazards
-[Color Spray Trap](Color%20Spray%20Trap), [Disorienting Illusions](Disorienting%20Illusions), [Mirror Door](Mirror%20Door), [Reflected Desires](Reflected%20Desires)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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-# 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.
-
----
-
-### Equipment
-[Anointed Waterskin](Anointed%20Waterskin), [Clockwork Diving Suit](Clockwork%20Diving%20Suit), [Decanter of Endless Water](Decanter%20of%20Endless%20Water), [Horn of Fog](Horn%20of%20Fog), [Perfect Droplet](Perfect%20Droplet), [Tidal Fishhook](Tidal%20Fishhook), [Water Bomb](Water%20Bomb), [Wayfinder](Wayfinder)
-
-### Feats
-[Aquatic Adaptation](Aquatic%20Adaptation), [Dousing Spell](Dousing%20Spell), [Hydraulic Deflection](Hydraulic%20Deflection), [Hydraulic Maneuvers](Hydraulic%20Maneuvers), [Purifying Spell](Purifying%20Spell), [Reflective Ripple Stance](Reflective%20Ripple%20Stance), [Rehydration](Rehydration), [Sink and Swim](Sink%20and%20Swim), [Tidal Shield](Tidal%20Shield), [Water Strider](Water%20Strider), [Wave Spiral](Wave%20Spiral)
-
-### Focus Spells
-[Downpour](../Spells_Rituals/Focus%20Spells/Level%204/Downpour.md), [Pulverizing Cascade](../Spells_Rituals/Focus%20Spells/Level%203/Pulverizing%20Cascade.md), [Purifying Veil](../Spells_Rituals/Focus%20Spells/Level%204/Purifying%20Veil.md), [Rising Surf](../Spells_Rituals/Focus%20Spells/Level%201/Rising%20Surf.md), [Tempest Touch](../Spells_Rituals/Focus%20Spells/Level%201/Tempest%20Touch.md), [Tidal Surge](../Spells_Rituals/Focus%20Spells/Level%201/Tidal%20Surge.md), [Unbreaking Wave Advance](../Spells_Rituals/Focus%20Spells/Level%203/Unbreaking%20Wave%20Advance.md)
-
-### Monk Unarmed Attacks
-[Flowing Wave](Flowing%20Wave)
-
-### Monsters
-[Adult Brine Dragon](Adult%20Brine%20Dragon), [Adult Bronze Dragon](Adult%20Bronze%20Dragon), [Adult Sea Dragon](Adult%20Sea%20Dragon), [Ancient Brine Dragon](Ancient%20Brine%20Dragon), [Ancient Bronze Dragon](Ancient%20Bronze%20Dragon), [Ancient Sea Dragon](Ancient%20Sea%20Dragon), [Blizzardborn](Blizzardborn), [Brine Shark](Brine%20Shark), [Danava Titan](Danava%20Titan), [Draugr](Draugr), [Drenchdead](Drenchdead), [Elemental Tsunami](Elemental%20Tsunami), [Elemental Vessel](Elemental%20Vessel), [Water](Water.md), [Grodair](Grodair), [Ice Mephit](Ice%20Mephit), [Icewyrm](Icewyrm), [Icicle Snake](Icicle%20Snake), [Ledalusca](Ledalusca), [Living Waterfall](Living%20Waterfall), [Marid](Marid), [Minchgorm](Minchgorm), [Mist Stalker](Mist%20Stalker), [Mudwretch](Mudwretch), [Naiad](Naiad), [Naiad Queen](Naiad%20Queen), [Nereid](Nereid), [Ooze Mephit](Ooze%20Mephit), [Quatoid](Quatoid), [Riekanoy](Riekanoy), [River Drake](River%20Drake), [Rusalka](Rusalka), [Sea Drake](Sea%20Drake), [Steam Mephit](Steam%20Mephit), [Tidal Master](Tidal%20Master), [Tidehawk](Tidehawk), [Water Mephit](Water%20Mephit), [Water Orm](Water%20Orm), [Water Wisp](Water%20Wisp), [Water Yai](Water%20Yai), [Young Brine Dragon](Young%20Brine%20Dragon), [Young Bronze Dragon](Young%20Bronze%20Dragon), [Young Sea Dragon](Young%20Sea%20Dragon)
-
-### Planes
-[Plane of Water](Plane%20of%20Water)
-
-### Spells
-```dataview
-Table level, traditions FROM #pf2e/spell
-WHERE contains(traits, lower(this.file.name))
-SORT level ASC
-```
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-# Witch
-#pf2e/trait
-*Source* Advanced Player's Guide pg. 271 2.0
-This trait indicates abilities from the witch class.
-
----
-
-### Feats
-[Basic Lesson](Basic%20Lesson), [Cackle](../Spells_Rituals/Focus%20Spells/Level%201/Cackle.md), [Cantrip Expansion](Cantrip%20Expansion), [Cauldron](Cauldron), [Conceal Spell](Conceal%20Spell), [Counterspell](Counterspell), [Demon's Hair](Demon's%20Hair), [Detonating Spell](Detonating%20Spell), [Divine Emissary](Divine%20Emissary), [Effortless Concentration](Effortless%20Concentration), [Eldritch Nails](Eldritch%20Nails), [Enhanced Familiar](Enhanced%20Familiar), [Familiar's Eyes](Familiar's%20Eyes), [Familiar's Language](Familiar's%20Language), [Greater Lesson](Greater%20Lesson), [Hex Focus](Hex%20Focus), [Hex Master](Hex%20Master), [Hex Wellspring](Hex%20Wellspring), [Improved Familiar (Witch)](Improved%20Familiar%20(Witch)), [Incredible Familiar](Incredible%20Familiar), [Irezoko Tattoo](Irezoko%20Tattoo), [Living Hair](Living%20Hair), [Major Lesson](Major%20Lesson), [Murksight](Murksight), [Patron's Truth](Patron's%20Truth), [Quickened Casting](Quickened%20Casting), [Reach Spell](Reach%20Spell), [Reflect Spell](Reflect%20Spell), [Rites of Convocation](Rites%20of%20Convocation), [Rites of Transfiguration](Rites%20of%20Transfiguration), [Siphon Power](Siphon%20Power), [Split Hex](Split%20Hex), [Steady Spellcasting](Steady%20Spellcasting), [Syu Tak-Nwa's Deadly Hair](Syu%20Tak-Nwa's%20Deadly%20Hair), [Syu Tak-Nwa's Hexed Locks](Syu%20Tak-Nwa's%20Hexed%20Locks), [Syu Tak-Nwa's Skillful Tresses](Syu%20Tak-Nwa's%20Skillful%20Tresses), [Temporary Potions](Temporary%20Potions), [Widen Spell](Widen%20Spell), [Witch's Bottle](Witch's%20Bottle), [Witch's Charge](Witch's%20Charge), [Witch's Communion](Witch's%20Communion), [Witch's Hut](Witch's%20Hut), [Wortwitch](Wortwitch)
-
-### Focus Spells
-[Blood Ward](../Spells_Rituals/Focus%20Spells/Level%201/Blood%20Ward.md), [Buzzing Bites](../Spells_Rituals/Focus%20Spells/Cantrips/Buzzing%20Bites.md), [Cackle](../Spells_Rituals/Focus%20Spells/Level%201/Cackle.md), [Clinging Ice](../Spells_Rituals/Focus%20Spells/Cantrips/Clinging%20Ice.md), [Curse of Death](../Spells_Rituals/Focus%20Spells/Level%205/Curse%20of%20Death.md), [Deceiver's Cloak](../Spells_Rituals/Focus%20Spells/Level%203/Deceiver's%20Cloak.md), [Discern Secrets](../Spells_Rituals/Focus%20Spells/Cantrips/Discern%20Secrets.md), [Elemental Betrayal](../Spells_Rituals/Focus%20Spells/Level%201/Elemental%20Betrayal.md), [Evil Eye](../Spells_Rituals/Focus%20Spells/Cantrips/Evil%20Eye.md), [Glacial Heart](../Spells_Rituals/Focus%20Spells/Level%205/Glacial%20Heart.md), [Life Boost](../Spells_Rituals/Focus%20Spells/Level%201/Life%20Boost.md), [Malicious Shadow](../Spells_Rituals/Focus%20Spells/Level%203/Malicious%20Shadow.md), [Needle of Vengeance](../Spells_Rituals/Focus%20Spells/Level%201/Needle%20of%20Vengeance.md), [Nudge Fate](../Spells_Rituals/Focus%20Spells/Cantrips/Nudge%20Fate.md), [Over the Coals](../Spells_Rituals/Focus%20Spells/Level%205/Over%20the%20Coals.md), [Pact Broker](../Spells_Rituals/Focus%20Spells/Cantrips/Pact%20Broker.md), [Personal Blizzard](../Spells_Rituals/Focus%20Spells/Level%203/Personal%20Blizzard.md), [Phase Familiar](../Spells_Rituals/Focus%20Spells/Level%201/Phase%20Familiar.md), [Restorative Moment](../Spells_Rituals/Focus%20Spells/Level%205/Restorative%20Moment.md), [Return the Favor](../Spells_Rituals/Focus%20Spells/Level%203/Return%20the%20Favor.md), [Shroud of Night](../Spells_Rituals/Focus%20Spells/Cantrips/Shroud%20of%20Night.md), [Spirit Object](../Spells_Rituals/Focus%20Spells/Cantrips/Spirit%20Object.md), [Stoke the Heart](../Spells_Rituals/Focus%20Spells/Cantrips/Stoke%20the%20Heart.md), [Stumbling Curse](../Spells_Rituals/Focus%20Spells/Level%201/Stumbling%20Curse.md), [Veil of Dreams](../Spells_Rituals/Focus%20Spells/Level%201/Veil%20of%20Dreams.md), [Wilding Word](../Spells_Rituals/Focus%20Spells/Cantrips/Wilding%20Word.md)
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-{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947880","Uuid":"5744fa0645f2430aae5f0837d2ab1589","LastWritten":"2023-02-02T20:35:58.0307842+01:00"}
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diff --git a/content/Mechanics/Traits/Wizard.md b/content/Mechanics/Traits/Wizard.md
deleted file mode 100644
index c58d0970f..000000000
--- a/content/Mechanics/Traits/Wizard.md
+++ /dev/null
@@ -1,15 +0,0 @@
-# Wizard
-*Source* Core Rulebook pg. 638 3.0
-
-This indicates abilities from the wizard class.
-
----
-
-### Actions
-[Drain Bonded Item](Drain%20Bonded%20Item)
-
-### Feats
-[Advanced School Spell](Advanced%20School%20Spell), [Archwizard's Might](Archwizard's%20Might), [Bespell Weapon](Bespell%20Weapon), [Bond Conservation](Bond%20Conservation), [Bonded Focus](Bonded%20Focus), [Call Bonded Item](Call%20Bonded%20Item), [Cantrip Expansion](Cantrip%20Expansion), [Clever Counterspell](Clever%20Counterspell), [Conceal Spell](Conceal%20Spell), [Convincing Illusion](Convincing%20Illusion), [Counterspell](Counterspell), [Detonating Spell](Detonating%20Spell), [Diviner Sense](Diviner%20Sense), [Effortless Concentration](Effortless%20Concentration), [Energy Ablation](Energy%20Ablation), [Enhanced Familiar](Enhanced%20Familiar), [Eschew Materials](Eschew%20Materials), [Familiar](Familiar), [Forcible Energy](Forcible%20Energy), [Form Retention](Form%20Retention), [Hand of the Apprentice](../Spells_Rituals/Focus%20Spells/Level%201/Hand%20of%20the%20Apprentice.md), [Infinite Possibilities](Infinite%20Possibilities), [Irezoko Tattoo](Irezoko%20Tattoo), [Linked Focus](Linked%20Focus), [Magic Sense](Magic%20Sense), [Metamagic Mastery](Metamagic%20Mastery), [Necromancer's Visage](Necromancer's%20Visage), [Nonlethal Spell](Nonlethal%20Spell), [Overwhelming Energy](Overwhelming%20Energy), [Quickened Casting](Quickened%20Casting), [Reach Spell](Reach%20Spell), [Reclaim Spell](Reclaim%20Spell), [Reflect Spell](Reflect%20Spell), [Reprepare Spell](Reprepare%20Spell), [Scroll Savant](Scroll%20Savant), [Second Chance Spell](Second%20Chance%20Spell), [Sepulchral Sublimation](Sepulchral%20Sublimation), [Shift Spell](Shift%20Spell), [Silent Spell](Silent%20Spell), [Spell Combination](Spell%20Combination), [Spell Mastery](Spell%20Mastery), [Spell Penetration](Spell%20Penetration), [Spell Tinker](Spell%20Tinker), [Spellbook Prodigy](Spellbook%20Prodigy), [Split Slot](Split%20Slot), [Steady Spellcasting](Steady%20Spellcasting), [Superior Bond](Superior%20Bond), [Undying Conviction](Undying%20Conviction), [Universal Versatility](Universal%20Versatility), [Widen Spell](Widen%20Spell), [Worldsphere Gravity](Worldsphere%20Gravity)
-
-### Focus Spells
-[Augment Summoning](../Spells_Rituals/Focus%20Spells/Level%201/Augment%20Summoning.md), [Call of the Grave](../Spells_Rituals/Focus%20Spells/Level%201/Call%20of%20the%20Grave.md), [Charming Words](../Spells_Rituals/Focus%20Spells/Level%201/Charming%20Words.md), [Dimensional Steps](../Spells_Rituals/Focus%20Spells/Level%204/Dimensional%20Steps.md), [Diviner's Sight](../Spells_Rituals/Focus%20Spells/Level%201/Diviner's%20Sight.md), [Dread Aura](../Spells_Rituals/Focus%20Spells/Level%204/Dread%20Aura.md), [Efficient Apport](../Spells_Rituals/Focus%20Spells/Level%201/Efficient%20Apport.md), [Elemental Tempest](../Spells_Rituals/Focus%20Spells/Level%204/Elemental%20Tempest.md), [Energy Absorption](../Spells_Rituals/Focus%20Spells/Level%204/Energy%20Absorption.md), [Force Bolt](../Spells_Rituals/Focus%20Spells/Level%201/Force%20Bolt.md), [Hand of the Apprentice](../Spells_Rituals/Focus%20Spells/Level%201/Hand%20of%20the%20Apprentice.md), [Invisibility Cloak](../Spells_Rituals/Focus%20Spells/Level%204/Invisibility%20Cloak.md), [Life Siphon](../Spells_Rituals/Focus%20Spells/Level%204/Life%20Siphon.md), [Physical Boost](../Spells_Rituals/Focus%20Spells/Level%201/Physical%20Boost.md), [Protective Ward](../Spells_Rituals/Focus%20Spells/Level%201/Protective%20Ward.md), [Shifting Form](../Spells_Rituals/Focus%20Spells/Level%204/Shifting%20Form.md), [Vigilant Eye](../Spells_Rituals/Focus%20Spells/Level%204/Vigilant%20Eye.md), [Warped Terrain](../Spells_Rituals/Focus%20Spells/Level%201/Warped%20Terrain.md)
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diff --git a/content/Mechanics/Traits/Wizard.md:com.amazon.drive.sync b/content/Mechanics/Traits/Wizard.md:com.amazon.drive.sync
deleted file mode 100644
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-{"Version":1,"NodeId":null,"FileId":"2666642980_281474976947879","Uuid":"40b8d46092bf46d38e71b59e566fca75","LastWritten":"2023-02-02T20:35:58.0327838+01:00"}
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diff --git a/content/Worlds/1. Red Eclipse/1. Karaktärer/Party/Grimm Wontan/Grimm.md b/content/Worlds/1. Red Eclipse/1. Karaktärer/Party/Grimm Wontan/Grimm.md
index f78fc7f4c..54851e1bc 100755
--- a/content/Worlds/1. Red Eclipse/1. Karaktärer/Party/Grimm Wontan/Grimm.md
+++ b/content/Worlds/1. Red Eclipse/1. Karaktärer/Party/Grimm Wontan/Grimm.md
@@ -1,21 +1,22 @@
Nee: 2nd Kuthona
# Ancestry & heritage
-Grimm är en halv-[[orc]]. Han har även någonting annat i sitt blod. [[WorldS/1. Red Eclipse/1. Karaktärer/Allies/Änglar/Valheru|Nefaria]] avslöjade detta till att vara Aasimar-blod.
+Grimm är en halv-[[Mechanics/Rules/traits/orc]]. Han har även någonting annat i sitt blod. Ängeln Nefaria från [[Prison break]] avslöjade detta till att vara [[Mechanics/Rules/traits/aasimar-apg|Aasimar]]]-blod.
Det finns flera effekter av detta
-- han ser ut som en fullblodig orc, medan hans syster, som också är halv-orc, ser ut som en human.
-- han har blodsmagi ([[Sorcerer]])
+- han ser ut som en fullblodig [[Mechanics/Character Building/Ancestries/Orc|Orc]], medan hans syster, som också är halv-orc, ser ut som en human.
+- han har blodsmagi ([[Mechanics/Rules/traits/sorcerer]])
- Hans ärr helar snabbare än vanligt
- Han har en speciell mormor, [[Familj#Mormor Zaina Wontan - Mormor]]
- - Någon typ av relation till Hellknights
+ - Någon typ av relation till Hellknights
+ - Visade sig från en av böckerna i [[Biblioteket]] i [[Cheliax]] att hon hade speciellt blod, och att hon på grund av detta blev tillfångatagen.
# Historia
- Grimm är en desertör
- Han övergav sin [[Squad]], och max 2-3 har överlevt
- - [[Squad#Halfling *female* - Fanny "Nick" Knickerbocker|Nick]], [[Squad#Half-elf *they* Charlie K. Cae'merune, a.k.a "CC"|CC]] och eventuellt [[Squad#Human *female* - Zi Xu Liang (uttalas Zii-chu-li-an)|Zi Xu]] > all
- - Han lämnade för att förstå vem han är ([[Sorcerer]])
+ - [[Squad#Halfling *female* - Fanny "Nick" Knickerbocker|Nick]], [[Squad#Half-elf *they* Charlie K. Cae'merune, a.k.a "CC"|CC]] och eventuellt [[Squad#Human *female* - Zi Xu Liang (uttalas Zii-chu-li-an)|Zi Xu]]
+ - Han lämnade för att förstå vem han är ([[Mechanics/Rules/traits/sorcerer]])
-- Grimm är en alkoholist
+- Grimm är en alkoholist
- Han blev alkoholist efter kriget, och levde i Absalom och söp och spelade kort under 4 år
- På grund av den förlust han kände efter deserteringen
diff --git a/content/Worlds/1. Red Eclipse/5. Sessioner/2023/2023-10-11.md b/content/Worlds/1. Red Eclipse/5. Sessioner/2023/2023-10-11.md
index d7af6d6ea..487231ad9 100755
--- a/content/Worlds/1. Red Eclipse/5. Sessioner/2023/2023-10-11.md
+++ b/content/Worlds/1. Red Eclipse/5. Sessioner/2023/2023-10-11.md
@@ -33,7 +33,7 @@ Skeletten slår mer på oss.
[[Mezisol|Messi]] tar ned de sista skeletten också, maintank och main damagedealer. Vi andra är värdelösa.
-Vi börjar [[treat wounds]], [[Sai Kai Len|Lenny]] gör oss osynliga, kommer några skelett på patrull. De märker oss inte, vi treatar klart och de passerar en gång till. Börjar röra oss tillbaka, stöter på en stor [[Ooze]], som vi får smyga undan för. Vi råkar gå in i en återvändsrum. [[Ooze]] kommer åt vårt håll men verkar sedan vända tillbaka.
+Vi börjar [[GM Screen/GM Screen/Treat Wounds]], [[Sai Kai Len|Lenny]] gör oss osynliga, kommer några skelett på patrull. De märker oss inte, vi treatar klart och de passerar en gång till. Börjar röra oss tillbaka, stöter på en stor [[Ooze]], som vi får smyga undan för. Vi råkar gå in i en återvändsrum. [[Ooze]] kommer åt vårt håll men verkar sedan vända tillbaka.
Vi funderar på (recall knowledge) om vi vet vad det är för [[Ooze]], och kommer inte på något. Däremot skeletten så behöver de inte vara summoned, [[Miho]] tror att det är skelett efter alver.
diff --git a/content/Worlds/1. Red Eclipse/5. Sessioner/2023/2023-10-18.md b/content/Worlds/1. Red Eclipse/5. Sessioner/2023/2023-10-18.md
index 7c3d7570d..2a29fc65c 100755
--- a/content/Worlds/1. Red Eclipse/5. Sessioner/2023/2023-10-18.md
+++ b/content/Worlds/1. Red Eclipse/5. Sessioner/2023/2023-10-18.md
@@ -7,7 +7,7 @@ quest: "[[Tetraeder Hunt]]"
---
# 18/10
-Vi börjar med att effektivt ta ut de två guardsen som patrullerat. Tar 10min, [[Glak]] scooter den andra ingången, [[Sai Kai Len|Lenny]] fokuserar och [[Miho]] gör en [[treat wounds]] på [[Ilju]].
+Vi börjar med att effektivt ta ut de två guardsen som patrullerat. Tar 10min, [[Glak]] scooter den andra ingången, [[Sai Kai Len|Lenny]] fokuserar och [[Miho]] gör en [[GM Screen/GM Screen/Treat Wounds]] på [[Ilju]].
Vi går in i den andra ingången för att ta ut de två kvarvarande skelette, blir överfallna av 3 spindlar, [[Glak]] tar en hel del dmg. Kommer plötsligt pilar och tar ned [[Glak]]. Kommer en fjärde spindel också. Vi får ned spindlar, mycket tack vare [[Mezisol]] bra spel och vi andra gör lite dmg, tar lite dmg.
diff --git a/content/Worlds/1. Red Eclipse/6. Meta/House Rules/House Rules.md b/content/Worlds/1. Red Eclipse/6. Meta/House Rules/House Rules.md
index a8eaa9a58..1b81ea0e5 100755
--- a/content/Worlds/1. Red Eclipse/6. Meta/House Rules/House Rules.md
+++ b/content/Worlds/1. Red Eclipse/6. Meta/House Rules/House Rules.md
@@ -1,6 +1,6 @@
%% Begin Waypoint %%
- [[Flying]]
-- [[Hero points]]
+- [[Worlds/1. Red Eclipse/6. Meta/House Rules/Hero points]]
- [[No Reaction when Stunned]]
- [[Reactive Strike]]
- [[Ready a Spell]]
+
+Accomplishment
+ XP Award
+
+
+Minor
+ 10 XP
+
+
+Moderate*
+ 30 XP
+
+
+Major*
+ 80 XP
+
+
+Adversary Level
+ XP Award
+
+
+Party level –4
+ 10 XP
+
+
+Party level –3
+ 15 XP
+
+
+Party level –2
+ 20 XP
+
+
+Party level –1
+ 30 XP
+
+
+Party level
+ 40 XP
+
+
+Party level + 1
+ 60 XP
+
+
+Party level + 2
+ 80 XP
+
+
+Party level + 3
+ 120 XP
+
+
+Party level + 4
+ 160 XP
+
+
+
+
+
+Hazard Level
+ Simple Hazard
+ Complex Hazard
+
+
+Party level –4
+ 2 XP
+ 10 XP
+
+
+Party level –3
+ 3 XP
+ 15 XP
+
+
+Party level –2
+ 4 XP
+ 20 XP
+
+
+Party level –1
+ 6 XP
+ 30 XP
+
+
+Party level
+ 8 XP
+ 40 XP
+
+
+Party level + 1
+ 12 XP
+ 60 XP
+
+
+Party level + 2
+ 16 XP
+ 80 XP
+
+
+Party level + 3
+ 24 XP
+ 120 XP
+
+
+Party level + 4
+ 32 XP
+ 160 XP
+